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GAMEPAD_STORE_SCENE_NAME = "gamepad_store"
ZO_GamepadStoreManager = ZO_Object . MultiSubclass ( ZO_SharedStoreManager , ZO_Gamepad_ParametricList_BagsSearch_Screen )
end
local DONT_ACTIVATE_LIST_ON_SHOW = false
ZO_Gamepad_ParametricList_BagsSearch_Screen . Initialize ( self , "storeTextSearch" , control , ZO_GAMEPAD_HEADER_TABBAR_CREATE , DONT_ACTIVATE_LIST_ON_SHOW , GAMEPAD_VENDOR_SCENE )
local componentTable = { }
end
end
end
end
-- Ensure that all dialogs related to the store close on interaction end
end
end
if activeComponent then
end
end
end
end
end
end
end
end
end
-- ESO-713597: Don't play sound if item has no monetary value.
if money > 0 then
if itemSoundCategory == ITEM_SOUND_CATEGORY_NONE then
-- Fall back sound if there was no other sound to play
else
end
end
end
end
end
end
if activeComponent then
end
end
end
end
else
end
end
end
end
end
end
end
end
end
end
return
end
return
end
local REQUESTED_BY_HEADER = true
end
end
return
end
end
end
end )
end
end
end
end
end
end
if newState == SCENE_SHOWING then
-- We SetMode on SCENE_SHOWING to ensure that we're on the correct scene by the time
-- the player sees it, so we don't accidentally show the transition.
-- deferredStartingMode is set when the stable interact starts, so we're assuming
-- that that event fires before the store scene hits SCENE_SHOWING.
elseif newState == SCENE_SHOWN then
elseif newState == SCENE_HIDING then
elseif newState == SCENE_HIDDEN then
end
end
end
end
else
end
end
end
{
return zo_strformat ( SI_REPAIR_ALL_KEYBIND_TEXT , ZO_Currency_FormatGamepad ( CURT_MONEY , cost , ZO_CURRENCY_FORMAT_WHITE_AMOUNT_ICON ) )
end
return zo_strformat ( SI_REPAIR_ALL_KEYBIND_TEXT , ZO_Currency_FormatGamepad ( CURT_MONEY , cost , ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON ) )
end ,
return zo_strformat ( SI_REPAIR_ALL_KEYBIND_TEXT , ZO_Currency_FormatGamepad ( CURT_MONEY , GetRepairAllCost ( ) , ZO_CURRENCY_FORMAT_AMOUNT_NAME ) )
end ,
return true
else
end
end ,
else
local dialogData =
{
cost = cost ,
end ,
}
end
end ,
}
end
end
end
if activated then
end
else
end
end
end
local tabsTable = { }
} )
end
{
tabBarEntries = tabsTable ,
}
end
if hasTextSearchHeader and self . activeComponent . list and self . activeComponent . list : GetNumItems ( ) == 0 then
end
end
end
end
end
end
local BLOCK_TABBAR_CALLBACK = true
end
end
do
if GetNumBagFreeSlots ( BAG_BACKPACK ) == 0 and ( mode == ZO_MODE_STORE_BUY or mode == ZO_MODE_STORE_BUY_BACK ) then
return ZO_ERROR_COLOR : Colorize ( zo_strformat ( SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT , GetNumBagUsedSlots ( BAG_BACKPACK ) , GetBagSize ( BAG_BACKPACK ) ) )
else
return zo_strformat ( SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT , GetNumBagUsedSlots ( BAG_BACKPACK ) , GetBagSize ( BAG_BACKPACK ) )
end
end
if mode == ZO_MODE_STORE_SELL and GetCurrencyAmount ( CURT_MONEY , CURRENCY_LOCATION_CHARACTER ) == GetMaxPossibleCurrency ( CURT_MONEY , CURRENCY_LOCATION_CHARACTER ) then
else
end
ZO_CurrencyControl_SetSimpleCurrency ( control , CURT_MONEY , GetCurrencyAmount ( CURT_MONEY , CURRENCY_LOCATION_CHARACTER ) , STORE_CURRENCY_LABEL_OPTIONS )
return true
end
ZO_CurrencyControl_SetSimpleCurrency ( control , CURT_MONEY , STABLE_MANAGER . trainingCost , ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT , nil , not STABLE_MANAGER : CanAffordTraining ( ) )
return true
end
return GetString ( FENCE_GAMEPAD : IsLaundering ( ) and SI_GAMEPAD_FENCE_LAUNDER_LIMIT or SI_GAMEPAD_FENCE_SELL_LIMIT )
end
if usedTransactions == totalTransactions then
return ZO_ERROR_COLOR : Colorize ( zo_strformat ( SI_GAMEPAD_FENCE_TRANSACTION_COUNT , usedTransactions , totalTransactions ) )
else
end
end
local currencyHeaderData =
{
ZO_CurrencyControl_SetSimpleCurrency ( control , currencyType , GetCurrencyAmount ( currencyType , GetCurrencyPlayerStoredLocation ( currencyType ) ) , ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT )
return true
end ,
return ZO_Currency_FormatGamepad ( currencyType , GetCurrencyAmount ( currencyType , GetCurrencyPlayerStoredLocation ( currencyType ) ) , ZO_CURRENCY_FORMAT_AMOUNT_ICON )
end ,
}
return currencyHeaderData
end
local CAPACITY_HEADER_DATA =
{
}
local GOLD_HEADER_DATA =
{
}
local RIDING_TRAINING_COST_HEADER_DATA =
{
return ZO_Currency_FormatGamepad ( CURT_MONEY , STABLE_MANAGER . trainingCost , ZO_CURRENCY_FORMAT_AMOUNT_NAME )
end ,
}
local RIDING_TRAINABLE_HEADER_DATA =
{
if timeUntilCanBeTrained == 0 then
else
return ZO_FormatTimeMilliseconds ( timeUntilCanBeTrained , TIME_FORMAT_STYLE_COLONS , TIME_FORMAT_PRECISION_TWELVE_HOUR )
end
end ,
}
local LAUNDER_TRANSACTION_HEADER_DATA =
{
}
local g_pendingHeaderData = { }
return
end
local isStable = mode == ZO_MODE_STORE_STABLE
local showCapacity = not isStable
if mode == ZO_MODE_STORE_BUY then
showCapacity = false
end
end
if showCapacity then
end
if mode == ZO_MODE_STORE_BUY then
end
-- We only have space to display the first 2 alternate currencies this store uses.
-- According to our design standards, no store should ever use more than gold + 2 alternate currencies anyway.
local MAX_ALTERNATE_CURRENCIES = 2
local alternateCurrenciesUsed = 0
if currencyType ~= CURT_MONEY then
alternateCurrenciesUsed = alternateCurrenciesUsed + 1
if alternateCurrenciesUsed >= MAX_ALTERNATE_CURRENCIES then
break
end
end
end
else
-- This is for selling, fencing, and the stable
end
if isStable then
else
end
end
end
if mode == ZO_MODE_STORE_SELL_STOLEN or mode == ZO_MODE_STORE_LAUNDER then
end
local data1 = g_pendingHeaderData [ 1 ]
local data2 = g_pendingHeaderData [ 2 ]
local data3 = g_pendingHeaderData [ 3 ]
local data4 = g_pendingHeaderData [ 4 ]
end
end
local itemLink = nil
if selectedData then
if mode == ZO_MODE_STORE_BUY and selectedData . entryType ~= STORE_ENTRY_TYPE_COLLECTIBLE then
itemLink = selectedData . itemLink
elseif mode == ZO_MODE_STORE_BUY_BACK then
itemLink = selectedData . itemLink
elseif mode == ZO_MODE_STORE_SELL then
end
end
end
end
break
end
end
end
if not bagId then
else
if message then
end
end
end
local message = ""
if reason == ITEM_REPAIR_ALREADY_REPAIRED then
elseif reason == ITEM_REPAIR_CANT_AFFORD_REPAIR then
elseif reason == nil then
end
if message ~= "" then
end
end
do
local STORE_FAILURE_FOR_CURRENCY_TYPE =
{
[ CURT_ALLIANCE_POINTS ] = STORE_FAILURE_NOT_ENOUGH_ALLIANCE_POINTS ,
[ CURT_TELVAR_STONES ] = STORE_FAILURE_NOT_ENOUGH_TELVAR_STONES ,
[ CURT_WRIT_VOUCHERS ] = STORE_FAILURE_NOT_ENOUGH_WRIT_VOUCHERS ,
[ CURT_EVENT_TICKETS ] = STORE_FAILURE_NOT_ENOUGH_EVENT_TICKETS ,
[ CURT_UNDAUNTED_KEYS ] = STORE_FAILURE_NOT_ENOUGH_UNDAUNTED_KEYS ,
[ CURT_ARCHIVAL_FORTUNES ] = STORE_FAILURE_NOT_ENOUGH_ARCHIVAL_FORTUNES ,
[ CURT_IMPERIAL_FRAGMENTS ] = STORE_FAILURE_NOT_ENOUGH_IMPERIAL_FRAGMENTS ,
}
local currencyType = selectedData . currencyType1
local currencyQuantity1 = selectedData . currencyQuantity1
local playerCurrencyAmount = GetCurrencyAmount ( currencyType , GetCurrencyPlayerStoredLocation ( currencyType ) )
if currencyType and currencyType ~= CURT_NONE and currencyQuantity1 and currencyQuantity1 > 0 and currencyQuantity1 > playerCurrencyAmount then
if currencyType == CURT_MONEY then
end
elseif selectedData . price > 0 and selectedData . price > GetCurrencyAmount ( CURT_MONEY , CURRENCY_LOCATION_CHARACTER ) then
else
return true
end
end
if not ( CanItemLinkBeVirtual ( selectedData . itemLink ) and HasCraftBagAccess ( ) ) and not DoesBagHaveSpaceForItemLink ( BAG_BACKPACK , selectedData . itemLink ) then
else
return true
end
end
end
end
end
-------------------
-- Global functions
-------------------
end |