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end
end
-- Update the dialog with the new deferral time
else
-- Show the initial dialog
if deferralTimeMS then
ZO_Dialogs_ShowPlatformDialog ( dialogName , { endTime = deferralTimeMS + GetFrameTimeMilliseconds ( ) } , { mainTextParams = { deferralTimeMS } } )
else
end
end
end
if ( wasQuitRequest ) then
else
end
end
if ( wasQuitRequest ) then
end
end
if ( inCombat ) then
end
end
local storeTextId
if platform == UI_PLATFORM_PC then
storeTextId = SI_COLLECTIBLE_ZONE_JUMP_FAILURE_DIALOG_STORE_PC
elseif platform == UI_PLATFORM_PS4 then
storeTextId = SI_COLLECTIBLE_ZONE_JUMP_FAILURE_DIALOG_STORE_PS4
else
storeTextId = SI_COLLECTIBLE_ZONE_JUMP_FAILURE_DIALOG_STORE_XBOX
end
ZO_Dialogs_ShowPlatformDialog ( "ZONE_COLLECTIBLE_REQUIREMENT_FAILED" , { collectibleName = collectibleName } , { mainTextParams = { collectibleName , GetString ( storeTextId ) } } )
end
EVENT_MANAGER : RegisterForEvent ( "Globals" , EVENT_ZONE_COLLECTIBLE_REQUIREMENT_FAILED , OnZoneCollectibleRequirementFailed )
-- Item sounds for slotting actions should mirror the equip sounds according to the audio department.
-- This is globally overridden here...
ITEM_SOUND_ACTION_SLOT = ITEM_SOUND_ACTION_EQUIP
--
-- Gamepad action/binding script handlers
--
CHECK_MOVEMENT_BEFORE_INTERACT_OR_ACTION = false
do
local JUMP_OR_INTERACT_DID_NOTHING = 0
local JUMP_OR_INTERACT_DID_JUMP = 1
local JUMP_OR_INTERACT_DID_INTERACT = 2
local jumpPerformedByJumpOrInteract = JUMP_OR_INTERACT_DID_NOTHING
-- treat the player like they're never trying to move if we're not doing the check
end
jumpPerformedByJumpOrInteract = JUMP_OR_INTERACT_DID_NOTHING
if not IsBlockActive ( ) then --don't allow Interactions or Jumps while blocking on Gamepad as it will trigger a roll anyway.
jumpPerformedByJumpOrInteract = JUMP_OR_INTERACT_DID_JUMP
else
jumpPerformedByJumpOrInteract = JUMP_OR_INTERACT_DID_INTERACT
end
end
end
if ( JUMP_OR_INTERACT_DID_INTERACT == jumpPerformedByJumpOrInteract ) then
elseif ( JUMP_OR_INTERACT_DID_JUMP == jumpPerformedByJumpOrInteract ) then
end
end
end
end
end
local returnValue = ""
local percent = 0
if maximum ~= 0 then
percent = ( current / maximum ) * 100
if percent < 10 then
else
end
end
if setting == RESOURCE_NUMBERS_SETTING_NUMBER_ONLY then
returnValue = zo_strformat ( SI_ATTRIBUTE_NUMBERS_WITHOUT_PERCENT , ZO_AbbreviateNumber ( current , NUMBER_ABBREVIATION_PRECISION_TENTHS , USE_LOWERCASE_NUMBER_SUFFIXES ) )
elseif setting == RESOURCE_NUMBERS_SETTING_PERCENT_ONLY then
elseif setting == RESOURCE_NUMBERS_SETTING_NUMBER_AND_PERCENT then
returnValue = zo_strformat ( SI_ATTRIBUTE_NUMBERS_WITH_PERCENT , ZO_AbbreviateNumber ( current , NUMBER_ABBREVIATION_PRECISION_TENTHS , USE_LOWERCASE_NUMBER_SUFFIXES ) , percent )
end
return returnValue
end |