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ZO_TRADE_BOP_ICON = "EsoUI/Art/Inventory/inventory_Tradable_icon.dds"
ZO_IN_ARMORY_BUILD_ICON = "EsoUI/Art/Armory/buildItem_icon.dds"
end
end
if itemCombinationResult == ITEM_COMBINATION_RESULT_SUCCESS then
-- Combinations play an animation on success, hide UI so the player can see it
end
end
end )
end
end )
{
-- with the addition of Craft Bags the bank bag could be modified by the automatic transfer
-- of bank contents to the Craft Bag on joining a region
for bag = BAG_HOUSE_BANK_ONE , BAG_HOUSE_BANK_TEN do
end
end ,
end ,
} )
{
end ,
} )
{
end ,
end ,
} )
end
local function OnInventorySlotUpdated ( eventCode , bagId , slotIndex , isNewItem , itemSoundCategory , updateReason , stackCountChangeAmount , repairedByCharacterName , repairedByDisplayName , isLastUpdateForMessage )
if updateReason == INVENTORY_UPDATE_REASON_DURABILITY_CHANGE then
if newCondition == 100 then
end
end
self . refresh : RefreshSingle ( "inventory" , bagId , slotIndex , isNewItem , itemSoundCategory , updateReason , isLastUpdateForMessage )
-- ESO-718084: Mark the search as dirty if the slot update includes a change in stack count to handle the refreshing the search when a stack of items is split while being searched on.
if stackCountChangeAmount ~= 0 then
TEXT_SEARCH_MANAGER : MarkDirtyByFilterTargetAndPrimaryKey ( BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT , bagId , shouldSuppressSearch )
end
if bagId == BAG_BACKPACK or bagId == BAG_VIRTUAL then
if isNewItem and GetCraftingInteractionType ( ) == CRAFTING_TYPE_INVALID and not SYSTEMS : IsShowing ( "crownCrate" ) then
end
end
if updateReason == INVENTORY_UPDATE_REASON_DEFAULT and ( bagId == BAG_WORN or ( bagId == BAG_COMPANION_WORN and HasActiveCompanion ( ) ) ) then
if slotHasItem then
else
end
elseif updateReason == INVENTORY_UPDATE_REASON_DURABILITY_CHANGE and bagId == BAG_WORN then
if effectivenessReduced then
end
end
self : FireCallbacks ( "SingleSlotInventoryUpdate" , bagId , slotIndex , previousSlotData , isLastUpdateForMessage )
end
end
end
if result == ARMORY_BUILD_SAVE_RESULT_SUCCESS then
end
end
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_INVENTORY_SINGLE_SLOT_UPDATE , OnInventorySlotUpdated )
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_GUILD_SELF_JOINED_GUILD , RefreshInventoryOnGuildChange )
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_GUILD_SELF_LEFT_GUILD , RefreshInventoryOnGuildChange )
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_ARMORY_BUILD_SAVE_RESPONSE , RefreshInventoryOnBuildSaveResponse )
local function OnGuildBankInventorySlotUpdated ( eventCode , slotIndex , updatedByLocalPlayer , itemSoundCategory , isLastUpdateForMessage )
local NO_UPDATE_REASON = nil
local NOT_NEW_ITEM = nil
self . refresh : RefreshSingle ( "inventory" , BAG_GUILDBANK , slotIndex , NOT_NEW_ITEM , itemSoundCategory , NO_UPDATE_REASON , isLastUpdateForMessage )
if isLastUpdateForMessage then
end
end
self : FireCallbacks ( "SingleSlotInventoryUpdate" , BAG_GUILDBANK , slotIndex , previousSlotData , isLastUpdateForMessage )
end
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_GUILD_BANK_ITEM_ADDED , OnGuildBankInventorySlotUpdated )
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_GUILD_BANK_ITEM_REMOVED , OnGuildBankInventorySlotUpdated )
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_GUILD_BANK_UPDATED_QUANTITY , OnGuildBankInventorySlotUpdated )
end
end
end
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_QUEST_CONDITION_COUNTER_CHANGED , OnSingleQuestUpdated )
local wasInitialize = reason == CURRENCY_CHANGE_REASON_PLAYER_INIT
local wasItemPurchased = reason == CURRENCY_CHANGE_REASON_VENDOR and newMoney < oldMoney
if not ( wasItemPurchased or wasInitialize ) then
end
end
local isExcludedReason = changeReason == CURRENCY_CHANGE_REASON_PLAYER_INIT or
changeReason == CURRENCY_CHANGE_REASON_LOOT or
changeReason == CURRENCY_CHANGE_REASON_PVP_KILL_TRANSFER or
changeReason == CURRENCY_CHANGE_REASON_DEATH or
changeReason == CURRENCY_CHANGE_REASON_BANK_FEE or
( changeReason == CURRENCY_CHANGE_REASON_VENDOR and newTelvarStones < oldTelvarStones )
if not isExcludedReason then
end
end
if changeReason == CURRENCY_CHANGE_REASON_LOOT and difference > 0 then
end
end
if changeReason == CURRENCY_CHANGE_REASON_LOOT and newAmount > oldAmount then
end
end
if changeReason == CURRENCY_CHANGE_REASON_LOOT and newAmount > oldAmount then
end
end
local function OnCurrencyUpdated ( _ , currencyType , currencyLocation , newAmount , oldAmount , changeReason )
if currencyType == CURT_ARCHIVAL_FORTUNES then
elseif currencyType == CURT_IMPERIAL_FRAGMENT then
end
internalassert ( CURT_MAX_VALUE == 13 , "Check if new currency requires unique acquire sound hook or other behavior" )
-- TODO: Consider moving other above function calls here to register for less functions, investigate if any issues would arise
end
end
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_SMITHING_TRAIT_RESEARCH_CANCELED , OnSmithingTraitResearch )
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_SMITHING_TRAIT_RESEARCH_STARTED , OnSmithingTraitResearch )
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_NON_COMBAT_BONUS_CHANGED , function ( event , nonCombatBonusType )
if nonCombatBonusType == NON_COMBAT_BONUS_MERCHANT_HAGGLING then
end
end )
local inventoryFilterTargetDescriptor =
{
[ BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT ] =
{
searchFilterList =
{
BACKGROUND_LIST_FILTER_TYPE_NAME ,
} ,
{
BAG_WORN ,
BAG_BACKPACK ,
BAG_VIRTUAL ,
}
} ,
[ BACKGROUND_LIST_FILTER_TARGET_QUEST_ITEM_ID ] =
{
searchFilterList =
{
BACKGROUND_LIST_FILTER_TYPE_NAME ,
} ,
} ,
}
TEXT_SEARCH_MANAGER : SetupContextTextSearch ( "playerInventoryTextSearch" , inventoryFilterTargetDescriptor )
end
end
end
if onUseType == ITEM_USE_TYPE_COMBINATION then
ZO_CombinationPromptManager_ShowAppropriateCombinationPrompt ( baseCollectibleId , combinationId , AcceptEvolutionCallback , DeclineEvolutionCallback )
return
end
end
-- right now only items that evolve collectibles need confirmation
-- so if it's not one of those, automatically accept using the item
end
end
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_CANCEL_REQUEST_CONFIRM_USE_ITEM , OnCancelConfirmUseItem )
end
end
end
function ZO_SharedInventoryManager : RefreshSingleSlot ( bagId , slotIndex , isNewItem , itemSoundCategory , updateReason , isLastUpdateForMessage )
end
end
-- where ... are bag ids to combined into a single data table
local filteredItems = { }
filteredItems [ # filteredItems + 1 ] = itemData
end
end
end
return filteredItems
end
if bagCache [ slotIndex ] then
return bagCache [ slotIndex ]
end
end
for i = 1 , numBagIds do
return false
end
end
end
return true
end
--Quest Items
end
end
if singleQuestCache then
return singleQuestCache
end
end
for questIndex = 1 , MAX_JOURNAL_QUESTS do
end
end
-- Trait Information Update
-- Refresh all bags where weapons and armor can reside
end
local existingData = bagCache [ slotIndex ]
if existingData then
if existingData . traitInformation ~= newItemTraitInformation or existingData . sellInformation ~= newItemSellInformation then
existingData . traitInformation = newItemTraitInformation
existingData . traitInformationSortOrder = ZO_GetItemTraitInformation_SortOrder ( existingData . traitInformation )
existingData . sellInformation = newItemSellInformation
existingData . sellInformationSortOrder = ZO_GetItemSellInformationCustomSortOrder ( existingData . sellInformation )
end
end
end
end
end
-- Helper functions for new items
return true
end
end
end
return false
end
if slotData then
slotData . age = 0
end
end
if slotData then
end
return false
end
if slotData then
return slotData . uniqueId
end
end
local nickname
if collectibleId ~= 0 then
if collectibleData then
end
end
return interactName , nickname
end
--[[ Shared Guild Bank functions ]] --
local validId
for i = 1 , numGuilds do
if ( lastSuccessfulGuildBankId == guildId ) then
return
elseif ( validId == nil ) then
validId = guildId
end
end
if validId then
elseif numGuilds > 0 then
end
end
--[[ Private API ]] --
end
end
end
end
local NOT_NEW_ITEM = false
local IS_LAST_UPDATE = true
end
end
local SHARED_INVENTORY_SLOT_RESULT_REMOVED = 1
local SHARED_INVENTORY_SLOT_RESULT_ADDED = 2
local SHARED_INVENTORY_SLOT_RESULT_UPDATED = 3
local SHARED_INVENTORY_SLOT_RESULT_NO_CHANGE = 4
local SHARED_INVENTORY_SLOT_RESULT_REMOVE_AND_ADD = 5
function ZO_SharedInventoryManager : HandleSlotCreationOrUpdate ( bagCache , bagId , slotIndex , isNewItem , isLastUpdateForMessage )
local existingSlotData = bagCache [ slotIndex ]
bagCache [ slotIndex ] = slotData
local suppressItemUpdate = not isLastUpdateForMessage
if result == SHARED_INVENTORY_SLOT_RESULT_REMOVED then
elseif result == SHARED_INVENTORY_SLOT_RESULT_ADDED then
elseif result == SHARED_INVENTORY_SLOT_RESULT_UPDATED then
elseif result == SHARED_INVENTORY_SLOT_RESULT_REMOVE_AND_ADD then
end
end
local currentBitValue = 1
end
currentBitValue = currentBitValue * 2
end
end
slotData . statusSortOrder = self : ComputeDynamicStatusMask ( slotData . isPlayerLocked , slotData . isGemmable , slotData . stolen , slotData . isBoPTradeable , slotData . isInArmory , slotData . brandNew , slotData . bagId == BAG_WORN )
end
function ZO_SharedInventoryManager : CreateOrUpdateSlotData ( existingSlotData , bagId , slotIndex , isNewItem )
local icon , stackCount , sellPrice , meetsUsageRequirement , locked , equipType , _ , functionalQuality , displayQuality = GetItemInfo ( bagId , slotIndex )
local hadItemInSlotBefore = false
local wasSameItemInSlotBefore = false
local hasItemInSlotNow = stackCount > 0
local slot = existingSlotData
if not slot then
if hasItemInSlotNow then
slot = { }
end
else
hadItemInSlotBefore = slot . stackCount > 0
wasSameItemInSlotBefore = hadItemInSlotBefore and hasItemInSlotNow and slot . uniqueId == newUniqueId
end
if not hasItemInSlotNow then
if hadItemInSlotBefore then
return nil , SHARED_INVENTORY_SLOT_RESULT_REMOVED
end
return nil , SHARED_INVENTORY_SLOT_RESULT_NO_CHANGE
end
local rawNameBefore = slot . rawName
if rawNameBefore ~= slot . rawName then
end
if not wasSameItemInSlotBefore then
end
slot . stackCount = stackCount
slot . sellPrice = sellPrice
slot . launderPrice = launderPrice
slot . stackSellPrice = stackCount * sellPrice
slot . stackLaunderPrice = stackCount * launderPrice
slot . bagId = bagId
slot . slotIndex = slotIndex
-- Items flagged equipped unique can only have one equipped, which means once they are
-- equipped they are no longer equippable, but we don't want to color these items red
-- in GamepadInventory once they are equipped, because that doesn't make any sense.
slot . meetsUsageRequirement = meetsUsageRequirement or ( bagId == BAG_WORN )
slot . locked = locked
slot . functionalQuality = functionalQuality
slot . displayQuality = displayQuality
-- slot.quality is deprecated, included here for addon backwards compatibility
slot . quality = displayQuality
slot . equipType = equipType
--Don't bother checking for guild bank or buyback because we don't care in those cases
--In the case of the craft bag or companion worn bag, it isn't possible for a build item to live there, so we can just immediately infer false
if bagId == BAG_GUILDBANK or bagId == BAG_BUYBACK or bagId == BAG_VIRTUAL or bagId == BAG_COMPANION_WORN then
slot . isInArmory = false
else
end
slot . isGemmable = false
slot . requiredPerGemConversion = nil
slot . gemsAwardedPerConversion = nil
if isFromCrownCrate then
local requiredPerGemConversion , gemsAwardedPerConversion = GetNumCrownGemsFromItemManualGemification ( bagId , slotIndex )
if requiredPerGemConversion > 0 and gemsAwardedPerConversion > 0 then
slot . requiredPerGemConversion = requiredPerGemConversion
slot . gemsAwardedPerConversion = gemsAwardedPerConversion
slot . isGemmable = true
end
end
if wasSameItemInSlotBefore and slot . age ~= 0 then
-- don't modify the age, keep it the same relative sort - for now?
-- Age is only set to 0 before this point from ClearNewStatus, so if brandNew is false
-- but age isn't 0, something has tried to set brandNew to false without calling ClearNewStatus,
-- so we can still rely on it actually being new.
elseif isNewItem then
else
slot . age = 0
end
if hadItemInSlotBefore then
if isNewItem then
return slot , SHARED_INVENTORY_SLOT_RESULT_REMOVE_AND_ADD
else
return slot , SHARED_INVENTORY_SLOT_RESULT_UPDATED
end
end
return slot , SHARED_INVENTORY_SLOT_RESULT_ADDED
end
--Quest Items Private API--
end
end
for questIndex = 1 , MAX_JOURNAL_QUESTS do
end
end
-- First update all the tools for the quest...
self : CreateQuestData ( icon , stack , questIndex , toolIndex , QUEST_MAIN_STEP_INDEX , nil , name , questItemId )
end
-- Then update all the collectable items...
end
end
end
end
function ZO_SharedInventoryManager : CreateQuestData ( iconFile , stackCount , questIndex , toolIndex , stepIndex , conditionIndex , name , questItemId )
if ( stackCount > 0 ) then
--store all tools and items in a subtable under the questIndex for faster access
if ( not questCache [ questIndex ] ) then
questCache [ questIndex ] = { }
end
local questItems = questCache [ questIndex ]
local questItem =
{
iconFile = iconFile ,
stackCount = stackCount ,
questIndex = questIndex ,
toolIndex = toolIndex ,
stepIndex = stepIndex ,
conditionIndex = conditionIndex ,
sellPrice = 0 ,
stackSellPrice = 0 ,
filterData = { ITEMFILTERTYPE_QUEST } ,
questItemId = questItemId ,
age = 0 , -- 0 for now, probably need to come up with a way to make these appear new when appropriate. maybe diffing what was there before with what's being added?
}
end
questItems [ questItemId ] = questItem
end
end
do
local SHOW_ALL = true
local HAS_ENOUGH = false
function ZO_SharedInventory_ConnectPlayerCurrencyLabel ( label , currencyType , currencyLocation , currencyOptions , showCap )
local dirty = true
local displayOptions = { }
end
label : RegisterForEvent ( EVENT_CURRENCY_UPDATE , function ( eventId , eventCurrencyType , eventCurrencyLocation , newAmount , oldAmount , reason )
if eventCurrencyType == currencyType and eventCurrencyLocation == currencyLocation then
dirty = true
else
dirty = false
ZO_CurrencyControl_SetSimpleCurrency ( label , currencyType , newAmount , currencyOptions , SHOW_ALL , HAS_ENOUGH , displayOptions )
end
end
end )
if dirty then
dirty = false
ZO_CurrencyControl_SetSimpleCurrency ( label , currencyType , GetCurrencyAmount ( currencyType , currencyLocation ) , currencyOptions , SHOW_ALL , HAS_ENOUGH , displayOptions )
end
end
end
end
end
-- Internal Use Only
if bagCache then
local previousSlotData = bagCache [ slotIndex ]
--Since the inventory can update the existing slot table to a new item we need to make a copy of the old data
if previousSlotData then
end
return previousSlotData
end
end
-- Globals --
ZO_INVENTORY_STAT_GROUPS =
{
{
STAT_MAGICKA_MAX ,
STAT_MAGICKA_REGEN_COMBAT ,
STAT_HEALTH_MAX ,
STAT_HEALTH_REGEN_COMBAT ,
STAT_STAMINA_MAX ,
STAT_STAMINA_REGEN_COMBAT ,
} ,
{
STAT_SPELL_POWER ,
STAT_SPELL_CRITICAL ,
STAT_SPELL_PENETRATION ,
STAT_POWER ,
STAT_CRITICAL_STRIKE ,
STAT_PHYSICAL_PENETRATION ,
} ,
{
STAT_SPELL_RESIST ,
STAT_PHYSICAL_RESIST ,
STAT_CRITICAL_RESISTANCE ,
} ,
}
--Used to take the variable returns from CompareBagItemToCurrentlyEquipped or CompareItemLinkToCurrentlyEquipped
-- and put them in a hash table for more covenient lookups
local statDeltaLookup = { }
statDeltaLookup [ changedStat ] = changeAmount
end
return statDeltaLookup
end
local EQUIP_SLOTS =
{
EQUIP_SLOT_HEAD ,
EQUIP_SLOT_NECK ,
EQUIP_SLOT_CHEST ,
EQUIP_SLOT_SHOULDERS ,
EQUIP_SLOT_MAIN_HAND ,
EQUIP_SLOT_OFF_HAND ,
EQUIP_SLOT_WAIST ,
EQUIP_SLOT_LEGS ,
EQUIP_SLOT_FEET ,
EQUIP_SLOT_COSTUME ,
EQUIP_SLOT_RING1 ,
EQUIP_SLOT_RING2 ,
EQUIP_SLOT_HAND ,
EQUIP_SLOT_BACKUP_MAIN ,
EQUIP_SLOT_BACKUP_OFF ,
}
if ( result ~= nil ) then
return result
end
end
end
if backpackSlots then
local hadGemmableMaterial = false
hadGemmableMaterial = true
break
end
end
if hadGemmableMaterial then
else
end
end
end
do
-- if this triggers, need to add new trait information to this arbitrary sort order
local ITEM_TRAIT_INFORMATION_SORT_ORDER =
{
[ ITEM_TRAIT_INFORMATION_INTRICATE ] = 0 ,
[ ITEM_TRAIT_INFORMATION_NONE ] = 1 ,
[ ITEM_TRAIT_INFORMATION_CAN_BE_RESEARCHED ] = 2 ,
[ ITEM_TRAIT_INFORMATION_RETRAITED ] = 3 ,
[ ITEM_TRAIT_INFORMATION_RECONSTRUCTED ] = 4 ,
[ ITEM_TRAIT_INFORMATION_ORNATE ] = 5 ,
}
return ITEM_TRAIT_INFORMATION_SORT_ORDER [ traitInfo ]
end
end
do
-- if this triggers, need to add new sell information to this arbitrary sort order
local ITEM_SELL_INFORMATION_SORT_ORDER =
{
[ ITEM_SELL_INFORMATION_PRIORITY_SELL ] = 0 ,
[ ITEM_SELL_INFORMATION_NONE ] = 1 ,
[ ITEM_SELL_INFORMATION_CAN_BE_RESEARCHED ] = 2 ,
[ ITEM_SELL_INFORMATION_INTRICATE ] = 3 ,
[ ITEM_SELL_INFORMATION_RECONSTRUCTED ] = 4 ,
[ ITEM_SELL_INFORMATION_CANNOT_SELL ] = 5 ,
}
return ITEM_SELL_INFORMATION_SORT_ORDER [ sellInformation ]
end
end |