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do
local NOT_EQUIPPED = false
local NO_CREATOR_NAME = nil
local FORCE_FULL_DURABILITY = true
local NO_PREVIEW_VALUE = nil
-- For some market product types we can just use other tooltip layouts
if rewardType == REWARD_ENTRY_TYPE_COLLECTIBLE then
local params =
{
collectibleId = collectibleId ,
showIfPurchasable = true ,
}
return
elseif rewardType == REWARD_ENTRY_TYPE_ITEM then
local stackCount = amount
self : LayoutItemWithStackCount ( itemLink , NOT_EQUIPPED , NO_CREATOR_NAME , FORCE_FULL_DURABILITY , NO_PREVIEW_VALUE , stackCount , EQUIP_SLOT_NONE )
return
elseif rewardType == REWARD_ENTRY_TYPE_LOOT_CRATE then
local quantity = amount
return
elseif rewardType == REWARD_ENTRY_TYPE_ADD_CURRENCY then
return
elseif rewardType == REWARD_ENTRY_TYPE_INSTANT_UNLOCK then
return
end
end
end
do
local g_dailyLoginRewardtimerStatValuePair
g_dailyLoginRewardtimerStatValuePair = nil
if not claimableRewardIndex and nextPotentialRewardIndex == rewardIndex then
if timeToNextMonth == 0 or timeToNextClaim < timeToNextMonth then
statValuePair : SetStat ( GetString ( SI_GAMEPAD_DAILY_LOGIN_REWARDS_TOOLTIP_AVAILABLE_TIMER ) , self : GetStyle ( "statValuePairStat" ) )
local formattedTime = ZO_FormatTimeLargestTwo ( timeToNextClaim , TIME_FORMAT_STYLE_DESCRIPTIVE_MINIMAL )
g_dailyLoginRewardtimerStatValuePair = statValuePair
end
end
end
end
if g_dailyLoginRewardtimerStatValuePair then
local formattedTime = ZO_FormatTimeLargestTwo ( GetTimeUntilNextDailyLoginRewardClaimS ( ) , TIME_FORMAT_STYLE_DESCRIPTIVE_MINIMAL )
end
end
end
end |