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local DATA_TYPE_CURRENCY_ITEM = 1
local LIST_ENTRY_HEIGHT = 52
-------------------
--InventoryWallet Manager
-------------------
return manager
end
ZO_ScrollList_AddDataType ( self . list , DATA_TYPE_CURRENCY_ITEM , "ZO_InventoryWalletSlot" , LIST_ENTRY_HEIGHT , function ( control , data ) self : SetUpEntry ( control , data ) end , nil , nil , ZO_InventorySlot_OnPoolReset )
end
if ( newState == SCENE_FRAGMENT_SHOWN ) then
end
end )
end
--Adding a new currency entry here should handle all updating unless GetCarriedCurrencyAmount does not accept that type like Crowns
ZO_CURRENCY_INFO_TABLE =
{
[ CURT_ALLIANCE_POINTS ] = { name = GetString ( SI_CURRENCY_ALLIANCE_POINTS ) , event = EVENT_ALLIANCE_POINT_UPDATE , } ,
[ CURT_TELVAR_STONES ] = { name = GetString ( SI_CURRENCY_TELVAR_STONES ) , event = EVENT_TELVAR_STONE_UPDATE } ,
[ CURT_WRIT_VOUCHERS ] = { name = GetString ( SI_CURRENCY_WRIT_VOUCHERS ) , event = EVENT_WRIT_VOUCHER_UPDATE } ,
}
end
end
end
end
end
ZO_CurrencyControl_SetSimpleCurrency ( amountControl , data . currencyType , data . amount , ITEM_SLOT_CURRENCY_OPTIONS )
end
local sortKeys =
{
amount = { tiebreaker = "name" , isNumeric = true } ,
}
end
end
end
ZO_CurrencyControl_SetSimpleCurrency ( self . money , CURT_MONEY , GetCarriedCurrencyAmount ( CURT_MONEY ) , ZO_KEYBOARD_CARRIED_CURRENCY_OPTIONS )
end
if ( numUsedSlots < numSlots ) then
self . freeSlotsLabel : SetText ( zo_strformat ( SI_INVENTORY_BACKPACK_REMAINING_SPACES , numUsedSlots , numSlots ) )
else
self . freeSlotsLabel : SetText ( zo_strformat ( SI_INVENTORY_BACKPACK_COMPLETELY_FULL , numUsedSlots , numSlots ) )
end
end
end
end
local entryData =
{
currencyType = currencyType ,
}
end
end |