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-- Armory Build Data --
end
end
end
end
if buildName == "" then
else
return buildName
end
end
end
end
end
end
end
end
local totalSpentPoints = 0
for i = CHAMPION_DISCIPLINE_TYPE_ITERATION_BEGIN, CHAMPION_DISCIPLINE_TYPE_ITERATION_END do
end
return totalSpentPoints
end
end
end
if equippedOutfitIndex then
local outfitManipulator = ZO_OUTFIT_MANAGER:GetOutfitManipulator(GAMEPLAY_ACTOR_CATEGORY_PLAYER, equippedOutfitIndex)
if outfitManipulator then
else
end
else
end
end
end
do
local INACCESSIBLE_BAGS =
{
[BAG_BANK] = true,
[BAG_HOUSE_BANK_ONE] = true,
[BAG_HOUSE_BANK_TWO] = true,
[BAG_HOUSE_BANK_THREE] = true,
[BAG_HOUSE_BANK_FOUR] = true,
[BAG_HOUSE_BANK_FIVE] = true,
[BAG_HOUSE_BANK_SIX] = true,
[BAG_HOUSE_BANK_SEVEN] = true,
[BAG_HOUSE_BANK_EIGHT] = true,
[BAG_HOUSE_BANK_NINE] = true,
[BAG_HOUSE_BANK_TEN] = true,
}
--If the bag is inaccessible from the armory, pretend it is missing
if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_VALID and INACCESSIBLE_BAGS[bagId] then
slotState = ARMORY_BUILD_EQUIP_SLOT_STATE_INACCESSIBLE
end
return slotState, bagId, slotIndex
end
end
if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_VALID then
else
return slotState, ""
end
end |