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local DATA_TYPE_REPAIR_ITEM = 1
return repair
end
end
ZO_ScrollList_AddDataType ( self . list , DATA_TYPE_REPAIR_ITEM , "ZO_PlayerInventorySlot" , 52 , function ( control , data ) self : SetupRepairItem ( control , data ) end , nil , nil , ZO_InventorySlot_OnPoolReset )
end
local menuBarData =
{
initialButtonAnchorPoint = RIGHT ,
buttonTemplate = "ZO_StoreTab" ,
normalSize = 51 ,
downSize = 64 ,
buttonPadding = - 15 ,
animationDuration = 180 ,
}
local repairFilter =
{
descriptor = ITEMFILTERTYPE_DAMAGED ,
normal = "EsoUI/Art/Repair/inventory_tabIcon_repair_up.dds" ,
pressed = "EsoUI/Art/Repair/inventory_tabIcon_repair_down.dds" ,
highlight = "EsoUI/Art/Repair/inventory_tabIcon_repair_over.dds" ,
}
end
self . sortOrder = ZO_SORT_ORDER_UP
self . sortKey = "name"
self . sortKey = key
self . sortOrder = order
end
end
end
end
end
end
ZO_CurrencyControl_SetSimpleCurrency ( self . money , CURT_MONEY , GetCarriedCurrencyAmount ( CURT_MONEY ) , ZO_KEYBOARD_CARRIED_CURRENCY_OPTIONS )
end
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
do
for slotIndex = 0 , bagSlots - 1 do
if stackCount > 0 then
if repairCost > 0 then
local data = { bagId = bagId , slotIndex = slotIndex , name = name , icon = icon , stackCount = stackCount , quality = quality , condition = condition , repairCost = repairCost }
end
end
end
end
end
end
end
local REPAIR_COST_CURRENCY_OPTIONS =
{
showTooltips = false ,
font = "ZoFontGameShadow" ,
iconSide = RIGHT ,
}
ZO_CurrencyControl_SetSimpleCurrency ( repairCostControl , CURT_MONEY , data . repairCost , REPAIR_COST_CURRENCY_OPTIONS )
end
do
local sortKeys =
{
condition = { tiebreaker = "name" , isNumeric = true } ,
repairCost = { tiebreaker = "name" , isNumeric = true } ,
}
end
end
end
end
end |