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ALCHEMY_TRAIT_STRIDE = 5ZO_ALCHEMY_MODE_NONE = 0ZO_ALCHEMY_MODE_CREATION = 1ZO_ALCHEMY_MODE_RECIPES = 2local REQUIRED_SLOTTED_REAGENTS = 2ZO_ALCHEMY_DATA_TYPE_SOLVENT = 1ZO_ALCHEMY_DATA_TYPE_REAGENT = 2ZO_ALCHEMY_PIN_STATE_HIDDEN = 1ZO_ALCHEMY_PIN_STATE_INVALID = 2ZO_ALCHEMY_PIN_STATE_VALID = 3 ZO_ALCHEMY_SYSTEM_NAME = "alchemy"function ZO_Alchemy_DoesAlchemyItemPassFilter(bagId, slotIndex, filterType, isQuestFilterChecked, questInfo) if isQuestFilterChecked then --If no there is no valid combination at all, then everything fails the filter if not questInfo.validCombinationFound then return false end --If this item does not match any solvents or reagents that are quest related, then it does not pass the filter if (not questInfo.reagents or questInfo.reagents[itemId] == nil) and (not questInfo.solvent or questInfo.solvent.itemId ~= itemId) then return false end end return true end endendend if usedInCraftingType == CRAFTING_TYPE_ALCHEMY then endendendZO_SharedAlchemy.initializedEvents = false { end, interactTypes = { INTERACTION_CRAFT }, } CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStopped", function() self:OnCraftCompleted() end)end if not ZO_SharedAlchemy.initializedEvents then ZO_SharedAlchemy.initializedEvents = true EVENT_MANAGER:RegisterForEvent("ZO_SharedAlchemy", EVENT_CRAFTING_STATION_INTERACT, function(eventCode, craftingType, isCraftingSameAsPrevious) if craftingType == CRAFTING_TYPE_ALCHEMY then if not isCraftingSameAsPrevious then end end end) EVENT_MANAGER:RegisterForEvent("ZO_SharedAlchemy", EVENT_END_CRAFTING_STATION_INTERACT, function(eventCode, craftingType) if craftingType == CRAFTING_TYPE_ALCHEMY then end end) endend -- Should be overriddenend -- Should be overriddenend -- Should be overriddenend -- Should be overriddenend -- Should be overriddenend -- Should be overriddenend -- Should be overriddenend -- Should be overriddenend -- Should be overriddenend -- Should be overriddenend-- Overrides ZO_CraftingCreateScreenBase return 0 end if maxIterations > 1 then -- If a player doesn't already know all the traits that would go into the -- final effect of this alchemy item, they will need to craft with them at -- least once to learn what the final result will be. Let's restrict them to -- single crafts until they've done that. if prospectiveAlchemyResult ~= PROSPECTIVE_ALCHEMY_RESULT_KNOWN then return 1 end -- The player may be using a reagent that could have no effect on the final -- craft. For the same reason we prevent multicrafting unknown potions, lets -- prevent multicrafting here too return 1 end end return maxIterationsendendend -- Should be overiddenend endend local usedInCraftingType, craftingSubItemType, rankRequirement = GetItemCraftingInfo(bagId, slotIndex) if usedInCraftingType == CRAFTING_TYPE_ALCHEMY then if IsAlchemySolvent(craftingSubItemType) and rankRequirement <= GetNonCombatBonus(NON_COMBAT_BONUS_ALCHEMY_LEVEL) then return true elseif craftingSubItemType == ITEMTYPE_REAGENT then return true end end return falseendend return true else return true end end end return falseend local usedInCraftingType, craftingSubItemType, rankRequirement = GetItemCraftingInfo(bagId, slotIndex) if usedInCraftingType == CRAFTING_TYPE_ALCHEMY then if IsAlchemySolvent(craftingSubItemType) and rankRequirement <= GetNonCombatBonus(NON_COMBAT_BONUS_ALCHEMY_LEVEL) then elseif craftingSubItemType == ITEMTYPE_REAGENT and not self:FindAlreadySlottedReagent(bagId, slotIndex) then end endend else break end end endendend return i end endend if reagentSlot == nil then endend for i = 1, NUM_ALCHEMY_TRAITS_PER_REAGENT do if traitName then traitCounts[traitName] = (traitCounts[traitName] or 0) + 1 end if cancellingTraitName then cancellingTraitCounts[cancellingTraitName] = (cancellingTraitCounts[cancellingTraitName] or 0) + 1 end endend local addedTraitCounts = {} local cancellingTraitCounts = {} end end if addCount > 1 then end local cancellCount = cancellingTraitCounts[traitName] or 0 if(cancellCount > 0) then end end endendendend local noKnownTraits = true for traitIndex = 1, NUM_ALCHEMY_TRAITS_PER_REAGENT do noKnownTraits = false break end end if noKnownTraits then return true end end end return falseendfunction ZO_SharedAlchemy:SetupTraitIcon(textureControl, name, icon, matchIcon, conflictIcon, unknownTexture) else endend return i end end return nilend self.solventSlot:ShowDropCallout(IsAlchemySolvent(craftingSubItemType) and rankRequirement <= GetNonCombatBonus(NON_COMBAT_BONUS_ALCHEMY_LEVEL)) endend endend --First, check if we even have any valid combinations --Check to see if this item is one that will need a quest pin --Now we need to determine what type of pin local isInvalid = false --If we have an incorrect solvent slotted, then the item is invalid if dataType == ZO_ALCHEMY_DATA_TYPE_SOLVENT then isInvalid = slottedSolvent ~= nil and slottedSolvent.itemId ~= itemId elseif dataType == ZO_ALCHEMY_DATA_TYPE_REAGENT then end --The checks here vary depending on the number of reagents that are already slotted if #slottedReagents == 1 then local reagent1 = slottedReagents[1] if dataType == ZO_ALCHEMY_DATA_TYPE_SOLVENT then --If we are checking a solvent, simply see if the slotted reagent is part of a valid combo elseif dataType == ZO_ALCHEMY_DATA_TYPE_REAGENT then --If we are checking a reagent, see if the slotted reagent and the reagent we are checking form a valid combination together if slottedItemId ~= itemId then isInvalid = isInvalid or (not self.questItems.reagents[itemId] or not self.questItems.reagents[itemId][slottedItemId]) end end elseif #slottedReagents == 2 then local reagent1 = slottedReagents[1] local reagent2 = slottedReagents[2] if alchemyQuestInfo.isMasterWrit then if dataType == ZO_ALCHEMY_DATA_TYPE_SOLVENT then --If we are checking a solvent, simply see if the slotted reagents are part of a valid combo isInvalid = isInvalid or (not self.questItems.reagents[itemIdReagent1] or not self.questItems.reagents[itemIdReagent1][itemIdReagent2]) elseif dataType == ZO_ALCHEMY_DATA_TYPE_REAGENT then --If we are checking a reagent, see if the slotted reagents and the reagent we are checking form a valid combination together if itemIdReagent1 ~= itemId and itemIdReagent2 ~= itemId then isInvalid = isInvalid or (not self.questItems.reagents[itemIdReagent1] or not self.questItems.reagents[itemIdReagent1][itemIdReagent2] or not self.questItems.reagents[itemIdReagent1][itemIdReagent2][itemId]) else isInvalid = isInvalid or (not self.questItems.reagents[itemIdReagent1] or not self.questItems.reagents[itemIdReagent1][itemIdReagent2]) end end else --If there are 2 reagents slotted, check and see if they make the desired potion when used with the solvent local result = GetAlchemyResultingItemIdIfKnown(self.questItems.solvent.bagId, self.questItems.solvent.slotIndex, reagent1.bagId, reagent1.slotIndex, reagent2.bagId, reagent2.slotIndex) isInvalid = isInvalid or alchemyQuestInfo.basePotionItemId ~= result if dataType == ZO_ALCHEMY_DATA_TYPE_REAGENT then --If we are checking a reagent, it is only valid if it is one of the slotted items isInvalid = isInvalid or (itemIdReagent1 ~= itemId and itemIdReagent2 ~= itemId) end end elseif #slottedReagents == 3 then local reagent1 = slottedReagents[1] local reagent2 = slottedReagents[2] local reagent3 = slottedReagents[3] local encodedTraits = nil if alchemyQuestInfo.isMasterWrit then encodedTraits = alchemyQuestInfo.encodedTraits end --If all 3 reagents are slotted, check and see if they make the desired potion when used with the solvent local result = GetAlchemyResultingItemIdIfKnown(self.questItems.solvent.bagId, self.questItems.solvent.slotIndex, reagent1.bagId, reagent1.slotIndex, reagent2.bagId, reagent2.slotIndex, reagent3.bagId, reagent3.slotIndex, encodedTraits) isInvalid = isInvalid or alchemyQuestInfo.basePotionItemId ~= result if dataType == ZO_ALCHEMY_DATA_TYPE_REAGENT then --If we are checking a reagent, it is only valid if it is one of the slotted items isInvalid = isInvalid or (itemIdReagent1 ~= itemId and itemIdReagent2 ~= itemId and itemIdReagent3 ~= itemId) end end if isInvalid then return ZO_ALCHEMY_PIN_STATE_INVALID else return ZO_ALCHEMY_PIN_STATE_VALID end else return ZO_ALCHEMY_PIN_STATE_HIDDEN end else return ZO_ALCHEMY_PIN_STATE_HIDDEN endend --TODO: Determine if the self.cachedValidItemIds variable is even needed local solvents = {} local reagents = {} --Check each item --If this is a solvent if typeId == ZO_ALCHEMY_DATA_TYPE_SOLVENT then --If this is a valid solvent for the item and material id, then add it to the list of potential solvents if alchemyQuestInfo.basePotionItemId and alchemyQuestInfo.materialItemId and IsAlchemySolventForItemAndMaterialId(data.bag, data.index, alchemyQuestInfo.basePotionItemId, alchemyQuestInfo.materialItemId) then local item = { } end --If this is a reagent elseif typeId == ZO_ALCHEMY_DATA_TYPE_REAGENT then --If this reagent has the (known) trait that we want, add it to the list of potential reagents local hasMasterWritTrait = alchemyQuestInfo.isMasterWrit and DoesAlchemyItemHaveKnownEncodedTrait(data.bag, data.index, alchemyQuestInfo.encodedTraits) local hasNormalWritTrait = alchemyQuestInfo.desiredTrait ~= nil and DoesAlchemyItemHaveKnownTrait(data.bag, data.index, alchemyQuestInfo.desiredTrait) if hasMasterWritTrait or hasNormalWritTrait then local item = { } end end end --Now we need to narrow it down furtherend local requiredSolvent = nil local validCombinations = {} local validCombinationFound = false --If we didn't find any solvents in the first place, don't bother if #solvents > 0 then if #solvents > 1 then --This should never happen, but in case it does, we should know about it end requiredSolvent = solvents[1] --Master writs get to look for combinations of 3 instead of combinations of 2 if alchemyQuestInfo.isMasterWrit then --First, determine what the valid combinations are --Skip over combinations of the same reagent if reagent1.itemId ~= reagent2.itemId then --Skip over combinations of the same reagent if reagent1.itemId ~= reagent3.itemId and reagent2.itemId ~= reagent3.itemId then --Form a table of potential combinations local resultItemId = GetAlchemyResultingItemIdIfKnown(requiredSolvent.bagId, requiredSolvent.slotIndex, reagent1.bagId, reagent1.slotIndex, reagent2.bagId, reagent2.slotIndex, reagent3.bagId, reagent3.slotIndex, alchemyQuestInfo.encodedTraits) if alchemyQuestInfo.basePotionItemId == resultItemId then if validCombinations[reagent1.itemId] == nil then validCombinations[reagent1.itemId] = {} end if validCombinations[reagent1.itemId][reagent2.itemId] == nil then validCombinations[reagent1.itemId][reagent2.itemId] = {} end validCombinations[reagent1.itemId][reagent2.itemId][reagent3.itemId] = true validCombinationFound = true end end end end end end else --First, determine what the valid combinations are --Skip over combinations of the same reagent if reagent1.itemId ~= reagent2.itemId then --Form a table of potential combinations local resultItemId = GetAlchemyResultingItemIdIfKnown(requiredSolvent.bagId, requiredSolvent.slotIndex, reagent1.bagId, reagent1.slotIndex, reagent2.bagId, reagent2.slotIndex) if alchemyQuestInfo.basePotionItemId == resultItemId then if validCombinations[reagent1.itemId] == nil then validCombinations[reagent1.itemId] = {} end validCombinations[reagent1.itemId][reagent2.itemId] = true validCombinationFound = true end end end end end end self.questItems = {solvent = requiredSolvent, reagents = validCombinations, validCombinationFound = validCombinationFound}end local slottedSolvent = nil local slottedReagents = {} --Basically take this data and return it as something slightly more organized for use with the quest pin stuff local slottedSolventBagId, slottedSolventIndex, slottedReagentBagId1, slottedReagentIndex1, slottedReagentBagId2, slottedReagentIndex2, slottedReagentBagId3, slottedReagentIndex3 = self:GetAllCraftingBagAndSlots() if slottedSolventBagId then slottedSolvent = { bagId = slottedSolventBagId, slotIndex = slottedSolventIndex, } end --Created a table of the slotted reagents if slottedReagentBagId1 then local reagent1 = { bagId = slottedReagentBagId1, slotIndex = slottedReagentIndex1, } if slottedReagentBagId2 then local reagent2 = { bagId = slottedReagentBagId2, slotIndex = slottedReagentIndex2, } if slottedReagentBagId3 then local reagent3 = { bagId = slottedReagentBagId3, slotIndex = slottedReagentIndex3, } end end end return slottedSolvent, slottedReagentsend endend return true end return true end end return falseend local NO_BAG = nil local NO_INDEX = nil endend return true end return true end end return falseend-- Overrides ZO_CraftingCreateScreenBase local numSlotsWithItems = 0 numSlotsWithItems = numSlotsWithItems + 1 if numSlotsWithItems >= REQUIRED_SLOTTED_REAGENTS then return true end end end end return falseend return false end end local numSlotsWithItems = 0 numSlotsWithItems = numSlotsWithItems + 1 end end if numSlotsWithItems < REQUIRED_SLOTTED_REAGENTS then end if prospectiveAlchemyResult == PROSPECTIVE_ALCHEMY_RESULT_UNCRAFTABLE then -- allow invalid crafts, even if there isn't inventory space for it return true end local maxIterations, craftingResult = GetMaxIterationsPossibleForAlchemyItem(self:GetAllCraftingBagAndSlots())end-- Overrides ZO_CraftingCreateScreenBaseend if bagId and slotIndex then end end if bagId and slotIndex then return bagId, slotIndex endend local reagent3BagId, reagent3SlotIndex = nil, nil end local bagId1, slotIndex1, bagId2, slotIndex2, bagId3, slotIndex3 = CollapseBagAndSlots(reagent1BagId, reagent1SlotIndex, reagent2BagId, reagent2SlotIndex, reagent3BagId, reagent3SlotIndex) return solventBagId, solventSlotIndex, bagId1, slotIndex1, bagId2, slotIndex2, bagId3, slotIndex3end-- Overrides ZO_CraftingCreateScreenBase -- Tricky behavior here: since bag/slot 3 can be nil, you _cannot_ put these crafting parameters into a table safely. local reagent3BagId, reagent3SlotIndex = nil, nil end local bagId1, slotIndex1, bagId2, slotIndex2, bagId3, slotIndex3 = CollapseBagAndSlots(reagent1BagId, reagent1SlotIndex, reagent2BagId, reagent2SlotIndex, reagent3BagId, reagent3SlotIndex) return solventBagId, solventSlotIndex, bagId1, slotIndex1, bagId2, slotIndex2, bagId3, slotIndex3, numIterationsend if craftingSubItemType == ITEMTYPE_POISON_BASE then endend endend return i end endendend return ZO_ALCHEMY_DATA_TYPE_SOLVENT elseif craftingSubItemType == ITEMTYPE_REAGENT then return ZO_ALCHEMY_DATA_TYPE_REAGENT endendend---- ZO_AlchemySlot--endfunction ZO_AlchemySlot:Initialize(owner, control, emptyTexture, placeSound, removeSound, usabilityPredicate, craftingInventory, emptySlotIcon) ZO_CraftingSlotBase.Initialize(self, owner, control, SLOT_TYPE_PENDING_CRAFTING_COMPONENT, emptyTexture, craftingInventory, emptySlotIcon)endend if isCorrectType then else endend if not ignoreUsabilityRequirement then return end end if not suppressSound then end else if not suppressSound then end endend local craftingSubItemType, _, resultingItemLevel, requiredChampionPoints = select(2, GetItemCraftingInfo(bagId, slotIndex)) local itemTypeString = GetString((craftingSubItemType == ITEMTYPE_POTION_BASE) and SI_ITEM_FORMAT_STR_POTION or SI_ITEM_FORMAT_STR_POISON) if requiredChampionPoints and requiredChampionPoints > 0 then self.createsLevelLabel:SetText(zo_strformat(SI_ALCHEMY_CREATES_ITEM_OF_CHAMPION_POINTS, requiredChampionPoints, itemTypeString)) else self.createsLevelLabel:SetText(zo_strformat(SI_ALCHEMY_CREATES_ITEM_OF_LEVEL, resultingItemLevel, itemTypeString)) end end else end endend else endend return "EsoUI/Art/Crafting/crafting_alchemy_trait_slot.dds"end traitTexture.traitName = traitName self.owner:SetupTraitIcon(traitTexture, traitName, traitIcon, traitMatchIcon, traitConflictIcon, unknownTraitTexture) end endend traitTexture.traitName = nil end endendend end endend |