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local CHARACTER_DATA = 1
local g_currentlySelectedCharacterData
local g_deletingCharacterIds = { }
return dataEntry
end
end
end
ZO_CharacterSelectSelectedRace : SetText ( zo_strformat ( SI_CHARACTER_SELECT_RACE , GetRaceName ( data . gender , data . race ) ) )
ZO_CharacterSelectSelectedLocation : SetText ( zo_strformat ( SI_CHARACTER_SELECT_LOCATION , GetLocationName ( data . location ) ) )
ZO_CharacterSelectSelectedClassLevel : SetText ( ZO_CharacterSelect_GetFormattedLevelChampionAndClass ( data ) )
else
end
end
end
end
characterLocation : SetText ( zo_strformat ( SI_CHARACTER_SELECT_LOCATION , GetLocationName ( data . location ) ) )
else
end
if ( allianceTexture ) then
end
end
if ( characterData . needsRename ) then
else
end
end
-- Get character select first random selection loaded in so not waiting for it
-- when move to Create
end
end
do
end
SetupCharacterList = function ( self , eventCode , numCharacters , maxCharacters , mostRecentlyPlayedCharacterId , numCharacterDeletesRemaining , maxCharacterDeletes )
ZO_CharacterSelect_OnCharacterListReceivedCommon ( eventCode , numCharacters , maxCharacters , mostRecentlyPlayedCharacterId , numCharacterDeletesRemaining , maxCharacterDeletes )
ZO_CharacterSelectCharacterSlots : SetText ( zo_strformat ( SI_CHARACTER_SELECT_SLOTS , numCharacters , maxCharacters ) )
local formattedNumDeletes = zo_strformat ( SI_DELETE_CHARACTER_NUM_DELETES , numCharacterDeletesRemaining )
if ( numCharacterDeletesRemaining > 0 ) then
ZO_CharacterSelectDelete : SetText ( zo_strformat ( SI_DELETE_CHARACTER , ZO_DEFAULT_ENABLED_COLOR : Colorize ( formattedNumDeletes ) ) )
else
end
-- Sharing data from ZO_CharacterSelectCommon
if ( # characterDataList > 0 ) then
end
if characterData then
end
end
if accountChampionPoints > 0 then
ZO_CharacterSelectChampionPoints : SetText ( zo_strformat ( SI_KEYBOARD_ACCOUNT_CHAMPION_POINTS , accountChampionPoints ) )
else
end
end
if ( selected ) then
if ( g_currentlySelectedCharacterData == nil or g_currentlySelectedCharacterData . index ~= selected . index ) then
g_currentlySelectedCharacterData = selected
end
end
end
end
end
-- Destroy the existing character list...then request a new one and the server will tell us which state to drop into.
-- NOTE: This is actually passed the character id, but we're going to let the server handle the empty list case for now.
end
local g_requestedCharacterRename = ""
end
local OnSuccessCallback = nil
ZO_CharacterSelect_OnCharacterRenamedCommon ( eventCode , charId , result , g_requestedCharacterRename , OnSuccessCallback , OnCharacterRenamedErrorCallback )
end
end
if ( dialog . renameInstructions == nil ) then
local NAME_INSTRUCTIONS_OFFSET_X = - 20
local NAME_INSTRUCTIONS_OFFSET_Y = 0
dialog . renameInstructions = ZO_ValidNameInstructions : New ( dialog : GetNamedChild ( "RenameInstructions" ) )
dialog . renameInstructions : SetPreferredAnchor ( RIGHT , dialog , LEFT , NAME_INSTRUCTIONS_OFFSET_X , NAME_INSTRUCTIONS_OFFSET_Y ) -- Attach instructions to left side of the dialog
end
end
{
canQueue = true ,
title =
{
end
end ,
} ,
buttons =
{
{
-- Show a loading dialog in its place until the rename request finishes
end ,
} ,
{
} ,
} ,
if # nameViolations > 0 then
else
end
if correctedName ~= nameText then
-- only set the text if it's actually changed
end
end ,
} )
end
end
end
-- This will wrap the callback so that it gets called in the appropriate context
return function ( ... )
end
end
end
if ( characterCount > 0 ) then
end
end
end
end
local function OnCharacterListReceived ( eventCode , numCharacters , maxCharacters , mostRecentlyPlayedCharacterId , numCharacterDeletesRemaining , maxCharacterDeletes )
SetupCharacterList ( self , eventCode , numCharacters , maxCharacters , mostRecentlyPlayedCharacterId , numCharacterDeletesRemaining , maxCharacterDeletes )
end
-- data will come back as nil on character creation
end
local label = ZO_CharacterSelectExtraCharacterSlots
label : SetText ( zo_strformat ( SI_ADDITIONAL_CHARACTER_SLOTS_DESCRIPTION , ZO_CharacterSelect_GetAdditionalSlotsRemaining ( ) ) )
-- The label won't update automatically, but we need to recommit the scroll list once it does to ensure that all characters in the
-- list can be selected.
end
-- Recommit and recenter scroll list
if characterData then
end
end
end )
end
end
CALLBACK_MANAGER : RegisterCallback ( "OnCharacterConstructionReady" , ContextFilter ( OnCharacterConstructionReady ) )
CALLBACK_MANAGER : RegisterCallback ( "PregameCharacterListReceived" , ContextFilter ( OnPregameCharacterListReceived ) )
end
if not ADD_ON_MANAGER then
end
end
g_currentlySelectedCharacterData = nil
g_currrentSelectionPriority = - 1
if ADD_ON_MANAGER then
end
end
--Entering and returning from a cinematic leaves us in CharacterSelect_FromCinematic. This is not a state, and it should
--never have been one. It should be a edge back to the character select state.
if ( state == "CharacterSelect" or state == "CharacterSelect_FromCinematic" ) then
if ( selectedData ) and ( not g_deletingCharacterIds [ selectedData . id ] ) then
if ( selectedData . needsRename ) then
else
end
end
end
end
end
local selectedDataIndex = selectedData . index
local nextDataIndex = selectedDataIndex + direction
if ( nextDataIndex >= 1 and nextDataIndex <= # dataList ) then
local nextDataEntry = dataList [ nextDataIndex ]
end
end
end
end
end
ZO_Dialogs_ShowDialog ( "DELETE_SELECTED_CHARACTER" , { characterId = data . id } , { mainTextParams = { data . name , confirmationString , confirmationButtonName , numCharacterDeletesRemaining } } )
end
end
if ( deleting ) then
g_deletingCharacterIds [ characterId ] = true
else
g_deletingCharacterIds [ characterId ] = nil
end
end
end
end
if numCharacterDeletesRemaining == maxCharacterDeletes then
InformationTooltip : AddLine ( zo_strformat ( GetString ( SI_DELETE_CHARACTER_MAX_ENABLED_TOOLTIP ) , numCharacterDeletesRemaining ) , "" , ZO_NORMAL_TEXT : UnpackRGB ( ) )
elseif numCharacterDeletesRemaining > 0 then
InformationTooltip : AddLine ( zo_strformat ( GetString ( SI_DELETE_CHARACTER_ENABLED_TOOLTIP ) , numCharacterDeletesRemaining ) , "" , ZO_NORMAL_TEXT : UnpackRGB ( ) )
else
InformationTooltip : AddLine ( GetString ( SI_DELETE_CHARACTER_DISABLED_TOOLTIP ) , "" , ZO_NORMAL_TEXT : UnpackRGB ( ) )
end
end
end
-- Service Token Indicator Functions
return object
end
if iconTexture then
end
self . tooltipHeaderText = zo_strformat ( SI_SERVICE_TOOLTIP_HEADER_FORMATTER , GetString ( "SI_SERVICETOKENTYPE" , tokenType ) )
end
end
if upInside and button == MOUSE_BUTTON_INDEX_LEFT then
end
end )
end )
end )
end
end
local bodyText2
local bodyText2Color
if numTokens ~= 0 then
bodyText2 = zo_strformat ( SI_SERVICE_TOOLTIP_SERVICE_TOKENS_AVAILABLE , numTokens , GetString ( "SI_SERVICETOKENTYPE" , self . tokenType ) )
bodyText2Color = ZO_SUCCEEDED_TEXT
else
bodyText2 = zo_strformat ( SI_SERVICE_TOOLTIP_NO_SERVICE_TOKENS_AVAILABLE , GetString ( "SI_SERVICETOKENTYPE" , self . tokenType ) )
bodyText2Color = ZO_ERROR_COLOR
end
end
local SET_TO_FULL_SIZE = true
self . tooltip : AddLine ( headerText , "ZoFontWinH3" , r , g , b , TOPLEFT , MODIFY_TEXT_TYPE_UPPERCASE , TEXT_ALIGN_CENTER , SET_TO_FULL_SIZE )
end
local r , g , b
if bodyTextColor then
else
end
self . tooltip : AddLine ( bodyText , "" , r , g , b , TOPLEFT , MODIFY_TEXT_TYPE_NONE , TEXT_ALIGN_CENTER , SET_TO_FULL_SIZE )
end
end
-- to be overriden by subclasses to perform their action
end
-- Name Change Tokens
end
ServiceTokenIndicator . Initialize ( self , control , SERVICE_TOKEN_NAME_CHANGE , "EsoUI/Art/Icons/Token_NameChange.dds" )
end
if characterData . needsRename then
else
end
end
end
end
-- Race Change Tokens
end
ServiceTokenIndicator . Initialize ( self , control , SERVICE_TOKEN_RACE_CHANGE , "EsoUI/Art/Icons/Token_RaceChange.dds" )
end
end
end
end
-- Appearance Change Tokens
end
ServiceTokenIndicator . Initialize ( self , control , SERVICE_TOKEN_APPEARANCE_CHANGE , "EsoUI/Art/Icons/Token_AppearanceChange.dds" )
end
end
end
end |