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-- Common Data for CharacterCreate
CHARACTER_CREATE_SLIDER_TYPE_SLIDER = "slider"
CHARACTER_CREATE_SLIDER_TYPE_ICON = "icon"
CHARACTER_CREATE_SLIDER_TYPE_COLOR = "color"
CHARACTER_CREATE_SLIDER_TYPE_NAMED = "named"
CHARACTER_CREATE_SLIDER_TYPE_GENDER = "gender"
CREATE_BUCKET_RACE = 1
CREATE_BUCKET_CLASS = 2
CREATE_BUCKET_BODY = 3
CREATE_BUCKET_HEAD_TYPE = 4
CREATE_BUCKET_FEATURES = 5
CREATE_BUCKET_BODY_SHAPE = 6
CREATE_BUCKET_FACE = 7
CREATE_BUCKET_EYES = 8
CREATE_BUCKET_EARS = 9
CREATE_BUCKET_NOSE = 10
CREATE_BUCKET_MOUTH = 11
NUM_CREATE_BUCKETS = 11
CHARACTER_CREATE_MODE_CREATE = "create"
CHARACTER_CREATE_MODE_EDIT_RACE = "raceChange"
CHARACTER_CREATE_MODE_EDIT_APPEARANCE = "appearanceChange"
CHARACTER_CREATE_SELECTOR_RACE = "race"
CHARACTER_CREATE_SELECTOR_CLASS = "class"
CHARACTER_CREATE_SELECTOR_ALLIANCE = "alliance"
--[[ Character Create Manager]] --
ZO_CHARACTER_CREATE_SYSTEM_NAME = "CHARACTER_CREATE"
return manager
end
self . shouldPromptForTutorialSkip = true -- this in addition to the account flag means we should prompt
self . playingTransitionAnimations = false
self . characterMode = CHARACTER_MODE_CREATION
end
end
end
end
local dialogParams = {
}
end
EVENT_MANAGER : RegisterForEvent ( "ZO_CharacterCreate_Gamepad" , EVENT_LOGOUT_SUCCESSFUL , OnLogoutSuccessful )
EVENT_MANAGER : RegisterForEvent ( "ZO_CharacterCreate_Gamepad" , EVENT_CHARACTER_CREATED , OnCharacterCreated )
EVENT_MANAGER : RegisterForEvent ( "ZO_CharacterCreate_Gamepad" , EVENT_CHARACTER_CREATE_FAILED , OnCharacterCreateFailed )
EVENT_MANAGER : RegisterForEvent ( "ZO_CharacterCreate_Gamepad" , EVENT_CHARACTER_EDIT_SUCCEEDED , OnCharacterEditSucceeded )
EVENT_MANAGER : RegisterForEvent ( "ZO_CharacterCreate_Gamepad" , EVENT_CHARACTER_EDIT_FAILED , OnCharacterEditFailed )
-- Nightmare load-ordering dependency...there are probably other ways around this, and they're probably just as bad.
-- Once game data is loaded, generate a random character for character create just to advance the
-- load state. It won't necessarily do any extra work creating an actual character, since we're going
-- to drop back into the current state, but we need to tell the system to load something
-- in order to load correctly we need to be put into CHARACTER_MODE_CREATION first
-- now reset character create to generate a random character
end
end
end
end
return self . characterData
end
self . shouldPromptForTutorialSkip = shouldPrompt
end
return self . shouldPromptForTutorialSkip
end
self . playingTransitionAnimations = isPlaying
end
return self . playingTransitionAnimations
end
self . characterMode = characterMode
end
return self . characterMode
end
-- match the appearance set here to the default apperance set in PregameCharacterManager to avoid reloading the character
end
-- match the appearance set here to the default apperance set in PregameCharacterManager to avoid reloading the character
end
end
function ZO_CharacterCreate_Manager . GetOptionRestrictionString ( restrictionReason , restrictingCollectible )
if restrictionReason ~= CHARACTER_CREATE_OPTION_RESTRICTION_REASON_NONE then
if restrictingCollectible ~= 0 then
restrictionString = zo_strformat ( restrictionString , GetCollectibleDisplayName ( restrictingCollectible ) )
end
return restrictionString
end
return ""
end
--[[ Character Create Base ]] --
return characterCreate
end
self . randomCharacterGenerated = false
self . characterCreateOption = CHARACTER_CREATE_DEFAULT_LOCATION
self . characterStartLocation = nil
self . characterCreateMode = CHARACTER_CREATE_MODE_CREATE
end
self . randomCharacterGenerated = wasGenerated
end
return self . randomCharacterGenerated
end
self . characterCreateMode = mode
end
return self . characterCreateMode
end
-- Any functions that end up changing sliders need to be wrapped like this
-- When picking a race, unless the player is entitled to playing any race as any alliance or if the newly selected race
-- has no alliance, we need to choose a new alliance for the player. This is currently done as picking an alliance that matches
-- the newly selected race
local chooseNewAlliance = true
chooseNewAlliance = false
end
if currentRaceData . alliance == 0 then
chooseNewAlliance = false
end
if chooseNewAlliance then
if allianceData . alliance == currentRaceData . alliance then
end
end
end
end
-- When picking an alliance, unless the player is entitled to playing any race as any alliance or if the current race
-- has no alliance, we need to choose a new race for the player. This is currently done as picking a race in the new
-- alliance column that shares the row with the previous race. If that race isn't selectable, then a random race in the
-- new alliance will be selected.
return
end
if currentRaceData . alliance == 0 then
return
end
local currentAlliance = currentAllianceData . alliance
-- Looking for the race on the same row as this one in the column under the appropriate alliance
local racePos = currentRaceData . position - 1
local allianceCol = currentAllianceData . position - 1
local desiredRacePos = ( raceRow * 3 ) + allianceCol + 1
if raceData . position == desiredRacePos then
end
end
end
end
end
end
end
end
end
if alliance then
end
return "" , "" , ""
end
return
end
-- There should be a single button that represents this piece of data
-- So add the button control to the character data so that if it's needed
-- later to update state, there are no insane hoops to jump through to get the button.
-- For example, these buttons are now accessible by calling self.characterData:GetRaceInfo()[raceIndex].selectorButton
end
allianceButton . defId = allianceData . alliance
end
buttonControl . defId = raceData . race
buttonControl . alliance = raceData . alliance
end
return true
end
return false
end
local requestSkipTutorial = createOption == CHARACTER_CREATE_SKIP_TUTORIAL
self . characterCreateOption = createOption
self . characterStartLocation = startLocation or CHARACTER_OPTION_EXISTING_AREA
end
end
local enabled = raceData . isSelectable -- Only if the user is able to play the race in the first place do we even consider enabling it...
local templateRace = templateData . race
-- check if the template has a race it forces the player to
if templateRace ~= 0 then
-- if this isn't the race specified by the template, disable it
if templateRace ~= raceData . race then
end
else
-- check to see if the selected race is allowed based on the template alliance
local templateAlliance = templateData . alliance
if templateAlliance ~= 0 then
end
end
-- Exceptions to the rule, some races may still be enabled (Imperials is the only case now...)
if raceData . alliance == ALLIANCE_NONE then
end
end
end
end
return classData . isSelectable and ( templateData . class == 0 or templateData . class == classData . class )
end
return allianceData . isSelectable and ( templateData . alliance == 0 or templateData . alliance == allianceData . alliance )
end
function ZO_CharacterCreate_Base : UpdateSelectorsForTemplate ( isEnabledCallback , characterDataTable , templateData , radioGroup , optionalValidIndexTable )
-- this safeguard is necessary for gamepad character create (... another victim of the race selector setup)
end
end
end
end
end
self : SetRandomCharacterGenerated ( false ) -- the next time we enter character create, we want to generate a random character again.
self . characterCreateOption = CHARACTER_CREATE_DEFAULT_LOCATION
end
local tokenType
if createMode == CHARACTER_CREATE_MODE_EDIT_APPEARANCE then
tokenType = SERVICE_TOKEN_APPEARANCE_CHANGE
elseif createMode == CHARACTER_CREATE_MODE_EDIT_RACE then
tokenType = SERVICE_TOKEN_RACE_CHANGE
end
ZO_Dialogs_ShowPlatformDialog ( "CHARACTER_CREATE_CONFIRM_SAVE_CHANGES" , { tokenType = tokenType } , { mainTextParams = { tokenString } } )
end
if createMode == CHARACTER_CREATE_MODE_CREATE then
else
local tokenType
if createMode == CHARACTER_CREATE_MODE_EDIT_APPEARANCE then
tokenType = SERVICE_TOKEN_APPEARANCE_CHANGE
elseif createMode == CHARACTER_CREATE_MODE_EDIT_RACE then
tokenType = SERVICE_TOKEN_RACE_CHANGE
end
ZO_Dialogs_ShowPlatformDialog ( "CHARACTER_CREATE_CONFIRM_REVERT_CHANGES" , { newState = stateName } , { mainTextParams = { tokenString } } )
end
end
-- Should be overridden
end
-- Should be overridden
end
-- Should be overridden
end
-- Should be overridden
end
-- Should be overridden
end
-- Should be overridden
end
-- Should be overridden
end
-- optional override
end
-- optional override
end
-- optional override
end
-- optional override
end
--[[ Character Create Global functions ]] --
end
local screen
screen = ZO_CharacterCreate_Gamepad
else
screen = ZO_CharacterCreate
end
end
end
end
end
if ZO_RZCHROMA_EFFECTS then
end
end |