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-- Alchemy
if ITEMTYPE_REAGENT == itemType or
ITEMTYPE_POTION_BASE == itemType or
ITEMTYPE_POISON_BASE == itemType then
return GAMEPAD_ITEM_CATEGORY_ALCHEMY
-- Bait
elseif ITEMTYPE_LURE == itemType then
return GAMEPAD_ITEM_CATEGORY_BAIT
-- Blacksmith
elseif ITEMTYPE_BLACKSMITHING_RAW_MATERIAL == itemType or
ITEMTYPE_BLACKSMITHING_MATERIAL == itemType or
ITEMTYPE_BLACKSMITHING_BOOSTER == itemType then
return GAMEPAD_ITEM_CATEGORY_BLACKSMITH
-- Clothier
elseif ITEMTYPE_CLOTHIER_RAW_MATERIAL == itemType or
ITEMTYPE_CLOTHIER_MATERIAL == itemType or
ITEMTYPE_CLOTHIER_BOOSTER == itemType then
return GAMEPAD_ITEM_CATEGORY_CLOTHIER
-- Consumable
elseif ITEMTYPE_DRINK == itemType or
ITEMTYPE_FOOD == itemType or
ITEMTYPE_RECIPE == itemType then
return GAMEPAD_ITEM_CATEGORY_CONSUMABLE
-- Constume
elseif ITEMTYPE_COSTUME == itemType then
return GAMEPAD_ITEM_CATEGORY_COSTUME
-- Enchanting
elseif ITEMTYPE_ENCHANTING_RUNE_POTENCY == itemType or
ITEMTYPE_ENCHANTING_RUNE_ASPECT == itemType or
ITEMTYPE_ENCHANTING_RUNE_ESSENCE == itemType then
return GAMEPAD_ITEM_CATEGORY_ENCHANTING
-- Glyphs
elseif ITEMTYPE_GLYPH_WEAPON == itemType or
ITEMTYPE_GLYPH_ARMOR == itemType or
ITEMTYPE_GLYPH_JEWELRY == itemType then
return GAMEPAD_ITEM_CATEGORY_GLYPHS
-- Potion
elseif ITEMTYPE_POTION == itemType then
return GAMEPAD_ITEM_CATEGORY_POTION
-- Provisioning
elseif ITEMTYPE_INGREDIENT == itemType or
ITEMTYPE_ADDITIVE == itemType or
ITEMTYPE_SPICE == itemType or
ITEMTYPE_FLAVORING == itemType then
return GAMEPAD_ITEM_CATEGORY_PROVISIONING
-- Siege
elseif ITEMTYPE_SIEGE == itemType or
ITEMTYPE_AVA_REPAIR == itemType then
return GAMEPAD_ITEM_CATEGORY_SIEGE
-- Spellcrafting
elseif ITEMTYPE_SPELLCRAFTING_TABLET == itemType then
return GAMEPAD_ITEM_CATEGORY_SPELLCRAFTING
-- Style Material
elseif ITEMTYPE_RACIAL_STYLE_MOTIF == itemType or
ITEMTYPE_STYLE_MATERIAL == itemType then
return GAMEPAD_ITEM_CATEGORY_STYLE_MATERIAL
-- Soul Gem
elseif ITEMTYPE_SOUL_GEM == itemType then
return GAMEPAD_ITEM_CATEGORY_SOUL_GEM
-- Tool
elseif ITEMTYPE_LOCKPICK == itemType or
ITEMTYPE_TOOL == itemType then
return GAMEPAD_ITEM_CATEGORY_TOOL
-- Trait Gem
elseif ITEMTYPE_ARMOR_TRAIT == itemType or
ITEMTYPE_WEAPON_TRAIT == itemType then
return GAMEPAD_ITEM_CATEGORY_TRAIT_GEM
-- Trophy
elseif ITEMTYPE_TROPHY == itemType then
return GAMEPAD_ITEM_CATEGORY_TROPHY
-- Woodworking
elseif ITEMTYPE_WOODWORKING_RAW_MATERIAL == itemType or
ITEMTYPE_WOODWORKING_MATERIAL == itemType or
ITEMTYPE_WOODWORKING_BOOSTER == itemType then
return GAMEPAD_ITEM_CATEGORY_WOODWORKING
end
end
local weaponType
if itemData . bagId and itemData . slotIndex then
else
end
-- Axe
if WEAPONTYPE_AXE == weaponType or WEAPONTYPE_TWO_HANDED_AXE == weaponType then
return GAMEPAD_ITEM_CATEGORY_AXE
-- Bow
elseif WEAPONTYPE_BOW == weaponType then
return GAMEPAD_ITEM_CATEGORY_BOW
-- Dagger
elseif WEAPONTYPE_DAGGER == weaponType then
return GAMEPAD_ITEM_CATEGORY_DAGGER
-- Hammer
elseif WEAPONTYPE_HAMMER == weaponType or WEAPONTYPE_TWO_HANDED_HAMMER == weaponType then
return GAMEPAD_ITEM_CATEGORY_HAMMER
-- Shield
elseif WEAPONTYPE_SHIELD == weaponType then
return GAMEPAD_ITEM_CATEGORY_SHIELD
-- Staff
elseif WEAPONTYPE_HEALING_STAFF == weaponType or WEAPONTYPE_FIRE_STAFF == weaponType or
WEAPONTYPE_FROST_STAFF == weaponType or WEAPONTYPE_LIGHTNING_STAFF == weaponType then
return GAMEPAD_ITEM_CATEGORY_STAFF
-- Sword
elseif weaponType == WEAPONTYPE_SWORD or weaponType == WEAPONTYPE_TWO_HANDED_SWORD then
return GAMEPAD_ITEM_CATEGORY_SWORD
end
end
local equipType = itemData . equipType
-- Chest
if EQUIP_TYPE_CHEST == equipType then
return GAMEPAD_ITEM_CATEGORY_CHEST
-- Feet
elseif EQUIP_TYPE_FEET == equipType then
return GAMEPAD_ITEM_CATEGORY_FEET
-- Hand
elseif EQUIP_TYPE_HAND == equipType then
return GAMEPAD_ITEM_CATEGORY_HANDS
-- Head
elseif EQUIP_TYPE_HEAD == equipType then
return GAMEPAD_ITEM_CATEGORY_HEAD
-- Legs
elseif EQUIP_TYPE_LEGS == equipType then
return GAMEPAD_ITEM_CATEGORY_LEGS
-- Ring
elseif EQUIP_TYPE_RING == equipType then
return GAMEPAD_ITEM_CATEGORY_RING
-- Shoulders
elseif EQUIP_TYPE_SHOULDERS == equipType then
return GAMEPAD_ITEM_CATEGORY_SHOULDERS
-- Waist
elseif EQUIP_TYPE_WAIST == equipType then
return GAMEPAD_ITEM_CATEGORY_WAIST
end
end
local category = nil
if itemData . equipType == EQUIP_TYPE_RING then
category = GAMEPAD_ITEM_CATEGORY_RING
elseif itemData . itemType == ITEMTYPE_WEAPON then
elseif itemData . itemType == ITEMTYPE_ARMOR then
else
end
if category then
end
end
--helper comparators
return true
end
end
return false
end
return itemData . equipType == EQUIP_TYPE_INVALID
end
local isHidden , highestPriorityVisualLayerThatIsShowing = WouldEquipmentBeHidden ( equipSlot or EQUIP_SLOT_NONE )
local equipSlotText = ""
if equipSlot == EQUIP_SLOT_MAIN_HAND then
elseif equipSlot == EQUIP_SLOT_BACKUP_MAIN then
elseif equipSlot == EQUIP_SLOT_OFF_HAND then
elseif equipSlot == EQUIP_SLOT_BACKUP_OFF then
end
if isHidden then
GAMEPAD_TOOLTIPS : SetStatusLabelText ( tooltipType , GetString ( SI_GAMEPAD_EQUIPPED_ITEM_HEADER ) , equipSlotText , ZO_SELECTED_TEXT : Colorize ( GetHiddenByStringForVisualLayer ( highestPriorityVisualLayerThatIsShowing ) ) )
else
GAMEPAD_TOOLTIPS : SetStatusLabelText ( tooltipType , GetString ( SI_GAMEPAD_EQUIPPED_ITEM_HEADER ) , equipSlotText )
end
end
local equipSlot = nil
if not locked and isEquipped and isCorrectSlot then
equipSlot = testSlot
break
end
end
return equipSlot
end |