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-- Armory Build Data --
end
end
end
end
if buildName == "" then
else
return buildName
end
end
end
end
end
end
end
end
local totalSpentPoints = 0
end
return totalSpentPoints
end
end
end
if equippedOutfitIndex then
local outfitManipulator = ZO_OUTFIT_MANAGER : GetOutfitManipulator ( GAMEPLAY_ACTOR_CATEGORY_PLAYER , equippedOutfitIndex )
if outfitManipulator then
else
end
else
end
end
end
end
end
if primaryMundus == MUNDUS_STONE_INVALID or secondaryMundus == MUNDUS_STONE_INVALID then
--We will never have a secondary mundus stone if the primary mundus stone is invalid, so we can just return the primary mundus if either are invalid
else
end
end
do
local INACCESSIBLE_BAGS =
{
[ BAG_BANK ] = true ,
[ BAG_HOUSE_BANK_ONE ] = true ,
[ BAG_HOUSE_BANK_TWO ] = true ,
[ BAG_HOUSE_BANK_THREE ] = true ,
[ BAG_HOUSE_BANK_FOUR ] = true ,
[ BAG_HOUSE_BANK_FIVE ] = true ,
[ BAG_HOUSE_BANK_SIX ] = true ,
[ BAG_HOUSE_BANK_SEVEN ] = true ,
[ BAG_HOUSE_BANK_EIGHT ] = true ,
[ BAG_HOUSE_BANK_NINE ] = true ,
[ BAG_HOUSE_BANK_TEN ] = true ,
}
--If the bag is inaccessible from the armory, pretend it is missing
if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_VALID and INACCESSIBLE_BAGS [ bagId ] then
slotState = ARMORY_BUILD_EQUIP_SLOT_STATE_INACCESSIBLE
end
return slotState , bagId , slotIndex
end
end
if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_VALID then
else
return slotState , ""
end
end |