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--[[ Crafting Create Screen Base ]] --
end
end
-- To be used with the C APIs, eg. CreateTradeskillItem(tradeskillObject:GetAllCraftingParameters())
-- Lua limitation:
-- writing tradeskillObject:GetAllCraftingParameters(), numIterations would truncate the crafting
-- parameters to only the first return, so each implementation of
-- GetAllCraftingParameters should manually place that argument at the end themselves
-- return implementation defined
end
-- should return resultItemLink
end
-- should return numResults
end
-- should return bool
end
-- override me
return 1
end
-- should return bool, errorString
end
end
end
--[[ Crafting Multi Slot Base ]] --
return craftingSlot
end
function ZO_CraftingMultiSlotBase : Initialize ( owner , control , slotType , emptyTexture , multipleItemsTexture , craftingInventory , emptySlotIconTexture )
if emptySlotIconTexture then
end
-- required
-- optional
end
if isCorrectType then
else
end
end
end
-- Use to validate a list of virtually stacked items created from EnumerateInventorySlotsAndAddToScrollData
-- validItemFilterFn is optional
local failed = false
local itemsChanged = false
local bagId , slotIndex , itemInstanceId = item . bagId , item . slotIndex , item . itemInstanceId
else
itemsChanged = true
failed = true
end
end
if itemsChanged then
end
return not failed
end
do
if item . bagId == validItem . bagId and item . slotIndex == validItem . slotIndex then
return true
end
end
return false
end
-- Use to validate a list of slotDatas created from GetIndividualInventorySlotsAndAddToScrollData
-- validItemFilterFn is optional
local failed = false
local needsValidation = { }
needsValidation [ i ] = true
end
if MatchesValidItemSlot ( item , validItems ) and ( validItemFilterFn == nil or validItemFilterFn ( item . bagId , item . slotIndex ) ) then
needsValidation [ idx ] = nil
end
end
-- There are items that were not validated, clear them out
failed = true
if needsValidation [ i ] then
end
end
end
if failed then
return false
else
return true
end
end
end
end
return true
end
return false
end
-- Crafting slots work off of virtual inventories, so this item is used to represent all items with the instance id that is slotted here, not just this slot
local item =
{
bagId = bagId ,
slotIndex = slotIndex ,
}
return true
end
return false
end
if addedItem then
end
return addedItem
end
local removedItem = false
if item . bagId == bagId and item . slotIndex == slotIndex then
removedItem = true
break
end
end
if removedItem then
end
return removedItem
end
local isEmpty = numItems == 0
local icon
local quantity
if isEmpty then
quantity = 0
elseif numItems == 1 then
else
quantity = 0 -- hide quantity label
end
local MEETS_REQUIREMENTS = nil
local LOCKED = nil
ZO_ItemSlot_SetupSlotBase ( self . control , quantity , icon , MEETS_REQUIREMENTS , LOCKED , self : ShouldBeVisible ( ) )
else
ZO_ItemSlot_SetupSlot ( self . control , quantity , icon , MEETS_REQUIREMENTS , LOCKED , self : ShouldBeVisible ( ) )
end
end
if icon == "" then
-- Empty string represents no icon, in this case we should just hide both inventory slot icon and our empty slot override
else
end
end
end
local quantity = 0
-- non virtual items will have a stack count of 0, but we know that they represent exactly one in quantity
quantity = quantity + zo_max ( 1 , self . craftingInventory : GetStackCount ( self : GetItemBagAndSlot ( index ) ) )
end
end
return quantity
end
end
end
end
end
end
end
end
end
if item then
return item . bagId , item . slotIndex
end
return nil
end
if item then
return item . itemInstanceId
end
return nil
end
if item . itemInstanceId == itemId then
return true
end
end
return false
end
if item . bagId == bagId and item . slotIndex == slotIndex then
return true
end
end
return false
end
end
end
end
end
end
end
-- To be overridden if managing the visibility of the slot
return true
end
--[[ Crafting Slot Base ]] --
-- This is a multislot that only permits single items. The multislot API can
-- be used, but the old single-slot api has been implemented on top.
-- Attempting to add multiple items using AddItem() will instead replace the
-- current item.
end
function ZO_CraftingSlotBase : Initialize ( owner , control , slotType , emptyTexture , craftingInventory , emptySlotIcon )
return ZO_CraftingMultiSlotBase . Initialize ( self , owner , control , slotType , emptyTexture , "" , craftingInventory , emptySlotIcon )
end
-- can be overriden for custom functionality, but should still call base or SetupItem
end
if oldBagId ~= bagId or oldSlotIndex ~= slotIndex then
end
end
-- instead of adding, replace existing items
end
end
end
end
end
end
-- Use the double click behavior as the single click behavior for consistency with all
-- other aspects of the Crafting UI.
self . animation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "CraftingGlowAlphaAnimation" , self : GetNamedChild ( "Glow" ) )
end
--[[ Crafting Slot Animation Base ]] --
return craftingSlotAnimationBase
end
end
end )
end
end
end
end
-- intended to be overridden
end
-- intended to be overridden
end
--[[ Global Utils ]] --
if cost > 0 then
return zo_strformat ( SI_CRAFTING_PERFORM_CRAFT , ZO_Currency_FormatKeyboard ( CURT_MONEY , cost , ZO_CURRENCY_FORMAT_AMOUNT_ICON ) )
end
return zo_strformat ( SI_CRAFTING_PERFORM_CRAFT , ZO_Currency_FormatKeyboard ( CURT_MONEY , cost , ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON ) )
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
do
local CRAFTABLE_TRAIT_TYPES =
{
ITEM_TRAIT_TYPE_NONE ,
ITEM_TRAIT_TYPE_WEAPON_POWERED ,
ITEM_TRAIT_TYPE_WEAPON_CHARGED ,
ITEM_TRAIT_TYPE_WEAPON_PRECISE ,
ITEM_TRAIT_TYPE_WEAPON_INFUSED ,
ITEM_TRAIT_TYPE_WEAPON_DEFENDING ,
ITEM_TRAIT_TYPE_WEAPON_TRAINING ,
ITEM_TRAIT_TYPE_WEAPON_SHARPENED ,
ITEM_TRAIT_TYPE_WEAPON_DECISIVE ,
ITEM_TRAIT_TYPE_WEAPON_NIRNHONED ,
ITEM_TRAIT_TYPE_ARMOR_STURDY ,
ITEM_TRAIT_TYPE_ARMOR_IMPENETRABLE ,
ITEM_TRAIT_TYPE_ARMOR_REINFORCED ,
ITEM_TRAIT_TYPE_ARMOR_WELL_FITTED ,
ITEM_TRAIT_TYPE_ARMOR_TRAINING ,
ITEM_TRAIT_TYPE_ARMOR_INFUSED ,
ITEM_TRAIT_TYPE_ARMOR_PROSPEROUS ,
ITEM_TRAIT_TYPE_ARMOR_DIVINES ,
ITEM_TRAIT_TYPE_ARMOR_NIRNHONED ,
ITEM_TRAIT_TYPE_JEWELRY_ARCANE ,
ITEM_TRAIT_TYPE_JEWELRY_HEALTHY ,
ITEM_TRAIT_TYPE_JEWELRY_ROBUST ,
ITEM_TRAIT_TYPE_JEWELRY_TRIUNE ,
ITEM_TRAIT_TYPE_JEWELRY_INFUSED ,
ITEM_TRAIT_TYPE_JEWELRY_PROTECTIVE ,
ITEM_TRAIT_TYPE_JEWELRY_SWIFT ,
ITEM_TRAIT_TYPE_JEWELRY_HARMONY ,
ITEM_TRAIT_TYPE_JEWELRY_BLOODTHIRSTY ,
}
local traits = { }
local traitIndex = traitType + 1
local _ , name , icon , sellPrice , meetsUsageRequirement , itemStyle , quality = GetSmithingTraitItemInfo ( traitIndex )
index = traitIndex ,
icon = icon ,
sellPrice = sellPrice ,
meetsUsageRequirement = meetsUsageRequirement ,
itemStyle = itemStyle ,
quality = quality ,
} )
end
return traits
end
end
do
local ITEM_FILTER_TO_SMITHING_FILTER =
{
[ ITEMFILTERTYPE_WEAPONS ] = SMITHING_FILTER_TYPE_WEAPONS ,
[ ITEMFILTERTYPE_ARMOR ] = SMITHING_FILTER_TYPE_ARMOR ,
[ ITEMFILTERTYPE_JEWELRY ] = SMITHING_FILTER_TYPE_JEWELRY ,
}
local smithingFilter = ITEM_FILTER_TO_SMITHING_FILTER [ itemFilter ]
if smithingFilter then
return smithingFilter
end
end
return SMITHING_FILTER_TYPE_RAW_MATERIALS
end
return ITEM_FILTER_TO_SMITHING_FILTER [ itemFilter ]
end
local SMITHING_FILTER_TO_ITEM_FILTER =
{
[ SMITHING_FILTER_TYPE_WEAPONS ] = ITEMFILTERTYPE_WEAPONS ,
[ SMITHING_FILTER_TYPE_SET_WEAPONS ] = ITEMFILTERTYPE_WEAPONS ,
[ SMITHING_FILTER_TYPE_ARMOR ] = ITEMFILTERTYPE_ARMOR ,
[ SMITHING_FILTER_TYPE_SET_ARMOR ] = ITEMFILTERTYPE_ARMOR ,
[ SMITHING_FILTER_TYPE_JEWELRY ] = ITEMFILTERTYPE_JEWELRY ,
[ SMITHING_FILTER_TYPE_SET_JEWELRY ] = ITEMFILTERTYPE_JEWELRY ,
}
return SMITHING_FILTER_TO_ITEM_FILTER [ smithingFilter ]
end
local TRAIT_CATEGORY_TO_SMITHING_FILTER =
{
[ ITEM_TRAIT_TYPE_CATEGORY_WEAPON ] = SMITHING_FILTER_TYPE_WEAPONS ,
[ ITEM_TRAIT_TYPE_CATEGORY_ARMOR ] = SMITHING_FILTER_TYPE_ARMOR ,
[ ITEM_TRAIT_TYPE_CATEGORY_JEWELRY ] = SMITHING_FILTER_TYPE_JEWELRY ,
}
end
local SMITHING_FILTER_TO_BASE_FILTER =
{
[ SMITHING_FILTER_TYPE_WEAPONS ] = SMITHING_FILTER_TYPE_WEAPONS ,
[ SMITHING_FILTER_TYPE_SET_WEAPONS ] = SMITHING_FILTER_TYPE_WEAPONS ,
[ SMITHING_FILTER_TYPE_ARMOR ] = SMITHING_FILTER_TYPE_ARMOR ,
[ SMITHING_FILTER_TYPE_SET_ARMOR ] = SMITHING_FILTER_TYPE_ARMOR ,
[ SMITHING_FILTER_TYPE_JEWELRY ] = SMITHING_FILTER_TYPE_JEWELRY ,
[ SMITHING_FILTER_TYPE_SET_JEWELRY ] = SMITHING_FILTER_TYPE_JEWELRY ,
}
return SMITHING_FILTER_TO_BASE_FILTER [ smithingFilter ]
end
if SMITHING_FILTER_TO_BASE_FILTER [ smithingFilter ] == nil then
return true
end
return SMITHING_FILTER_TO_BASE_FILTER [ smithingFilter ] == smithingFilter
end
return false
end
if baseFilter == SMITHING_FILTER_TYPE_WEAPONS then
elseif baseFilter == SMITHING_FILTER_TYPE_ARMOR then
elseif baseFilter == SMITHING_FILTER_TYPE_JEWELRY then
end
end
end
do
local g_isCrafting = false
g_isCrafting = true
end )
g_isCrafting = false
end )
end
end
end
-- Crafting screens virtualize each item into stacks, but only refining items
-- can properly support deconstruction by virtual stack. In all other cases, eg.
-- enchanting, we need to send a message with each slot represented by the
-- virtual stack, which is what this function prepares for us.
function ZO_CraftingUtils_AddVirtualStackToDeconstructMessageAsRealStacks ( virtualBagId , virtualSlotIndex , quantityToAdd )
local ALL_MATCHING_ITEMS = nil
-- When there are more slots than items to add, we want to prioritize
-- backpack items over bank items. Since the loop that adds these items pops
-- from the end, we should generate our slots list so that the end of the list holds all the backpack items
local slots = PLAYER_INVENTORY : GenerateAllSlotsInVirtualStackedItem ( ALL_MATCHING_ITEMS , instanceId , INVENTORY_BANK , INVENTORY_BACKPACK )
while quantityToAdd > 0 and slots [ 1 ] do
return false
end
quantityToAdd = quantityToAdd - stackCount
end
return quantityToAdd == 0 -- did we add as many items as we requested?
end
if key ~= "topSection" then
end
end |