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end
end
end
local link = ZO_LinkHandler_CreateChatLink ( GetAlchemyResultingItemLink , self : GetAllCraftingBagAndSlots ( ) )
if link ~= "" then
end
end
end
end
end
end
if newState == SCENE_SHOWING then
-- Reselect so we re-add the temporary fragment for the recipe mode
-- and setup/update the tooltip and corresponding sounds correctly
if not oldMode then
else
end
end
elseif newState == SCENE_HIDDEN then
end
end )
end
end )
else
end
end
end )
end
return {
descriptor = mode ,
normal = normal ,
pressed = pressed ,
highlight = highlight ,
disabled = disabled ,
end ,
}
end
SI_ALCHEMY_CREATION ,
ZO_ALCHEMY_MODE_CREATION ,
"EsoUI/Art/Crafting/smithing_tabIcon_creation_up.dds" ,
"EsoUI/Art/Crafting/smithing_tabIcon_creation_down.dds" ,
"EsoUI/Art/Crafting/smithing_tabIcon_creation_over.dds" ,
"EsoUI/Art/Crafting/smithing_tabIcon_creation_disabled.dds"
)
local recipeCraftingSystemNameStringId = _G [ "SI_RECIPECRAFTINGSYSTEM" .. recipeCraftingSystem ]
recipeCraftingSystemNameStringId ,
ZO_ALCHEMY_MODE_RECIPES ,
end
{
-- Perform craft
{
end ,
end ,
end ,
} ,
-- Clear selections
{
visible = function ( ) return not ZO_CraftingUtils_IsPerformingCraftProcess ( ) and self : HasSelections ( ) end ,
} ,
}
end
self . solventSlot = ZO_AlchemySlot : New ( self , slotContainer : GetNamedChild ( "SolventSlot" ) , "EsoUI/Art/Crafting/alchemy_emptySlot_solvent.dds" , SOUNDS . ALCHEMY_SOLVENT_PLACED , SOUNDS . ALCHEMY_SOLVENT_REMOVED , nil , self . inventory )
end )
end )
local REAGENT_TEXTURE = "EsoUI/Art/Crafting/alchemy_emptySlot_reagent.dds"
local ALWAYS_USABLE = nil
ZO_AlchemySlot : New ( self , slotContainer : GetNamedChild ( "ReagentSlot1" ) , REAGENT_TEXTURE , SOUNDS . ALCHEMY_REAGENT_PLACED , SOUNDS . ALCHEMY_REAGENT_REMOVED , ALWAYS_USABLE , self . inventory ) ,
ZO_AlchemySlot : New ( self , slotContainer : GetNamedChild ( "ReagentSlot2" ) , REAGENT_TEXTURE , SOUNDS . ALCHEMY_REAGENT_PLACED , SOUNDS . ALCHEMY_REAGENT_REMOVED , ALWAYS_USABLE , self . inventory ) ,
ZO_AlchemySlot : New ( self , slotContainer : GetNamedChild ( "ReagentSlot3" ) , REAGENT_TEXTURE , SOUNDS . ALCHEMY_REAGENT_PLACED , SOUNDS . ALCHEMY_REAGENT_REMOVED , ZO_Alchemy_IsThirdAlchemySlotUnlocked , self . inventory ) ,
}
end )
end
self . control : RegisterForEvent ( EVENT_NON_COMBAT_BONUS_CHANGED , function ( eventCode , nonCombatBonusType )
if nonCombatBonusType == NON_COMBAT_BONUS_ALCHEMY_THIRD_SLOT then
elseif nonCombatBonusType == NON_COMBAT_BONUS_ALCHEMY_LEVEL then
end
end )
end
-- if we are in recipe mode then we shouldn't show the alchemy tooltip
else
end
end
local SUPPRESS_SOUND = true
local IGNORE_REQUIREMENTS = true
end
local SLOT_OFFSET_X = 20
local SLOT_OFFSET_Y = 20
if reagentSlot3Unlocked then
else
end
end
end
end
end
end
local usedInCraftingType , craftingSubItemType , rankRequirement = GetItemCraftingInfo ( bagId , slotIndex )
if usedInCraftingType == CRAFTING_TYPE_ALCHEMY then
if IsAlchemySolvent ( craftingSubItemType ) and rankRequirement <= GetNonCombatBonus ( NON_COMBAT_BONUS_ALCHEMY_LEVEL ) then
end
end
elseif craftingSubItemType == ITEMTYPE_REAGENT then
if existingReagentSlotIndex then
if reagentSlotIndex == existingReagentSlotIndex then
return
end
end
end
end
end
if mode == ZO_ALCHEMY_MODE_RECIPES then
else -- mode is ZO_ALCHEMY_MODE_CREATION
if oldMode == ZO_ALCHEMY_MODE_RECIPES then
end
CRAFTING_RESULTS : SetTooltipAnimationSounds ( SOUNDS . ALCHEMY_CREATE_TOOLTIP_GLOW_SUCCESS , SOUNDS . ALCHEMY_CREATE_TOOLTIP_GLOW_FAIL )
end
end
end
end
end
end
--Alchemy Inventory
-------------------------
local QUEST_PIN_DEFAULT_TEXTURE = "EsoUI/Art/WritAdvisor/advisor_trackedPin_icon.dds"
local QUEST_PIN_DISABLED_TEXTURE = "EsoUI/Art/WritAdvisor/advisor_trackedPin_icon_disabled.dds"
end
local itemType , _ , requiredLevel , requiredChampionPoints = select ( 2 , GetItemCraftingInfo ( bagId , slotIndex ) )
if requiredChampionPoints then
requiredLevel = requiredLevel + requiredChampionPoints
end
if itemType == ITEMTYPE_POISON_BASE then
return requiredLevel + 1 -- Kludge to make the poison of a required level always show up right after the potion of that level, regardless of what they're named
else
return requiredLevel
end
end
end
end
self : CreateNewTabFilterData ( ITEMTYPE_REAGENT , GetString ( SI_ALCHEMY_REAGENTS_TAB ) , "EsoUI/Art/Crafting/alchemy_tabIcon_reagent_up.dds" , "EsoUI/Art/Crafting/alchemy_tabIcon_reagent_down.dds" , "EsoUI/Art/Crafting/alchemy_tabIcon_reagent_over.dds" , "EsoUI/Art/Crafting/alchemy_tabIcon_reagent_disabled.dds" ) ,
self : CreateNewTabFilterData ( IsAlchemySolvent , GetString ( SI_ALCHEMY_SOLVENT_TAB ) , "EsoUI/Art/Crafting/alchemy_tabIcon_solvent_up.dds" , "EsoUI/Art/Crafting/alchemy_tabIcon_solvent_down.dds" , "EsoUI/Art/Crafting/alchemy_tabIcon_solvent_over.dds" , "EsoUI/Art/Crafting/alchemy_tabIcon_solvent_disabled.dds" ) ,
self : CreateNewTabFilterData ( nil , GetString ( "SI_ITEMFILTERTYPE" , ITEMFILTERTYPE_ALL ) , "EsoUI/Art/Inventory/inventory_tabIcon_all_up.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_all_down.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_all_over.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_all_disabled.dds" ) ,
}
self : SetSortColumnHidden ( { stackSellPrice = true , statusSortOrder = true , traitInformationSortOrder = true , sellInformationSortOrder = true , } , true )
end
local DEFAULT_RELATIVE_POINT = nil
local DEFAULT_RELATIVE_TO = nil
local DEFAULT_OFFSET_X = nil
local DEFAULT_OFFSET_Y = 63
local OFFSET_X = - 13
end
end
end )
end
local defaults =
{
questsOnlyChecked = false ,
}
end
return ZO_CraftingInventory . IsLocked ( self , bagId , slotIndex ) or self . owner : IsSlotted ( bagId , slotIndex )
end
local pinState = self . owner : GetPinStateForItem ( itemId , self . alchemyQuestInfo , ZO_ALCHEMY_DATA_TYPE_SOLVENT )
if pinState == ZO_ALCHEMY_PIN_STATE_HIDDEN then
elseif pinState == ZO_ALCHEMY_PIN_STATE_INVALID then
elseif pinState == ZO_ALCHEMY_PIN_STATE_VALID then
end
local usedInCraftingType , craftingSubItemType , rankRequirement , resultingItemLevel , requiredChampionPoints = GetItemCraftingInfo ( data . bagId , data . slotIndex )
local itemTypeString = GetString ( ( craftingSubItemType == ITEMTYPE_POTION_BASE ) and SI_ITEM_FORMAT_STR_POTION or SI_ITEM_FORMAT_STR_POISON )
if requiredChampionPoints and requiredChampionPoints > 0 then
levelLabel : SetText ( zo_strformat ( SI_ALCHEMY_CREATES_ITEM_OF_CHAMPION_POINTS , requiredChampionPoints , itemTypeString ) )
else
levelLabel : SetText ( zo_strformat ( SI_ALCHEMY_CREATES_ITEM_OF_LEVEL , resultingItemLevel , itemTypeString ) )
end
levelLabel : SetColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_ITEM_TOOLTIP , ITEM_TOOLTIP_COLOR_ACCENT ) )
else
end
ZO_ItemSlot_SetupTextUsableAndLockedColor ( levelLabel , data . meetsUsageRequirements , self : IsLocked ( data . bagId , data . slotIndex ) )
end
if i > numTraits then
else
local traitName , normalTraitIcon , traitMatchIcon , _ , traitConflictIcon = ZO_Alchemy_GetTraitInfo ( i , ... )
if traitName and traitName ~= "" then
traitControl . label : SetColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_ITEM_TOOLTIP , ITEM_TOOLTIP_COLOR_ACCENT ) )
-- ESO-641401: This is only called from inventory and inventory will never be comparing icons with another reagent so we
-- don't want to pass in the matching and conflicting icons here since we don't want them to display in inventory
else
traitControl . label : SetColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_ITEM_TOOLTIP , ITEM_TOOLTIP_COLOR_INACTIVE_BONUS ) )
end
end
end
end
local pinState = self . owner : GetPinStateForItem ( itemId , self . alchemyQuestInfo , ZO_ALCHEMY_DATA_TYPE_REAGENT )
if pinState == ZO_ALCHEMY_PIN_STATE_HIDDEN then
elseif pinState == ZO_ALCHEMY_PIN_STATE_INVALID then
elseif pinState == ZO_ALCHEMY_PIN_STATE_VALID then
end
end
ZO_ScrollList_AddDataType ( self . list , ZO_ALCHEMY_DATA_TYPE_SOLVENT , "ZO_AlchemyInventorySolventRow" , 72 , SolventSetup , nil , nil , ZO_InventorySlot_OnPoolReset )
ZO_ScrollList_AddDataType ( self . list , ZO_ALCHEMY_DATA_TYPE_REAGENT , "ZO_AlchemyInventoryReagentRow" , 108 , ReagentSetup , nil , nil , ZO_InventorySlot_OnPoolReset )
end
end
else
end
end
local validItemIds = self : EnumerateInventorySlotsAndAddToScrollData ( ZO_Alchemy_IsAlchemyItem , ZO_Alchemy_DoesAlchemyItemPassFilter , self . filterType , data )
end
function ZO_AlchemyInventory : EnumerateInventorySlotsAndAddToScrollData ( predicate , filterFunction , filterType , data )
if not filterFunction or filterFunction ( itemInfo . bag , itemInfo . index , filterType , self . savedVars . questsOnlyChecked , self . owner . questItems ) then
self : AddItemData ( itemInfo . bag , itemInfo . index , itemInfo . stack , self : GetScrollDataType ( itemInfo . bag , itemInfo . index ) , data , self . customDataGetFunction )
end
end
end
end
end
end
end
end |