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ZO_RETRAIT_TRAIT_LIST_ROW_HEIGHT = 58
local TRAIT_LIST_TRAIT_ENTRY = 1
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end )
end
end
local NO_ON_HIDDEN_CALLBACK = nil
local NO_SELECT_SOUND = nil
ZO_ScrollList_AddDataType ( self . traitList , TRAIT_LIST_TRAIT_ENTRY , "ZO_RetraitTraitListRow" , ZO_RETRAIT_TRAIT_LIST_ROW_HEIGHT , SetupTraitRow , NO_ON_HIDDEN_CALLBACK , NO_SELECT_SOUND , OnTraitRowReset )
ZO_ScrollList_EnableSelection ( self . traitList , "ZO_TallListSelectedHighlight" , function ( ... ) self : OnTraitSelectionChanged ( ... ) end )
end
self . inventory = ZO_Retrait_Inventory_Keyboard : New ( self , self . inventoryControl , SLOT_TYPE_CRAFTING_COMPONENT )
end
self . retraitSlot = ZO_RetraitStationRetraitSlot : New ( self , slotContainer : GetNamedChild ( "ItemRetraitSlot" ) , SLOT_TYPE_PENDING_RETRAIT_ITEM , self . inventory )
end )
local minRetraitCost = 0
self . slotAnimation = ZO_CraftingCreateSlotAnimation : New ( "retrait_keyboard_root" , function ( ) return self : IsShowing ( ) end )
end
{
-- Clear selections
{
end ,
end ,
} ,
-- Perform craft
{
end ,
end ,
end ,
} ,
}
end
end
end
end
if not hidden then
-- there's no chance of failure on the craft, so we'll fill out the fail sound with a sound that already exists instead of making a new one
CRAFTING_RESULTS : SetTooltipAnimationSounds ( SOUNDS . RETRAITING_RETRAIT_TOOLTIP_GLOW_SUCCESS , SOUNDS . BLACKSMITH_IMPROVE_TOOLTIP_GLOW_FAIL )
end
end
end
end
end
end
local hasEnoughCurrency = retraitCost <= GetCurrencyAmount ( retraitCurrency , retraitCurrencyLocation )
local errorString
if not hasEnoughCurrency then
end
return ( hasItemAndTrait and hasEnoughCurrency ) , errorString
end
end
end
end
end
end
local meetsUsageRequirements = retraitCost <= GetCurrencyAmount ( retraitCurrency , retraitCurrencyLocation )
-- create the tooltip string for what research is required for this item now,
-- so we don't have to create it every time we mouse over an unknown trait
else
end
end
end
end
end
end
end
end
end
end
end
end
local traitData = ZO_RETRAIT_STATION_MANAGER : GetTraitInfoForCategory ( GetItemTraitCategory ( bag , slot ) )
local trait = traitRowData . traitType
if slottedItemTrait ~= trait then
local rowControlData =
{
trait = trait ,
icon = traitRowData . traitItemIcon ,
knownTrait = knownTrait ,
}
table . insert ( self . traitListData , ZO_ScrollList_CreateDataEntry ( TRAIT_LIST_TRAIT_ENTRY , rowControlData ) )
end
end
end
end
if knownTrait then
else
end
end
end
if hasItemSlotted then
local layoutSelectedTraitItemTooltip = true
local mouseOverTrait = traitData . trait
if traitData . knownTrait then
else
local DEFAULT_FONT = ""
InformationTooltip : AddLine ( self . requiredResearchTooltipString , DEFAULT_FONT , r , g , b , TOP , MODIFY_TEXT_TYPE_NONE , TEXT_ALIGN_CENTER )
end
layoutSelectedTraitItemTooltip = not traitData . knownTrait
end
if layoutSelectedTraitItemTooltip then
if selectedTraitData then
else
end
end
end
end
function ZO_RetraitStation_Retrait_Keyboard : OnTraitSelectionChanged ( previouslySelectedData , selectedData , selectingDuringRebuild )
local hasSelectedData = selectedData ~= nil
if hasSelectedData then
-- there's no chance of failure on the craft, so we'll fill out the fail sound with a sound that already exists instead of making a new one
CRAFTING_RESULTS : SetTooltipAnimationSounds ( SOUNDS . RETRAITING_RETRAIT_TOOLTIP_GLOW_SUCCESS , SOUNDS . BLACKSMITH_IMPROVE_TOOLTIP_GLOW_FAIL )
else
end
end
end
end
if upInside then
end
end
end
end
end
-----
-- ZO_Retrait_Inventory_Keyboard
-----
end
do
if numUsedSlots < numSlots then
else
end
end
if infoBar . isConnected then return end
-- setup the currency label, which will manage its own dirty state
ZO_SharedInventory_ConnectPlayerCurrencyLabel ( infoBar : GetNamedChild ( "Money" ) , CURT_MONEY , CURRENCY_LOCATION_CHARACTER , ZO_KEYBOARD_CURRENCY_OPTIONS )
local SHOW_CURRENCY_CAP = true
ZO_SharedInventory_ConnectPlayerCurrencyLabel ( infoBar : GetNamedChild ( "RetraitCurrency" ) , CURT_CHAOTIC_CREATIA , CURRENCY_LOCATION_ACCOUNT , ZO_KEYBOARD_CURRENCY_OPTIONS , SHOW_CURRENCY_CAP )
-- Setup handling for slot counts changing
local slotsDirty = true
slotsDirty = true
else
slotsDirty = false
end
end
if slotsDirty then
slotsDirty = false
end
end
end
infoBar . isConnected = true
end
ZO_CraftingInventory . Initialize ( self , control , slotType , noDragging , ZO_Retrait_Inventory_Keyboard_ConnectInfoBar )
self : CreateNewTabFilterData ( SMITHING_FILTER_TYPE_JEWELRY , GetString ( "SI_SMITHINGFILTERTYPE" , SMITHING_FILTER_TYPE_JEWELRY ) , "EsoUI/Art/Crafting/jewelry_tabIcon_icon_up.dds" , "EsoUI/Art/Crafting/jewelry_tabIcon_down.dds" , "EsoUI/Art/Crafting/jewelry_tabIcon_icon_over.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_jewelry_disabled.dds" ) ,
self : CreateNewTabFilterData ( SMITHING_FILTER_TYPE_ARMOR , GetString ( "SI_SMITHINGFILTERTYPE" , SMITHING_FILTER_TYPE_ARMOR ) , "EsoUI/Art/Inventory/inventory_tabIcon_armor_up.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_armor_down.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_armor_over.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_armor_disabled.dds" ) ,
self : CreateNewTabFilterData ( SMITHING_FILTER_TYPE_WEAPONS , GetString ( "SI_SMITHINGFILTERTYPE" , SMITHING_FILTER_TYPE_WEAPONS ) , "EsoUI/Art/Inventory/inventory_tabIcon_weapons_up.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_weapons_down.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_weapons_over.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_weapons_disabled.dds" ) ,
} )
end
end
end
return ZO_CraftingInventory . IsLocked ( self , bagId , slotIndex ) or self . owner : IsItemSlotted ( bagId , slotIndex )
end
local USE_WORN_BAG = true
local validItemIds = self : GetIndividualInventorySlotsAndAddToScrollData ( ZO_RetraitStation_CanItemBeRetraited , ZO_RetraitStation_DoesItemPassFilter , self . filterType , data , USE_WORN_BAG )
end
end
end
-----
-- ZO_RetraitStationRetraitSlot
-----
end
end
end
elseif hadItem then
end
end
self . nameLabel : SetColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS , displayQuality ) )
else
end
end
end
end
end
-- Global XML functions
end
end
end
local offsetX = 0
local offsetY = - 5
local DEFAULT_FONT = ""
end
end
end |