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local NO_EMPTY_TEXTURE = ""
local NO_MULTIPLE_ITEMS_TEXTURE = ""
ZO_CraftingMultiSlotBase . Initialize ( self , owner , control , SLOT_TYPE_PENDING_CRAFTING_COMPONENT , NO_EMPTY_TEXTURE , NO_MULTIPLE_ITEMS_TEXTURE , craftingInventory )
end
return true
end
return false
end
return true
end
return false
end
return true
end
return false
end
self . nameLabel : SetColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS , displayQuality ) )
end
self . nameLabel : SetText ( zo_strformat ( SI_CRAFTING_SLOT_MULTIPLE_SELECTED , ZO_CommaDelimitNumber ( self : GetStackCount ( ) ) ) )
else
end
end
local ALWAYS_SHOW_STACK_COUNT = true
local minQuantity = 1
else
local AUTO_SHOW_STACK_COUNT = false
local MIN_QUANTITY = 0
end
end
end
return zo_strformat ( SI_CRAFTING_SLOT_MULTIPLE_SELECTED , ZO_CommaDelimitNumber ( self : GetStackCount ( ) ) )
else
end
end
self . filletLabel : SetText ( GetString ( "SI_PROVISIONERSPECIALINGREDIENTTYPE" , PROVISIONER_SPECIAL_INGREDIENT_TYPE_FILLET ) )
end
end
end )
self . slotAnimation = ZO_CraftingSmithingExtractSlotAnimation : New ( sceneName , function ( ) return not self . filletSlotControl : IsHidden ( ) end )
end
end )
end
end
end
end
end
end
end
end
local newStackCount = self . filletSlot : GetStackCount ( ) + zo_max ( 1 , self . inventory : GetStackCount ( bagId , slotIndex ) ) -- non virtual items will have a stack count of 0, but still count as 1 item
local stackCountPerIteration = 1
local maxStackCount = MAX_ITERATIONS_PER_DECONSTRUCTION * stackCountPerIteration
ZO_Alert ( UI_ALERT_CATEGORY_ERROR , SOUNDS . NEGATIVE_CLICK , GetString ( "SI_TRADESKILLRESULT" , CRAFTING_RESULT_TOO_MANY_CRAFTING_INPUTS ) )
-- prevent slotting if it would take us above the iteration limit, but allow it if nothing else has been slotted yet so we can support single stacks that are larger than the limit
ZO_Alert ( UI_ALERT_CATEGORY_ERROR , SOUNDS . NEGATIVE_CLICK , GetString ( "SI_TRADESKILLRESULT" , CRAFTING_RESULT_TOO_MANY_CRAFTING_ITERATIONS ) )
else
end
end
end
end
end
return true
end
end
local quantity = 1
-- TODO Fillet: Verify this is the proper function to call for Filleting
end
end
-- TODO Fillet: Verify this is the proper function to call for Filleting
end
end
do
return left . quantity < right . quantity
end
local sortedItems = { }
local step = 1
end
local addedAllItems = true
addedAllItems = false
break
end
end
if addedAllItems then
end
end
end
-- single fillets do not need a confirmation dialog
else
local dialogData =
{
end ,
verb = DECONSTRUCT_ACTION_NAME_FILLET ,
}
ZO_Dialogs_ShowPlatformDialog ( "CONFIRM_DECONSTRUCT_MULTIPLE_ITEMS" , dialogData , { mainTextParams = { ZO_CommaDelimitNumber ( self . filletSlot : GetStackCount ( ) ) } } )
end
end
end
end
end
end
end
-- Can be overridden
end
elseif GAMEPAD_PROVISIONER then
end
return false
end
return PROVISIONER . filletPanel
elseif GAMEPAD_PROVISIONER then
return GAMEPAD_PROVISIONER . filletPanel
end
end
return PROVISIONER . filletPanel
else
return GAMEPAD_PROVISIONER . filletPanel
end
end
return itemType == ITEMTYPE_FISH
end |