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------------------------------ ZO_ScribingDataManager ------------------------------ZO_SCRIBING_LEVEL_GATE = 30 end EVENT_MANAGER:RegisterForEvent("ZO_ScribingDataManager", EVENT_CRAFTED_ABILITY_LOCK_STATE_CHANGED, OnCraftedAbilityLockStateChanged) end EVENT_MANAGER:RegisterForEvent("ZO_ScribingDataManager", EVENT_CRAFTED_ABILITY_SCRIPT_LOCK_STATE_CHANGED, OnCraftedAbilityScriptLockStateChanged)endend endenddo if leftSkillType == rightSkillType then if leftUnlocked ~= rightUnlocked then return leftUnlocked else end else return leftSkillType < rightSkillType end end -- make sure to clear the dirty state before we try to fetch data -- or else we will end up in an infinite loop trying to clean data for i = 1, numCraftedAbilities do end end -- It shouldn't be possible at this point to not have data, but it is happening for some players, -- so we're adding some extra checks and asserts to try to catch it end end endendendend local scribedCraftedAbilitySkillsData = {} if skillData and skillData.isPurchased then end end return scribedCraftedAbilitySkillsDataend if skillData and skillData.isPurchased then return true end end return falseenddo if leftUnlocked ~= rightUnlocked then return leftUnlocked else end end function ZO_ScribingDataManager:GetUnlockedSortedScriptsForCraftedAbilityAndSlot(craftedAbilityId, scribingSlot) local unlockedScripts = {} if craftedAbilityData then end end end local unlockedScriptIds = {} end return unlockedScriptIds end function ZO_ScribingDataManager:GetAllSortedScriptsForCraftedAbilityAndSlot(craftedAbilityId, scribingSlot) local allScripts = {} if craftedAbilityData then end end local allScriptIds = {} end return allScriptIds endend local scriptIds = {} end return scriptIdsendendend if collectibleData then end return falseendend internalassert(scribingCollectibleId ~= nil and scribingCollectibleId ~= 0, "Scribing Collectible Id not found! Please check the data setup in GlobalScribingDef.") local relevantCollectibleId = purchasableCollectibleId == 0 and scribingCollectibleId or purchasableCollectibleIdend return questState == COLLECTIBLE_ASSOCIATED_QUEST_STATE_COMPLETEDend if collectibleData then return zo_strformat(SI_SCRIBING_CONTENT_INACCESSIBLE, ZO_SCRIBING_LEVEL_GATE, collectibleData:GetFormattedName(), collectibleData:GetCategoryTypeDisplayName()) end return ""end if scriptId > 0 then if not scriptData then end return scriptData end return nilend if craftedAbilityId > 0 then if not craftedAbilityData then for scribingSlot = SCRIBING_SLOT_ITERATION_BEGIN, SCRIBING_SLOT_ITERATION_END do local numScriptsInCurrentSlot = GetNumScriptsInSlotForCraftedAbility(craftedAbilityId, scribingSlot) for i = 1, numScriptsInCurrentSlot do local errorText = string.format("Crafted Ability Script %d in %s slot %d of Crafted Ability %d is not a %s script", scriptId, scriptSlotName, craftedAbilityId, scriptSlotName) end end end end end end endendfunction ZO_ScribingDataManager:OnCraftedAbilityLockStateChanged(craftedAbilityId, isUnlocked, isFromInit) -- We'll init the lock state tracking when we actually build the data mapping, so just abort for now -- See also comment at the end of ZO_ScribingDataManager:RebuildData return end if craftedAbilityData then if isUnlocked then end endendfunction ZO_ScribingDataManager:OnCraftedAbilityScriptLockStateChanged(craftedAbilityScriptId, isUnlocked) if craftedAbilityScriptData then endend-- Global singleton-- The global singleton moniker is assigned by the Data Manager's constructor in order to-- allow data objects to reference the singleton during their construction. |