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local NO_EMPTY_TEXTURE = "" local NO_MULTIPLE_ITEMS_TEXTURE = "" ZO_CraftingMultiSlotBase.Initialize(self, owner, control, SLOT_TYPE_PENDING_CRAFTING_COMPONENT, NO_EMPTY_TEXTURE, NO_MULTIPLE_ITEMS_TEXTURE, craftingInventory)end return true end return falseend return true end return falseend return true end return falseend self.nameLabel:SetColor(GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS, displayQuality)) end self.nameLabel:SetText(zo_strformat(SI_CRAFTING_SLOT_MULTIPLE_SELECTED, ZO_CommaDelimitNumber(self:GetStackCount()))) else end end local ALWAYS_SHOW_STACK_COUNT = true local minQuantity = 1 else local AUTO_SHOW_STACK_COUNT = false local MIN_QUANTITY = 0 endendend return zo_strformat(SI_CRAFTING_SLOT_MULTIPLE_SELECTED, ZO_CommaDelimitNumber(self:GetStackCount())) else endend self.filletLabel:SetText(GetString("SI_PROVISIONERSPECIALINGREDIENTTYPE", PROVISIONER_SPECIAL_INGREDIENT_TYPE_FILLET)) endend end) self.slotAnimation = ZO_CraftingSmithingExtractSlotAnimation:New(sceneName, function() return not self.filletSlotControl:IsHidden() end)end end)endendendend endendendend local newStackCount = self.filletSlot:GetStackCount() + zo_max(1, self.inventory:GetStackCount(bagId, slotIndex)) -- non virtual items will have a stack count of 0, but still count as 1 item local stackCountPerIteration = 1 local maxStackCount = MAX_ITERATIONS_PER_DECONSTRUCTION * stackCountPerIteration ZO_Alert(UI_ALERT_CATEGORY_ERROR, SOUNDS.NEGATIVE_CLICK, GetString("SI_TRADESKILLRESULT", CRAFTING_RESULT_TOO_MANY_CRAFTING_INPUTS)) -- prevent slotting if it would take us above the iteration limit, but allow it if nothing else has been slotted yet so we can support single stacks that are larger than the limit ZO_Alert(UI_ALERT_CATEGORY_ERROR, SOUNDS.NEGATIVE_CLICK, GetString("SI_TRADESKILLRESULT", CRAFTING_RESULT_TOO_MANY_CRAFTING_ITERATIONS)) else endendendend end return trueendend local quantity = 1 -- TODO Fillet: Verify this is the proper function to call for Filleting endend -- TODO Fillet: Verify this is the proper function to call for Filleting endenddo return left.quantity < right.quantity end local sortedItems = {} local step = 1 end local addedAllItems = true addedAllItems = false break end end if addedAllItems then end endend -- single fillets do not need a confirmation dialog else local dialogData = { end, verb = DECONSTRUCT_ACTION_NAME_FILLET, } ZO_Dialogs_ShowPlatformDialog("CONFIRM_DECONSTRUCT_MULTIPLE_ITEMS", dialogData, { mainTextParams = { ZO_CommaDelimitNumber(self.filletSlot:GetStackCount()) } }) endendendendendendend -- Can be overriddenend elseif GAMEPAD_PROVISIONER then end return falseend return PROVISIONER.filletPanel elseif GAMEPAD_PROVISIONER then return GAMEPAD_PROVISIONER.filletPanel endend return PROVISIONER.filletPanel else return GAMEPAD_PROVISIONER.filletPanel endend return itemType == ITEMTYPE_FISHend |