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ZO_OUTFIT_STYLE_DEFAULT_ITEM_MATERIAL_INDEX = 1local WEAPON_SLOTS ={ [OUTFIT_SLOT_WEAPON_MAIN_HAND] = true, [OUTFIT_SLOT_WEAPON_OFF_HAND] = true, [OUTFIT_SLOT_WEAPON_TWO_HANDED] = true, [OUTFIT_SLOT_WEAPON_STAFF] = true, [OUTFIT_SLOT_WEAPON_BOW] = true, [OUTFIT_SLOT_SHIELD] = true, [OUTFIT_SLOT_WEAPON_MAIN_HAND_BACKUP] = true, [OUTFIT_SLOT_WEAPON_OFF_HAND_BACKUP] = true, [OUTFIT_SLOT_WEAPON_TWO_HANDED_BACKUP] = true, [OUTFIT_SLOT_WEAPON_STAFF_BACKUP] = true, [OUTFIT_SLOT_WEAPON_BOW_BACKUP] = true, [OUTFIT_SLOT_SHIELD_BACKUP] = true,}------------------------------- Outfit Slot Manipulator ------------------------------- local restyleMode restyleMode = RESTYLE_MODE_OUTFIT restyleMode = RESTYLE_MODE_COMPANION_OUTFIT endend self.currentCollectibleId, self.currentItemMaterialIndex = GetOutfitSlotInfo(self.owner:GetActorCategory(), self.owner:GetOutfitIndex(), self.outfitSlotIndex) self.pendingCollectibleId, self.pendingItemMaterialIndex = self.currentCollectibleId, self.currentItemMaterialIndexendendend if collectibleId then ZO_AlertEvent(EVENT_COLLECTIBLE_USE_RESULT, GetCollectibleBlockReason(collectibleId, self.owner:GetActorCategory()), true) return end end endend local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(self.pendingCollectibleId) return true end end return falseendendend endendfunction ZO_OutfitSlotManipulator:SetPendingCollectibleIdAndItemMaterialIndex(collectibleId, itemMaterialIndex, suppressCallbacks) if collectibleId then ZO_AlertEvent(EVENT_COLLECTIBLE_USE_RESULT, GetCollectibleBlockReason(collectibleId, self.owner:GetActorCategory()), true) return end end if self.pendingCollectibleId ~= collectibleId or self.pendingItemMaterialIndex ~= itemMaterialIndex then endend return self.currentCollectibleId ~= self.pendingCollectibleId or self.currentItemMaterialIndex ~= self.pendingItemMaterialIndexendend if hasPendingChange then end end endendend end local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(self.pendingCollectibleId) if not collectibleData then return false, GetString("SI_APPLYOUTFITCHANGESRESULT", APPLY_OUTFIT_CHANGES_RESULT_UNOWNED_COLLECTIBLES) end end return trueendendend -- Only outfit style types have dye data right now end return 0, 0, 0end return self.currentCollectibleId, self.pendingCollectibleId, self.currentItemMaterialIndex, self.pendingItemMaterialIndexend return GetApplyCostForIndividualOutfitSlot(self.owner:GetActorCategory(), self.owner:GetOutfitIndex(), self.outfitSlotIndex, self.pendingCollectibleId, self:GetNumPendingDyeChanges()) else return 0 endend local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(self.pendingCollectibleId) else end endend local isPending = self:IsSlotDataChangePending() and self:GetPendingCollectibleId() == collectibleIdend AddOutfitSlotPreviewElementToPreviewCollection(self.outfitSlotIndex, self.pendingCollectibleId, self.pendingItemMaterialIndex, primaryDyeId, secondaryDyeId, accentDyeId) else end if refreshImmediately then endend end self.pendingCollectibleId, self.pendingItemMaterialIndex = self.currentCollectibleId, self.currentItemMaterialIndex return true end return falseend if categoryData then -- Will technically work with non-style collectibles, but not completely, since that's in un-designed feature as of yet. So assume we're only working with styles return (isArmorSlot and collectibleData:IsArmorStyle()) or (isWeaponSlot and collectibleData:IsWeaponStyle()) end return not (isArmorSlot or isWeaponSlot) end local unlockedCollectibles = categoryData:GetAllCollectibleDataObjects({ ZO_CollectibleData.IsUnlocked, MatchesSlotType }) local eligibleCollectibleData while eligibleCollectibleData == nil and #unlockedCollectibles > 0 do if isWeaponSlot then if outfitSlot == eligibleOutfitSlot then eligibleCollectibleData = collectibleData end end elseif eligibleSlots[1] == outfitSlot then eligibleCollectibleData = collectibleData end end if eligibleCollectibleData then local itemMaterialIndex = 1 if numMaterials > 1 then end self:SetPendingCollectibleIdAndItemMaterialIndex(eligibleCollectibleData:GetId(), itemMaterialIndex, suppressCallbacks) end endenddo local NO_OUTFIT_COLLECTIBLE = 0 local NO_ITEM_MATERIAL = nil self:SetPendingCollectibleIdAndItemMaterialIndex(NO_OUTFIT_COLLECTIBLE, NO_ITEM_MATERIAL, suppressCallbacks) endenddo if collectibleData then if outfitSound then else end else end end -- Dyeable channels may have changed, so don't keep pending dye changes that they can't even see -- Order matters here. We need to clean the pending dyes before we update the preview local noSuppression = not suppressCallbacks if noSuppression then end endend { }endend endend-------------------------- Outfit Manipulator --------------------------end if outfitName == "" then endend for outfitSlotIndex = OUTFIT_SLOT_ITERATION_BEGIN, OUTFIT_SLOT_ITERATION_END do if not outfitSlotManipulator then end endendendendend endendend local pendingData = {} end end local totalCost = 0 if #pendingData > 0 then totalCost = GetTotalApplyCostForOutfitSlots(self:GetActorCategory(), self:GetOutfitIndex(), unpack(pendingData)) end return totalCostenddo local flatCost = (slotsCost > 0) and OUTFIT_CHANGE_FLAT_COST or 0 return slotsCost, flatCost endenddo local SUPPRESS_FIRE_CALLBACKS = true local hasChanged = false hasChanged = hasChanged or slotCleared end if hasChanged then end end end local hasChanged = false hasChanged = hasChanged or slotCleared end if hasChanged then end end end end endenddo local DONT_REFRESH_IF_SHOWN = false if WEAPON_SLOTS[outfitSlot] then else end else -- Armor is simple end end endend return true end end return falseend return true end end return falseend return true end end return falseend return false, GetString("SI_APPLYOUTFITCHANGESRESULT", APPLY_OUTFIT_CHANGES_RESULT_ALTERATION_UNAVAILABLE) end end if not canApply then return canApply, errorText end end end return trueend local isPending = false local isSlotCurrent, isSlotPending = outfitSlotManipulator:GetCollectibleDataAssociations(collectibleData) if isSlotPending then isPending = true end if isSlotCurrent then end break end endendend local argumentsTable = {} table.insert(argumentsTable, outfitSlotManipulator:GetPendingItemMaterialIndex() or (MAX_ITEM_MATERIALS_PER_OUTFIT_STYLE + 1)) -- Can't use nil in this table end end if #argumentsTable > 0 then SendOutfitChangeRequest(useFlatCurrency, self:GetActorCategory(), self:GetOutfitIndex(), unpack(argumentsTable)) endend local outfitSlot = nil local filterFunctions = {...} return function() local slotManipulator while outfitSlot do local passesFilter = true passesFilter = false break end end if passesFilter then return outfitSlot, slotManipulator else end end endend if preservePendingChanges then else end end endend endendend-------------------------------- Outfit Manager Singleton -------------------------------- if equipOutfitResult == EQUIP_OUTFIT_RESULT_SUCCESS then end end if outfitChangeResponse == APPLY_OUTFIT_CHANGES_RESULT_SUCCESS then end end if outfitRenameResponse == SET_OUTFIT_NAME_RESULT_SUCCESS then end end if collectionUpdateType == ZO_COLLECTION_UPDATE_TYPE.BLACKLIST_CHANGED then end end end EVENT_MANAGER:RegisterForEvent("OutfitManager", EVENT_OUTFITS_INITIALIZED, function() self:RefreshOutfits() end) EVENT_MANAGER:RegisterForEvent("OutfitManager", EVENT_OUTFIT_CHANGE_RESPONSE, OnOutfitChangeResponse) EVENT_MANAGER:RegisterForEvent("OutfitManager", EVENT_OUTFIT_RENAME_RESPONSE, OnOutfitRenameResponse) local DEFAULTS = { showLockedStyles = true } end endend if restyleMode == RESTYLE_MODE_EQUIPMENT or restyleMode == RESTYLE_MODE_OUTFIT then return GAMEPLAY_ACTOR_CATEGORY_PLAYER elseif restyleMode == RESTYLE_MODE_COMPANION_EQUIPMENT or restyleMode == RESTYLE_MODE_COMPANION_OUTFIT then return GAMEPLAY_ACTOR_CATEGORY_COMPANION end return nilend if actorCategory == GAMEPLAY_ACTOR_CATEGORY_PLAYER then return RESTYLE_MODE_OUTFIT elseif actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then return RESTYLE_MODE_COMPANION_OUTFIT end return nilend if outfits then local outfitManipulator = outfits[outfitIndex] if outfitManipulator then end endend if outfits then local outfitManipulator = outfits[outfitIndex] if outfitManipulator then end endenddo local SUPPRESS_BROADCAST = true for actorCategory = GAMEPLAY_ACTOR_CATEGORY_ITERATION_BEGIN, GAMEPLAY_ACTOR_CATEGORY_ITERATION_END do end end end endend if actorCategory == GAMEPLAY_ACTOR_CATEGORY_PLAYER then elseif actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then end return nilend if outfits then local outfitManipulator = outfits[outfitIndex] if outfitManipulator then else outfitManipulator:RegisterCallback("PendingDataChanged", function(outfitSlotIndex) self:OnOutfitPendingDataChanged(actorCategory, outfitIndex, outfitSlotIndex) end) end end if not suppressBroadcast then endendend local previousManipulator = self:GetOutfitManipulator(actorCategory, self.equippedOutfitIndices[actorCategory]) end endend return outfits[outfitIndex]endend if actorCategory == GAMEPLAY_ACTOR_CATEGORY_PLAYER then elseif actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then end return nilend endendend local outfitManipulator = outfits and outfits[restyleSetIndex] if outfitManipulator then end end return nilend return WEAPON_SLOTS[outfitSlot] == trueenddo local ARMOR_SLOTS = { [OUTFIT_SLOT_HEAD] = true, [OUTFIT_SLOT_CHEST] = true, [OUTFIT_SLOT_SHOULDERS] = true, [OUTFIT_SLOT_HANDS] = true, [OUTFIT_SLOT_WAIST] = true, [OUTFIT_SLOT_LEGS] = true, [OUTFIT_SLOT_FEET] = true, } return ARMOR_SLOTS[outfitSlot] == true endenddo local MAIN_WEAPONS = { [OUTFIT_SLOT_WEAPON_MAIN_HAND] = true, [OUTFIT_SLOT_WEAPON_OFF_HAND] = true, [OUTFIT_SLOT_WEAPON_TWO_HANDED] = true, [OUTFIT_SLOT_WEAPON_STAFF] = true, [OUTFIT_SLOT_WEAPON_BOW] = true, [OUTFIT_SLOT_SHIELD] = true, } local BACKUP_WEAPONS = { [OUTFIT_SLOT_WEAPON_MAIN_HAND_BACKUP] = true, [OUTFIT_SLOT_WEAPON_OFF_HAND_BACKUP] = true, [OUTFIT_SLOT_WEAPON_TWO_HANDED_BACKUP] = true, [OUTFIT_SLOT_WEAPON_STAFF_BACKUP] = true, [OUTFIT_SLOT_WEAPON_BOW_BACKUP] = true, [OUTFIT_SLOT_SHIELD_BACKUP] = true, } if activeWeaponPair == ACTIVE_WEAPON_PAIR_MAIN or actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then return MAIN_WEAPONS[outfitSlot] else return BACKUP_WEAPONS[outfitSlot] end end return outfitSlot == mainHandOutfitSlot or outfitSlot == offHandOutfitSlot end end local mainHandOutfitSlot, offHandOutfitSlot, backupMainHandOutfitSlot, backupOffHandOutfitSlot = GetOutfitSlotsForEquippedWeapons(actorCategory) return outfitSlot == mainHandOutfitSlot or outfitSlot == offHandOutfitSlot or outfitSlot == backupMainHandOutfitSlot or outfitSlot == backupOffHandOutfitSlot end return MAIN_WEAPONS[outfitSlot] == true end return BACKUP_WEAPONS[outfitSlot] == true endend return mainHandOutfitSlot ~= nil or offHandOutfitSlot ~= nilend if collectibleData.clearAction then return collectibleData.preferredOutfitSlot else if #eligibleSlots > 0 then return eligibleSlots[1] else return outfitSlot end end end end end return nilendend endend |