1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 |
----------------------------
-- 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 )
end
end
end
end
do
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
end
end
end
end
local scribedCraftedAbilitySkillsData = { }
if skillData and skillData . isPurchased then
end
end
return scribedCraftedAbilitySkillsData
end
if skillData and skillData . isPurchased then
return true
end
end
return false
end
do
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
end
end
local scriptIds = { }
end
return scriptIds
end
end
end
if collectibleData then
end
return false
end
end
local relevantCollectibleId = purchasableCollectibleId == 0 and scribingCollectibleId or purchasableCollectibleId
end
return questState == COLLECTIBLE_ASSOCIATED_QUEST_STATE_COMPLETED
end
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 nil
end
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
end
end
function 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
end
end
function ZO_ScribingDataManager : OnCraftedAbilityScriptLockStateChanged ( craftedAbilityScriptId , isUnlocked )
if craftedAbilityScriptData then
end
end
-- 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.
|