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local g_isReadOnly = falselocal isDeadReadOnly = falselocal isShowingReadOnlyFragment = falselocal g_areEffectsDirty = truelocal g_mundusStonesStatEntry = nillocal MOUSE_OVER_TEXTURE = "EsoUI/Art/ActionBar/actionBar_mouseOver.dds"endlocal slots = nillocal heldSlotLinkage = nil slots = { [EQUIP_SLOT_HEAD] = ZO_CharacterEquipmentSlotsHead, [EQUIP_SLOT_NECK] = ZO_CharacterEquipmentSlotsNeck, [EQUIP_SLOT_CHEST] = ZO_CharacterEquipmentSlotsChest, [EQUIP_SLOT_SHOULDERS] = ZO_CharacterEquipmentSlotsShoulder, [EQUIP_SLOT_MAIN_HAND] = ZO_CharacterEquipmentSlotsMainHand, [EQUIP_SLOT_OFF_HAND] = ZO_CharacterEquipmentSlotsOffHand, [EQUIP_SLOT_POISON] = ZO_CharacterEquipmentSlotsPoison, [EQUIP_SLOT_WAIST] = ZO_CharacterEquipmentSlotsBelt, [EQUIP_SLOT_LEGS] = ZO_CharacterEquipmentSlotsLeg, [EQUIP_SLOT_FEET] = ZO_CharacterEquipmentSlotsFoot, [EQUIP_SLOT_COSTUME] = ZO_CharacterEquipmentSlotsCostume, [EQUIP_SLOT_RING1] = ZO_CharacterEquipmentSlotsRing1, [EQUIP_SLOT_RING2] = ZO_CharacterEquipmentSlotsRing2, [EQUIP_SLOT_HAND] = ZO_CharacterEquipmentSlotsGlove, [EQUIP_SLOT_BACKUP_MAIN] = ZO_CharacterEquipmentSlotsBackupMain, [EQUIP_SLOT_BACKUP_OFF] = ZO_CharacterEquipmentSlotsBackupOff, [EQUIP_SLOT_BACKUP_POISON] = ZO_CharacterEquipmentSlotsBackupPoison, } heldSlotLinkage = { [EQUIP_SLOT_MAIN_HAND] = { linksTo = EQUIP_SLOT_OFF_HAND }, [EQUIP_SLOT_BACKUP_MAIN] = { linksTo = EQUIP_SLOT_BACKUP_OFF }, [EQUIP_SLOT_OFF_HAND] = { end, return iconFile, slotHasItem, locked end, }, [EQUIP_SLOT_BACKUP_OFF] = { end, return iconFile, slotHasItem, locked end, }, } endendlocal PLAY_ANIMATION = truelocal NO_ANIMATION = falselocal CHARACTER_WINDOW_TOOLTIP_ANCHOR_SIDE = LEFTlocal CHARACTER_STAT_CONTROLS = {} local slotHasItem, iconFile, locked else -- make _ local so it doesn't leak globally local _ end local disabled = ((slotId == EQUIP_SLOT_BACKUP_MAIN) or (slotId == EQUIP_SLOT_BACKUP_OFF) or (slotId == EQUIP_SLOT_BACKUP_POISON)) and GetUnitLevel("player") < GetWeaponSwapUnlockedLevel() if disabled then elseif slotHasItem then if animationOption == PLAY_ANIMATION then end else end if slotId == EQUIP_SLOT_POISON or slotId == EQUIP_SLOT_BACKUP_POISON then if slotControl.stackCount > 1 then local USE_LOWERCASE_NUMBER_SUFFIXES = false stackCountLabel:SetText(ZO_AbbreviateAndLocalizeNumber(slotControl.stackCount, NUMBER_ABBREVIATION_PRECISION_LARGEST_UNIT, USE_LOWERCASE_NUMBER_SUFFIXES)) else end else slotControl.stackCount = slotHasItem and 1 or 0 end else local alpha = g_isReadOnly and 0.5 or 1 if not disabled and locked then else end endend local linkData = heldSlotLinkage[slotId] -- If this slot links to or pulls from another slot, it must have the right fields -- in the heldSlotLinkage table. If it doesn't, the data needs to be fixed up. if linkData then if linkData.linksTo then local animateLinkedSlot = animationOption if updateReason == INVENTORY_UPDATE_REASON_ITEM_CHARGE or updateReason == INVENTORY_UPDATE_REASON_PLAYER_LOCKED then animateLinkedSlot = false end animationOption = NO_ANIMATION end end endend endendend if unitTag == "player" then endendend if bagId == BAG_WORN and slotId and slots[slotId] then endendlocal function InventorySlotUpdated(eventCode, bagId, slotId, isNewItem, itemSoundCategory, updateReason)endendendend endend if meetsUsageRequirement then else endend return end local slotControl = slots[equipSlot] if slotControl and not locked then for i = 1, #equipTypes do if equipTypes[i] == equipType then break end end end endendendend if cursorType == MOUSE_CONTENT_EQUIPPED_ITEM then elseif cursorType == MOUSE_CONTENT_INVENTORY_ITEM then endendend --Make sure slots with a condition on them meet that condition. local linkData = heldSlotLinkage[equipSlot] local meetsRequirements = nil end endend local readOnly = isDeadReadOnly or isShowingReadOnlyFragment if readOnly ~= g_isReadOnly then g_isReadOnly = readOnly endend return g_isReadOnlyend isShowingReadOnlyFragment = isReadOnlyend g_areEffectsDirty = true return end g_areEffectsDirty = false local mundusIconControls = { g_mundusStonesStatEntry.mundus1, g_mundusStonesStatEntry.mundus2, } return CHARACTER_STAT_CONTROLS[statType] end -- Reset all stats to have no mundus icons end ZO_SharedStats_SetupMundusIconControls(mundusIconControls, CHARACTER_WINDOW_TOOLTIP_ANCHOR_SIDE, 5, GetDerivedStatByTypeFunction)end isDeadReadOnly = trueend isDeadReadOnly = falseendend local disabled = playerLevel < unlockLevel ZO_CharacterEquipmentSlotsMainHandHighlight:SetHidden(disabled or activeWeaponPair ~= ACTIVE_WEAPON_PAIR_MAIN) ZO_CharacterEquipmentSlotsOffHandHighlight:SetHidden(disabled or activeWeaponPair ~= ACTIVE_WEAPON_PAIR_MAIN) ZO_CharacterEquipmentSlotsPoisonHighlight:SetHidden(disabled or activeWeaponPair ~= ACTIVE_WEAPON_PAIR_MAIN) ZO_CharacterEquipmentSlotsBackupMainHighlight:SetHidden(disabled or activeWeaponPair ~= ACTIVE_WEAPON_PAIR_BACKUP) ZO_CharacterEquipmentSlotsBackupOffHighlight:SetHidden(disabled or activeWeaponPair ~= ACTIVE_WEAPON_PAIR_BACKUP) ZO_CharacterEquipmentSlotsBackupPoisonHighlight:SetHidden(disabled or activeWeaponPair ~= ACTIVE_WEAPON_PAIR_BACKUP) end if unitTag == "player" then end end local isApparelHidden = IsEquipSlotVisualCategoryHidden(EQUIP_SLOT_VISUAL_CATEGORY_APPAREL, GAMEPLAY_ACTOR_CATEGORY_PLAYER) local apparelString = isApparelHidden and GetString(SI_CHARACTER_EQUIP_APPAREL_HIDDEN) or GetString("SI_EQUIPSLOTVISUALCATEGORY", EQUIP_SLOT_VISUAL_CATEGORY_APPAREL)endlocal DEFAULT_STAT_SPACING = 0local STAT_GROUP_SPACING = 20local STAT_GROUP_OFFSET_X = 10 local lastControl = nil local nextPaddingY = 0 local statControl = CreateControlFromVirtual("$(parent)StatEntry", parentControl, "ZO_StatsEntry", stat) CHARACTER_STAT_CONTROLS[stat] = statControl if lastControl then else end statEntry.tooltipAnchorSide = CHARACTER_WINDOW_TOOLTIP_ANCHOR_SIDE lastControl = statControl nextPaddingY = DEFAULT_STAT_SPACING end nextPaddingY = STAT_GROUP_SPACING end do -- Add Mundus Stones stat entry. local MUNDUS_PADDING = 10 local statControl = CreateControlFromVirtual("$(parent)ZO_MundusStonesStatsEntry", parentControl, "ZO_MundusStonesStatsEntry") g_mundusStonesStatEntry = statControl endenddo local keybindButtons = { { keybind = "UI_SHORTCUT_PRIMARY", end, }, } if g_mundusStonesStatEntry and not CHARACTER_WINDOW_HEADER_FRAGMENT:IsHidden() and ZO_StatsMundus_ShouldShowHelpKeybind then else end else end endend local statDeltaLookup = ZO_GetStatDeltaLookupFromItemComparisonReturns(CompareBagItemToCurrentlyEquipped(bagId, slotId)) local statDelta = statDeltaLookup[stat] if statDelta then local statControl = CHARACTER_STAT_CONTROLS[stat] end end endend local statControl = CHARACTER_STAT_CONTROLS[stat] end endend local EXCLUDE_DELTA = true local statControl = CHARACTER_STAT_CONTROLS[stat] end end end endend |