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local DATA_TYPE_CURRENCY_ITEM = 1local LIST_ENTRY_HEIGHT = 52local CURRENCY_LOCATION_ALL = CURRENCY_LOCATION_MAX_VALUE + 1---------------------InventoryWallet Manager------------------- ZO_ScrollList_AddDataType(self.list, DATA_TYPE_CURRENCY_ITEM, "ZO_InventoryWalletSlot", LIST_ENTRY_HEIGHT, function(control, data) self:SetUpEntry(control, data) end, nil, nil, ZO_InventorySlot_OnPoolReset) end if newState == SCENE_FRAGMENT_SHOWING then end end)end { descriptor = currencyLocation, end, }end self:AddFilterBarButton(CURRENCY_LOCATION_ACCOUNT, "EsoUI/Art/Inventory/inventory_currencyTab_accountWide_up.dds", "EsoUI/Art/Inventory/inventory_currencyTab_accountWide_down.dds", "EsoUI/Art/Inventory/inventory_currencyTab_accountWide_over.dds") self:AddFilterBarButton(CURRENCY_LOCATION_CHARACTER, "EsoUI/Art/Inventory/inventory_currencyTab_onCharacter_up.dds", "EsoUI/Art/Inventory/inventory_currencyTab_onCharacter_down.dds", "EsoUI/Art/Inventory/inventory_currencyTab_onCharacter_over.dds") self:AddFilterBarButton(CURRENCY_LOCATION_ALL, "EsoUI/Art/Inventory/inventory_tabIcon_all_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_over.dds") local SKIP_ANIMATION = trueend return currencyLocation == CURRENCY_LOCATION_ALL and GetString(SI_INVENTORY_WALLET_ALL_FILTER) or GetString("SI_CURRENCYLOCATION", currencyLocation)end endend end end end endenddo local FORMAT_EXTRA_OPTIONS = { showCap = true, } amountControl:SetText(ZO_Currency_FormatKeyboard(data.currencyType, data.amount, ZO_CURRENCY_FORMAT_AMOUNT_ICON, FORMAT_EXTRA_OPTIONS)) endendlocal sortKeys ={ amount = { tiebreaker = "name", isNumeric = true },} endendend ZO_CurrencyControl_SetSimpleCurrency(self.money, CURT_MONEY, GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER), ZO_KEYBOARD_CURRENCY_OPTIONS)end if numUsedSlots < numSlots then self.freeSlotsLabel:SetText(zo_strformat(SI_INVENTORY_BACKPACK_REMAINING_SPACES, numUsedSlots, numSlots)) else self.freeSlotsLabel:SetText(zo_strformat(SI_INVENTORY_BACKPACK_COMPLETELY_FULL, numUsedSlots, numSlots)) endendend local IS_PLURAL = false local IS_UPPER = false for currencyType = CURT_ITERATION_BEGIN, CURT_ITERATION_END do if self.currencyLocationFilter == CURRENCY_LOCATION_ALL or currencyPlayerStoredLocation == self.currencyLocationFilter then local entryData = { currencyType = currencyType, } end end endendend else end endendendend |