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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 end -- Ensure that all dialogs related to the store close on interaction end end end if activeComponent then end end end end end if itemSoundCategory ~= ITEM_SOUND_CATEGORY_NONE then end end end end end if activeComponent then end end end end else end endendendendend endend endend return end return end local REQUESTED_BY_HEADER = true endend return end endend end) end endendend endend 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 endendendend else endendend { 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, keybind = "UI_SHORTCUT_SECONDARY", 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 end end { tabBarEntries = tabsTable, }end if hasTextSearchHeader and self.activeComponent.list and self.activeComponent.list:GetNumItems() == 0 then end endend endendend local BLOCK_TABBAR_CALLBACK = true endenddo 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 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 showCapacity then 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] endend 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 or mode == ZO_MODE_STORE_SELL_VENGEANCE then end end endend break end endend if not bagId then else if message then end endend 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 endend 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 local NO_ERROR_STRING = 0 return false, ZO_StoreManager_GetRequiredToBuyErrorText(STORE_FAILURE_NOT_ENOUGH_CURRENCY, NO_ERROR_STRING, currencyType) elseif selectedData.price > 0 and selectedData.price > GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) then else return true endend if not (CanItemLinkBeVirtual(selectedData.itemLink) and HasCraftBagAccess()) and not DoesBagHaveSpaceForItemLink(BAG_BACKPACK, selectedData.itemLink) then else return true endendendend--------------------- Global functions-------------------end |