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-- Armory Build Data --endend endend if buildName == "" then else return buildName endendendendendendendend local totalSpentPoints = 0 end return totalSpentPointsendendend if equippedOutfitIndex then local outfitManipulator = ZO_OUTFIT_MANAGER:GetOutfitManipulator(GAMEPLAY_ACTOR_CATEGORY_PLAYER, equippedOutfitIndex) if outfitManipulator then else end else endendendendend if primaryMundus == MUNDUS_STONE_INVALID or secondaryMundus == MUNDUS_STONE_INVALID then --We will never have a secondary mundus stone if the primary mundus stone is invalid, so we can just return the primary mundus if either are invalid else endenddo 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 endend if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_VALID then else return slotState, "" endend |