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local DATA_ENTRY_TYPE_COLLAPSED = 1
local DATA_ENTRY_TYPE_EXPANDED = 2
local DATA_ENTRY_TYPE_UNLOCK_BUILD = 3
ZO_ARMORY_KEYBOARD_COLLAPSED_ENTRY_HEIGHT = 96
ZO_ARMORY_KEYBOARD_EXPANDED_ENTRY_HEIGHT = 550
ZO_ARMORY_KEYBOARD_UNLOCK_ENTRY_HEIGHT = 96
ZO_ARMORY_KEYBOARD_MISC_ROW_LABEL_OFFSET_X = 20
local DEFAULT_SELECTED_BUILD_INDEX = 1
ARMORY_KEYBOARD_SCENE = ZO_InteractScene : New ( "armoryKeyboard" , SCENE_MANAGER , ZO_ARMORY_MANAGER : GetInteraction ( ) )
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_SHOWN then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end )
ARMORY_KEYBOARD_SCENE : SetHideSceneConfirmationCallback ( function ( scene , nextSceneName , bypassHideSceneConfirmationReason )
--If we tried to hide the scene because the gamepad preferred mode changed, close the armory when the build operation completes to prevent the user from getting stuck in a bad state
if bypassHideSceneConfirmationReason == ZO_BHSCR_GAMEPAD_MODE_CHANGED then
end
else
end
end )
end
end )
end
end )
end
end )
end
{
--Equip build
{
end ,
ZO_ARMORY_MANAGER : ShowBuildOperationConfirmationDialog ( ARMORY_BUILD_OPERATION_TYPE_RESTORE , self . selectedBuildIndex )
end ,
end ,
return zo_strformat ( SI_ARMORY_BUILD_OPERATION_COOLDOWN_ALERT , ZO_FormatTimeMilliseconds ( GetArmoryOperationsCooldownDurationMs ( ) , TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT_DESCRIPTIVE , TIME_FORMAT_PRECISION_SECONDS ) )
end
end ,
} ,
--Save build
{
end ,
ZO_ARMORY_MANAGER : ShowBuildOperationConfirmationDialog ( ARMORY_BUILD_OPERATION_TYPE_SAVE , self . selectedBuildIndex )
end ,
end ,
return zo_strformat ( SI_ARMORY_BUILD_OPERATION_COOLDOWN_ALERT , ZO_FormatTimeMilliseconds ( GetArmoryOperationsCooldownDurationMs ( ) , TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT_DESCRIPTIVE , TIME_FORMAT_PRECISION_SECONDS ) )
end
end ,
} ,
{
ZO_Dialogs_ShowDialog ( "ArmorySettingsDialog" , { selectedBuildData = ZO_ARMORY_MANAGER : GetBuildDataByIndex ( self . selectedBuildIndex ) , confirmCallback = function ( ) self : RefreshBuilds ( ) end } )
end ,
end ,
end ,
} ,
}
end
end
--Setup the header
--Set the attribute values
--Setup the champion bar data
--Setup the weapon and skills row data
--Setup the equipment row data
if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_VALID then
else
end
if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_MISSING or slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_INACCESSIBLE then
else
end
end
--Set the mundus stones
control . mundusLabel : SetText ( zo_strformat ( SI_ARMORY_MUNDUS_STONE_LABEL , ZO_SELECTED_TEXT : Colorize ( mundusStoneList ) ) )
--Set the curse type
control . curseTypeLabel : SetText ( zo_strformat ( SI_ARMORY_CURSE_TYPE_LABEL , ZO_SELECTED_TEXT : Colorize ( curseType ) ) )
--Set the outfit name
control . outfitNameLabel : SetText ( zo_strformat ( SI_ARMORY_OUTFIT_LABEL , ZO_SELECTED_TEXT : Colorize ( data : GetEquippedOutfitName ( ) ) ) )
end
ZO_ScrollList_AddDataType ( self . list , DATA_ENTRY_TYPE_COLLAPSED , "ZO_Armory_CollapsedBuildEntry" , ZO_ARMORY_KEYBOARD_COLLAPSED_ENTRY_HEIGHT , SetupCollapsedBuildEntry )
ZO_ScrollList_AddDataType ( self . list , DATA_ENTRY_TYPE_EXPANDED , "ZO_Armory_ExpandedBuildEntry" , ZO_ARMORY_KEYBOARD_EXPANDED_ENTRY_HEIGHT , SetupExpandedBuildEntry )
ZO_ScrollList_AddDataType ( self . list , DATA_ENTRY_TYPE_UNLOCK_BUILD , "ZO_Armory_UnlockBuildEntry" , ZO_ARMORY_KEYBOARD_UNLOCK_ENTRY_HEIGHT )
end
else
end
end
if numBuilds < MAX_NUM_ARMORY_BUILDS then
end
--Order matters. We want to do this after ZO_ScrollList_Commit so the controls can be positioned properly before we attempt to scroll to them
local NO_CALLBACK = nil
local ANIMATE_INSTANTLY = true
ZO_ScrollList_ScrollDataToCenter ( self . list , self . selectedBuildIndex , NO_CALLBACK , ANIMATE_INSTANTLY )
end
end
end
end
end
if buildIndex == nil then
else
end
local SCROLL_TO_SELECTED = true
end
end
-----------------------------
-- ZO_ArmoryWeaponSetRow_Keyboard
-----------------------------
end
end
end
end
--Set up the shared input group
end
--The equip types depend on whether or not this is the backbar or primary bar
local isPrimary = hotbarCategory == HOTBAR_CATEGORY_PRIMARY
--Set the hotbar category for the skills bar
end
end
if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_VALID then
else
end
if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_MISSING or slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_INACCESSIBLE then
else
end
end
do
local LOCKED_EQUIP_SLOT_TEXTURE = "EsoUI/Art/CharacterWindow/weaponSwap_locked.dds"
--If this bar is locked, there can't be anything in the equip slots, so just set them locked and move on
else
--First, grab the slot data for each equip slot
local mainHandSlotState , mainHandItemLink = data : GetEquipSlotItemLinkInfo ( self . mainHandControl . equipType )
local offHandSlotState , offHandItemLink = data : GetEquipSlotItemLinkInfo ( self . offHandControl . equipType )
--Setup the main hand slot
--If the main hand has a two handed weapon in it, we need to do special logic
if mainHandSlotState == ARMORY_BUILD_EQUIP_SLOT_STATE_VALID and GetItemLinkEquipType ( mainHandItemLink ) == EQUIP_TYPE_TWO_HAND then
--In this case, we want to show the main hand item icon, so pass the main hand item link and slot state instead of the offhand one
else
end
--Setup the poison slot
end
end
end
end
-----------------------------
-- Global XML Functions
-----------------------------
end
if upInside then
end
end
if upInside then
end
end
if upInside then
ShowMarketAndSearch ( GetString ( SI_CROWN_STORE_SEARCH_ADDITIONAL_ARMORY_SLOTS ) , MARKET_OPEN_OPERATION_UNLOCK_ARMORY_BUILD_SLOT )
end
end
do
local ATTRIBUTE_BAR_TEXTURES =
{
[ ATTRIBUTE_HEALTH ] = "EsoUI/Art/Stats/stats_healthBar.dds" ,
[ ATTRIBUTE_MAGICKA ] = "EsoUI/Art/Stats/stats_magickaBar.dds" ,
[ ATTRIBUTE_STAMINA ] = "EsoUI/Art/Stats/stats_staminaBar.dds" ,
}
local EQUIPMENT_ROW_SLOT_PADDING_X = 14
end
--Set up the attribute bars
--Set up the champion bar
--Set up the skill and weapon rows
--Setup the equipment slots
local equipmentSlots = { }
local lastSlotControl = nil
local slotControl = CreateControlFromVirtual ( "$(parent)Slot" , control . equipmentRow , "ZO_ArmoryEquippedSlot" , index )
slotControl . equipType = equipType
if lastSlotControl then
else
end
end )
end )
lastSlotControl = slotControl
end
end
local ATTRIBUTE_DESCRIPTIONS =
{
[ ATTRIBUTE_HEALTH ] = SI_ATTRIBUTE_TOOLTIP_HEALTH ,
[ ATTRIBUTE_MAGICKA ] = SI_ATTRIBUTE_TOOLTIP_MAGICKA ,
[ ATTRIBUTE_STAMINA ] = SI_ATTRIBUTE_TOOLTIP_STAMINA ,
}
end
end
end
InformationTooltip : AddLine ( zo_strformat ( SI_ARMORY_BACKBAR_LOCKED_TOOLTIP , unlockLevel ) , "" , ZO_NORMAL_TEXT : UnpackRGBA ( ) )
end
end
end
if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_VALID then
elseif slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_INACCESSIBLE then
if bagId == BAG_BANK then
local nameWithNickname
if collectibleId ~= 0 then
if collectibleData then
end
end
if nameWithNickname and nameWithNickname ~= "" then
tooltipString = zo_strformat ( SI_ARMORY_BUILD_EQUIPMENT_IN_HOUSE_BANK_TOOLTIP , ZO_SELECTED_TEXT : Colorize ( nameWithNickname ) )
end
end
-- If we somehow get here, just default to the standard missing tooltip
end
local DEFAULT_FONT = ""
elseif slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_MISSING then
local DEFAULT_FONT = ""
InformationTooltip : AddLine ( GetString ( SI_ARMORY_BUILD_EQUIPMENT_MISSING_TOOLTIP ) , DEFAULT_FONT , ZO_NORMAL_TEXT : UnpackRGBA ( ) )
else
local DEFAULT_FONT = ""
InformationTooltip : AddLine ( zo_strformat ( SI_CHARACTER_EQUIP_SLOT_FORMAT , GetString ( "SI_EQUIPSLOT" , control . equipType ) ) , DEFAULT_FONT , ZO_NORMAL_TEXT : UnpackRGBA ( ) )
end
end |