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return obj
end
end
[ ITEM_TRAIT_TYPE_CATEGORY_WEAPON ] = { } ,
[ ITEM_TRAIT_TYPE_CATEGORY_ARMOR ] = { } ,
[ ITEM_TRAIT_TYPE_CATEGORY_JEWELRY ] = { } ,
}
} )
end
end
end
EVENT_MANAGER : RegisterForEvent ( "RetraitStationManager" , EVENT_RETRAIT_STATION_INTERACT_START , function ( eventCode ) SYSTEMS : ShowScene ( "retrait" ) end )
EVENT_MANAGER : RegisterForEvent ( "RetraitStationManager" , EVENT_RETRAIT_RESPONSE , function ( eventCode , result ) SYSTEMS : GetObject ( "retrait" ) : OnRetraitResult ( result ) end )
end
EVENT_MANAGER : RegisterForEvent ( "RetraitStationManager" , EVENT_INVENTORY_FULL_UPDATE , HandleDirtyEvent )
EVENT_MANAGER : RegisterForEvent ( "RetraitStationManager" , EVENT_INVENTORY_SINGLE_SLOT_UPDATE , HandleDirtyEvent )
EVENT_MANAGER : RegisterForEvent ( "RetraitStationManager" , EVENT_SMITHING_TRAIT_RESEARCH_STARTED , HandleDirtyEvent )
EVENT_MANAGER : RegisterForEvent ( "RetraitStationManager" , EVENT_SMITHING_TRAIT_RESEARCH_COMPLETED , HandleDirtyEvent )
end
do
local retraitScenes = { }
retraitScenes [ retraitSceneName ] = true
end
if showingSceneName then
return retraitScenes [ showingSceneName ] == true
end
return false
end
else
end
end
else
end
end
end
end
end
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