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ZO_TRADE_BOP_ICON = "EsoUI/Art/Inventory/inventory_Tradable_icon.dds"
return sharedInventoryManager
end
end
end
end )
{
-- with the addition of Craft Bags the bank bag could be modified by the automatic transfer
-- of bank contents to the Craft Bag on joining a region
end ,
end ,
} )
{
end ,
} )
{
end ,
end ,
} )
end
local function OnInventorySlotUpdated ( eventCode , bagId , slotIndex , isNewItem , itemSoundCategory , updateReason )
if updateReason == INVENTORY_UPDATE_REASON_DURABILITY_CHANGE then
if newCondition == 100 then
end
end
--Since the inventory can update the existing slot table to a new item we need to make a copy of the old data
if previousSlotData then
end
self . refresh : RefreshSingle ( "inventory" , bagId , slotIndex , isNewItem , itemSoundCategory , updateReason )
if bagId == BAG_BACKPACK or bagId == BAG_VIRTUAL then
if isNewItem and GetCraftingInteractionType ( ) == CRAFTING_TYPE_INVALID and not SYSTEMS : IsShowing ( "crownCrate" ) then
end
end
if bagId == BAG_WORN and eventCode == EVENT_INVENTORY_SINGLE_SLOT_UPDATE then
if updateReason == INVENTORY_UPDATE_REASON_DEFAULT then
if slotHasItem then
else
end
end
if updateReason == INVENTORY_UPDATE_REASON_DURABILITY_CHANGE then
if effectivenessReduced then
end
end
end
end
end
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_INVENTORY_SINGLE_SLOT_UPDATE , OnInventorySlotUpdated )
end
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_GUILD_BANK_ITEM_ADDED , OnGuildBankInventorySlotUpdated )
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_GUILD_BANK_ITEM_REMOVED , OnGuildBankInventorySlotUpdated )
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_GUILD_BANK_UPDATED_QUANTITY , OnGuildBankInventorySlotUpdated )
end
end
end
EVENT_MANAGER : RegisterForEvent ( namespace , EVENT_QUEST_CONDITION_COUNTER_CHANGED , OnSingleQuestUpdated )
local wasInitialize = ( reason == CURRENCY_CHANGE_REASON_PLAYER_INIT )
local wasItemPurchased = ( reason == CURRENCY_CHANGE_REASON_VENDOR ) and ( newMoney < oldMoney )
if ( not ( wasItemPurchased or wasInitialize ) ) then
end
end
local isExcludedReason = changeReason == CURRENCY_CHANGE_REASON_PLAYER_INIT or
changeReason == CURRENCY_CHANGE_REASON_LOOT or
changeReason == CURRENCY_CHANGE_REASON_PVP_KILL_TRANSFER or
changeReason == CURRENCY_CHANGE_REASON_DEATH or
changeReason == CURRENCY_CHANGE_REASON_BANK_FEE or
( changeReason == CURRENCY_CHANGE_REASON_VENDOR and newTelvarStones < oldTelvarStones )
if ( not isExcludedReason ) then
end
end
end
end
end
function ZO_SharedInventoryManager : RefreshSingleSlot ( bagId , slotIndex , isNewItem , itemSoundCategory , updateReason )
end
end
-- where ... are bag ids to combined into a single data table
local filteredItems = { }
filteredItems [ # filteredItems + 1 ] = itemData
end
end
end
return filteredItems
end
if bagCache [ slotIndex ] then
return bagCache [ slotIndex ]
end
end
for i = 1 , numBagIds do
return false
end
end
end
return true
end
--Quest Items
end
end
if singleQuestCache then
return singleQuestCache
end
end
for questIndex = 1 , MAX_JOURNAL_QUESTS do
end
end
-- Helper functions for new items
return true
end
end
end
return false
end
if slotData then
slotData . age = 0
end
end
if slotData then
end
return false
end
if slotData then
return slotData . uniqueId
end
end
--[[ Shared Guild Bank functions ]] --
local validId
for i = 1 , numGuilds do
local bankPermission = DoesPlayerHaveGuildPermission ( guildId , GUILD_PERMISSION_BANK_DEPOSIT ) or DoesPlayerHaveGuildPermission ( guildId , GUILD_PERMISSION_BANK_WITHDRAW ) or DoesPlayerHaveGuildPermission ( guildId , GUILD_PERMISSION_BANK_WITHDRAW_GOLD )
if ( bankPermission ) then
if ( lastSuccessfulGuildBankId == guildId ) then
return
elseif ( validId == nil ) then
validId = guildId
end
end
end
if ( validId ) then
elseif ( numGuilds > 0 ) then
end
end
--[[ Private API ]] --
end
end
end
end
while slotIndex do
end
end
local SHARED_INVENTORY_SLOT_RESULT_REMOVED = 1
local SHARED_INVENTORY_SLOT_RESULT_ADDED = 2
local SHARED_INVENTORY_SLOT_RESULT_UPDATED = 3
local SHARED_INVENTORY_SLOT_RESULT_NO_CHANGE = 4
local SHARED_INVENTORY_SLOT_RESULT_REMOVE_AND_ADD = 5
function ZO_SharedInventoryManager : HandleSlotCreationOrUpdate ( bagCache , bagId , slotIndex , isNewItem )
local existingSlotData = bagCache [ slotIndex ]
bagCache [ slotIndex ] = slotData
if result == SHARED_INVENTORY_SLOT_RESULT_REMOVED then
elseif result == SHARED_INVENTORY_SLOT_RESULT_ADDED then
elseif result == SHARED_INVENTORY_SLOT_RESULT_UPDATED then
elseif result == SHARED_INVENTORY_SLOT_RESULT_REMOVE_AND_ADD then
end
end
local currentBitValue = 1
end
currentBitValue = currentBitValue * 2
end
end
slotData . statusSortOrder = self : ComputeDynamicStatusMask ( slotData . isPlayerLocked , slotData . isGemmable , slotData . stolen , slotData . isBoPTradeable , slotData . brandNew )
end
function ZO_SharedInventoryManager : CreateOrUpdateSlotData ( existingSlotData , bagId , slotIndex , isNewItem )
local icon , stackCount , sellPrice , meetsUsageRequirement , locked , equipType , _ , quality = GetItemInfo ( bagId , slotIndex )
local hadItemInSlotBefore = false
local wasSameItemInSlotBefore = false
local hasItemInSlotNow = ( stackCount > 0 )
local slot = existingSlotData
if not slot then
if hasItemInSlotNow then
slot = { }
end
else
hadItemInSlotBefore = slot . stackCount > 0
wasSameItemInSlotBefore = hadItemInSlotBefore and hasItemInSlotNow and slot . itemInstanceId == newItemInstanceId
end
if not hasItemInSlotNow then
if hadItemInSlotBefore then
return nil , SHARED_INVENTORY_SLOT_RESULT_REMOVED
end
return nil , SHARED_INVENTORY_SLOT_RESULT_NO_CHANGE
end
local rawNameBefore = slot . rawName ;
if rawNameBefore ~= slot . rawName then
end
if not wasSameItemInSlotBefore then
end
slot . iconFile = icon
slot . stackCount = stackCount
slot . sellPrice = sellPrice
slot . launderPrice = launderPrice
slot . stackSellPrice = stackCount * sellPrice
slot . stackLaunderPrice = stackCount * launderPrice
slot . bagId = bagId
slot . slotIndex = slotIndex
slot . meetsUsageRequirement = meetsUsageRequirement or ( bagId == BAG_WORN ) --Items flagged equipped unique can only have one equipped, which means once they are
slot . locked = locked --equipped they are no longer equippable, but we don't want to color these items red
slot . quality = quality --in GamepadInventory once they are equipped, because that doesn't make any sense.
slot . equipType = equipType
slot . itemInstanceId = newItemInstanceId
slot . isGemmable = false
slot . requiredPerGemConversion = nil
slot . gemsAwardedPerConversion = nil
if isFromCrownCrate then
local requiredPerGemConversion , gemsAwardedPerConversion = GetNumCrownGemsFromItemManualGemification ( bagId , slotIndex )
if requiredPerGemConversion > 0 and gemsAwardedPerConversion > 0 then
slot . requiredPerGemConversion = requiredPerGemConversion
slot . gemsAwardedPerConversion = gemsAwardedPerConversion
slot . isGemmable = true
end
end
if wasSameItemInSlotBefore and slot . age ~= 0 then
-- don't modify the age, keep it the same relative sort - for now?
elseif isNewItem then
else
slot . age = 0
end
if hadItemInSlotBefore then
if isNewItem then
return slot , SHARED_INVENTORY_SLOT_RESULT_REMOVE_AND_ADD
else
return slot , SHARED_INVENTORY_SLOT_RESULT_UPDATED
end
end
return slot , SHARED_INVENTORY_SLOT_RESULT_ADDED
end
--Quest Items Private API--
end
end
for questIndex = 1 , MAX_JOURNAL_QUESTS do
end
end
-- First update all the tools for the quest...
self : CreateQuestData ( icon , stack , questIndex , toolIndex , QUEST_MAIN_STEP_INDEX , nil , name , questItemId , SEARCH_TYPE_QUEST_TOOL )
end
-- Then update all the collectable items...
self : CreateQuestData ( icon , stack , questIndex , nil , stepIndex , conditionIndex , name , questItemId , SEARCH_TYPE_QUEST_ITEM )
end
end
end
end
function ZO_SharedInventoryManager : CreateQuestData ( iconFile , stackCount , questIndex , toolIndex , stepIndex , conditionIndex , name , questItemId , searchType )
if ( stackCount > 0 ) then
--store all tools and items in a subtable under the questIndex for faster access
if ( not questCache [ questIndex ] ) then
questCache [ questIndex ] = { }
end
local questItems = questCache [ questIndex ]
local questItem =
{
iconFile = iconFile ,
stackCount = stackCount ,
questIndex = questIndex ,
toolIndex = toolIndex ,
stepIndex = stepIndex ,
conditionIndex = conditionIndex ,
sellPrice = 0 ,
stackSellPrice = 0 ,
filterData = { ITEMFILTERTYPE_QUEST } ,
questItemId = questItemId ,
age = 0 , -- 0 for now, probably need to come up with a way to make these appear new when appropriate. maybe diffing what was there before with what's being added?
}
questItems [ questItemId ] = questItem
end
end
do
ZO_CurrencyControl_SetSimpleCurrency ( currencyLabel , CURT_MONEY , GetCarriedCurrencyAmount ( CURT_MONEY ) , currencyOptions )
end
ZO_CurrencyControl_SetSimpleCurrency ( alliancePointsLabel , CURT_ALLIANCE_POINTS , GetAlliancePoints ( ) , alliancePointsOptions )
end
end
ZO_CurrencyControl_SetSimpleCurrency ( currencyLabel , CURT_MONEY , GetGuildBankedMoney ( ) , currencyOptions )
end
local dirty = true
dirty = true
else
dirty = false
end
end )
if dirty then
dirty = false
end
end
end
end
end
function ZO_SharedInventory_ConnectPlayerAlliancePointsLabel ( alliancePointsLabel , alliancePointsOptions )
ConnectPlayerLabel ( alliancePointsLabel , alliancePointsOptions , EVENT_ALLIANCE_POINT_UPDATE , UpdateAlliancePoints )
end
end
ConnectPlayerLabel ( currencyLabel , currencyOptions , EVENT_GUILD_BANKED_MONEY_UPDATE , UpdateGuildBankedMoney )
end
end
-- Globals --
ZO_INVENTORY_STAT_GROUPS =
{
{
STAT_MAGICKA_MAX ,
STAT_MAGICKA_REGEN_COMBAT ,
STAT_HEALTH_MAX ,
STAT_HEALTH_REGEN_COMBAT ,
STAT_STAMINA_MAX ,
STAT_STAMINA_REGEN_COMBAT ,
} ,
{
STAT_SPELL_POWER ,
STAT_SPELL_CRITICAL ,
STAT_POWER ,
STAT_CRITICAL_STRIKE ,
} ,
{
STAT_SPELL_RESIST ,
STAT_PHYSICAL_RESIST ,
STAT_CRITICAL_RESISTANCE ,
} ,
}
--Used to take the variable returns from CompareBagItemToCurrentlyEquipped or CompareItemLinkToCurrentlyEquipped
-- and put them in a hash table for more covenient lookups
local statDeltaLookup = { }
statDeltaLookup [ changedStat ] = changeAmount
end
return statDeltaLookup
end
local EQUIP_SLOTS =
{
EQUIP_SLOT_HEAD ,
EQUIP_SLOT_NECK ,
EQUIP_SLOT_CHEST ,
EQUIP_SLOT_SHOULDERS ,
EQUIP_SLOT_MAIN_HAND ,
EQUIP_SLOT_OFF_HAND ,
EQUIP_SLOT_WAIST ,
EQUIP_SLOT_LEGS ,
EQUIP_SLOT_FEET ,
EQUIP_SLOT_COSTUME ,
EQUIP_SLOT_RING1 ,
EQUIP_SLOT_RING2 ,
EQUIP_SLOT_HAND ,
EQUIP_SLOT_BACKUP_MAIN ,
EQUIP_SLOT_BACKUP_OFF ,
}
if ( result ~= nil ) then
return result
end
end
end
if backpackSlots then
local hadGemmableMaterial = false
hadGemmableMaterial = true
break
end
end
if hadGemmableMaterial then
else
end
end
end |