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ENCHANTING_MODE_NONE = 0ENCHANTING_MODE_CREATION = 1ENCHANTING_MODE_EXTRACTION = 2ENCHANTING_MODE_RECIPES = 3ENCHANTING_NO_FILTER = -1ENCHANTING_EXTRACTION_FILTER = -2ZO_ENCHANTING_SYSTEM_NAME = "enchanting" end return falseend return ENCHANTING else return GAMEPAD_ENCHANTING endend if ENCHANTING and ENCHANTING:IsSceneShowing() and ENCHANTING:GetEnchantingMode() == ENCHANTING_MODE_CREATION then return true return true end return falseendfunction ZO_Enchanting_DoesEnchantingItemPassFilter(bagId, slotIndex, filterType, questFilterChecked, questRunes) return craftingSubItemType == ITEMTYPE_GLYPH_WEAPON or craftingSubItemType == ITEMTYPE_GLYPH_ARMOR or craftingSubItemType == ITEMTYPE_GLYPH_JEWELRY if questFilterChecked then if questRunes.potency == itemId or questRunes.essence == itemId or questRunes.aspect == itemId then else return false end else return runeType == ENCHANTING_RUNE_ASPECT or runeType == ENCHANTING_RUNE_ESSENCE or runeType == ENCHANTING_RUNE_POTENCY end end return falseend if usedInCraftingType == CRAFTING_TYPE_ENCHANTING then if runeType == ENCHANTING_RUNE_ASPECT or runeType == ENCHANTING_RUNE_ESSENCE or runeType == ENCHANTING_RUNE_POTENCY then return true end if craftingSubItemType == ITEMTYPE_GLYPH_WEAPON or craftingSubItemType == ITEMTYPE_GLYPH_ARMOR or craftingSubItemType == ITEMTYPE_GLYPH_JEWELRY then return true end end return falseendend -- override meend -- override meend self.control:RegisterForEvent(EVENT_CRAFTING_STATION_INTERACT, function(eventCode, craftingType, isCraftingSameAsPrevious) if craftingType == CRAFTING_TYPE_ENCHANTING then if not isCraftingSameAsPrevious then end end end end) self.control:RegisterForEvent(EVENT_END_CRAFTING_STATION_INTERACT, function(eventCode, craftingType) if craftingType == CRAFTING_TYPE_ENCHANTING then end end)end -- override meendendend -- To be overriddenend -- To be overriddenendendend return self.enchantingMode == ENCHANTING_MODE_CREATION or self.enchantingMode == ENCHANTING_MODE_EXTRACTIONend return self.potencySound, self.potencyLength, self.essenceSound, self.essenceLength, self.aspectSound, self.aspectLengthend end self.extractionSlot.dropCallout:SetTexture("EsoUI/Art/Crafting/crafting_enchanting_glyphSlot_empty.dds") endend return true end end return false endend return true end end return false endend-- Overrides ZO_CraftingCreateScreenBase return false end end return true end return falseend return false end local maxIterations, craftingResult = GetMaxIterationsPossibleForEnchantingItem(self:GetAllCraftingBagAndSlots()) end return falseend return false end end return falseend-- Overrides ZO_CraftingCreateScreenBase local rune1BagId, rune1SlotIndex, rune2BagId, rune2SlotIndex, rune3BagId, rune3SlotIndex = self:GetAllCraftingBagAndSlots() endend return rune1BagId, rune1SlotIndex, rune2BagId, rune2SlotIndex, rune3BagId, rune3SlotIndex, numIterationsendend end endend if ZO_CraftingUtils_AddVirtualStackToDeconstructMessageAsRealStacks(bagId, slotIndex, quantity) then end endenddo return left.quantity < right.quantity end local sortedItems = {} end local addedAllItems = true if not ZO_CraftingUtils_AddVirtualStackToDeconstructMessageAsRealStacks(item.bagId, item.slotIndex, item.quantity) then addedAllItems = false break end end -- We send the final message, even if not all items are added to -- replicate the behavior we have in refining, where slotting a stack that -- is too large will give you a "best-effort" result. if not addedAllItems then end end endend end ZO_Dialogs_ShowPlatformDialog("CONFIRM_DECONSTRUCT_MULTIPLE_ITEMS", {deconstructFn = PerformExtract, verb = DECONSTRUCT_ACTION_NAME_EXTRACT}, {mainTextParams = {ZO_CommaDelimitNumber(self.extractionSlot:GetStackCount())}})end return rune1BagId, rune1SlotIndex, rune2BagId, rune2SlotIndex, rune3BagId, rune3SlotIndexend endend endendend return 0 end -- If a player doesn't already know all the runes they are using, they will -- need to craft with them at least once to learn what the final glyph will -- be. Let's restrict them to single crafts until they've done that. return 1 end return maxIterationsendend return numIterations -- each iteration creates one itemend -- override meend -- override meend if runeType == ENCHANTING_RUNE_POTENCY then elseif runeType == ENCHANTING_RUNE_ASPECT then end return trueend local usedInCraftingType, _, runeType, rankRequirement, rarityRequirement = GetItemCraftingInfo(bagId, slotIndex) if usedInCraftingType == CRAFTING_TYPE_ENCHANTING then return true end end end return falseend local usedInCraftingType, _, runeType, rankRequirement, rarityRequirement = GetItemCraftingInfo(bagId, slotIndex) if usedInCraftingType == CRAFTING_TYPE_ENCHANTING then return true end return true end end return falseend if not ZO_CraftingUtils_IsPerformingCraftProcess() and self:CanItemBeAddedToCraft(bagId, slotIndex) then ZO_Alert(UI_ALERT_CATEGORY_ERROR, SOUNDS.NEGATIVE_CLICK, GetString("SI_TRADESKILLRESULT", CRAFTING_RESULT_TOO_MANY_CRAFTING_INPUTS)) else end end endend local usedInCraftingType, _, runeType, rankRequirement, rarityRequirement = GetItemCraftingInfo(bagId, slotIndex) if usedInCraftingType == CRAFTING_TYPE_ENCHANTING then end end endendfunction ZO_SharedEnchanting:ShowAppropriateSlotDropCallouts(craftingSubItemType, runeType, rankRequirement, rarityRequirement) slot:ShowDropCallout(runeType == slot:GetRuneType() and DoesRunePassRequirements(runeType, rankRequirement, rarityRequirement)) end self.extractionSlot:ShowDropCallout(craftingSubItemType == ITEMTYPE_GLYPH_WEAPON or craftingSubItemType == ITEMTYPE_GLYPH_ARMOR or craftingSubItemType == ITEMTYPE_GLYPH_JEWELRY)end endend endend return true end end end return falseendendfunction ZO_SharedEnchantRuneSlot:Initialize(owner, control, emptyTexture, dropCalloutTexturePositive, dropCalloutTextureNegative, placeSound, removeSound, runeType, craftingInventory, emptySlotIcon) ZO_CraftingSlotBase.Initialize(self, owner, control, SLOT_TYPE_PENDING_CRAFTING_COMPONENT, emptyTexture, craftingInventory, emptySlotIcon)end end endend end elseif hadItem then end if bagId and slotIndex then else end endend self.dropCallout:SetTexture(isCorrectType and self.dropCalloutTexturePositive or self.dropCalloutTextureNegative)endendfunction ZO_SharedEnchantExtractionSlot:Initialize(owner, control, multipleItemsTexture, craftingInventory, useEmptySlotIcon) local NO_EMPTY_TEXTURE = "" ZO_CraftingMultiSlotBase.Initialize(self, owner, control, SLOT_TYPE_PENDING_CRAFTING_COMPONENT, NO_EMPTY_TEXTURE, multipleItemsTexture, craftingInventory, useEmptySlotIcon and NO_EMPTY_TEXTURE or nil)end -- should be overriddenend if craftingSubItemType == ITEMTYPE_GLYPH_WEAPON then return SOUNDS.ENCHANTING_WEAPON_GLYPH_PLACED, SOUNDS.ENCHANTING_WEAPON_GLYPH_REMOVED elseif craftingSubItemType == ITEMTYPE_GLYPH_ARMOR then return SOUNDS.ENCHANTING_ARMOR_GLYPH_PLACED, SOUNDS.ENCHANTING_ARMOR_GLYPH_REMOVED elseif craftingSubItemType == ITEMTYPE_GLYPH_JEWELRY then return SOUNDS.ENCHANTING_JEWELRY_GLYPH_PLACED, SOUNDS.ENCHANTING_JEWELRY_GLYPH_REMOVED endend return true end return falseend return true end return falseend return true end return falseend else end self.nameLabel:SetText(zo_strformat(SI_CRAFTING_SLOT_MULTIPLE_SELECTED, ZO_CommaDelimitNumber(self:GetStackCount()))) else endend -- no drop callout behaviorend -- no drop callout behaviorend -- should be overriddenendendendend -- there's a special sound player in CraftingResults.lua for enchanting return nilend |