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local PRIORITY_DEFAULT = 1
local PRIORITY_MOST_RECENT_CHARACTER = 2
local PRIORITY_PLAYER_CHOSEN = 3
local g_characterDataList = { }
local g_bestSelectionData = nil
local g_bestSelectionIndex = nil
local g_accountChampionPoints = 0
local g_playerSelectedCharacterId
return g_characterDataList
end
return dataEntry
end
end
end
if left . order == right . order then
return left . index < right . index
elseif left . order == 0 then -- orders of 0 must always be sorted to the bottom
return false
elseif right . order == 0 then -- orders of 0 must always be sorted to the bottom
return true
else
return left . order < right . order
end
end )
end
characterData . order = index
end
end
if characterData . order == order then
return characterData
end
end
return nil
end
end
end
local currentCharacterData = g_characterDataList [ order ]
local nextCharacterData = g_characterDataList [ order - 1 ]
if nextCharacterData then
currentCharacterData . order = order - 1
nextCharacterData . order = order
end
end
local currentCharacterData = g_characterDataList [ order ]
local nextCharacterData = g_characterDataList [ order + 1 ]
if nextCharacterData then
currentCharacterData . order = order + 1
nextCharacterData . order = order
end
end
if startingOrder == endingOrder then
return
end
local currentCharacterData = g_characterDataList [ startingOrder ]
local direction = endingOrder - startingOrder > 0 and 1 or - 1
local nextOrder = startingOrder
while nextOrder ~= endingOrder do
nextOrder = nextOrder + direction
local nextCharacterData = g_characterDataList [ nextOrder ]
nextCharacterData . order = nextOrder - direction
end
currentCharacterData . order = endingOrder
end
do
local iconString = IsInGamepadPreferredMode ( ) and "EsoUI/Art/Champion/Gamepad/gp_champion_icon.dds" or "EsoUI/Art/Champion/champion_icon.dds"
if characterData . championPoints and characterData . championPoints > 0 then
return zo_strformat ( SI_CHARACTER_SELECT_LEVEL_CHAMPION , CHAMPION_FORMATTED_ICON , g_accountChampionPoints )
else
end
end
local className = characterData . class and GetClassName ( characterData . gender , characterData . class ) or GetString ( SI_UNKNOWN_CLASS )
if characterData . championPoints and characterData . championPoints > 0 then
return zo_strformat ( SI_CHARACTER_SELECT_LEVEL_CHAMPION_CLASS , characterData . level , CHAMPION_FORMATTED_ICON , className )
else
end
end
end
end
if characterData . championPoints and characterData . championPoints > 0 then
else
end
end
local raceName = characterData . race and GetRaceName ( characterData . gender , characterData . race ) or GetString ( SI_UNKNOWN_RACE )
local className = characterData . class and GetClassName ( characterData . gender , characterData . class ) or GetString ( SI_UNKNOWN_CLASS )
local locationName = characterData . location ~= 0 and GetLocationName ( characterData . location ) or GetString ( SI_UNKNOWN_LOCATION )
end
return g_bestSelectionData
end
return g_bestSelectionIndex
end
return g_accountChampionPoints
end
g_playerSelectedCharacterId = id
end
do
local g_bestSelectionPriority = 0
local g_mostRecentCharId
local name , gender , level , championPoints , class , race , alliance , id , locationId , order , needsRename = GetCharacterInfo ( i )
-- if one character has champion points, than the account has champion points
-- also make sure that the account never loses champion points between characters
if championPoints > 0 and g_accountChampionPoints < championPoints then
g_accountChampionPoints = championPoints
end
-- Because of the way the messaging works, ensure this character doesn't already exist in the table.
if characterData == nil then
characterData = { name = name , gender = gender , level = level , championPoints = championPoints , class = class , race = race , alliance = alliance , id = id , location = locationId , needsRename = needsRename , index = # g_characterDataList + 1 , order = order }
if g_bestSelectionPriority < PRIORITY_DEFAULT then
g_bestSelectionPriority = PRIORITY_DEFAULT
g_bestSelectionData = characterData
g_bestSelectionIndex = i
end
g_bestSelectionPriority = PRIORITY_PLAYER_CHOSEN
g_bestSelectionData = characterData
g_bestSelectionIndex = i
end
if g_bestSelectionPriority < PRIORITY_MOST_RECENT_CHARACTER then
g_bestSelectionPriority = PRIORITY_MOST_RECENT_CHARACTER
g_bestSelectionData = characterData
g_bestSelectionIndex = i
end
end
end
end
function ZO_CharacterSelect_OnCharacterListReceivedCommon ( eventCode , numCharacters , maxCharacters , mostRecentlyPlayedCharacterId , numCharacterDeletesRemaining , maxCharacterDeletes )
g_mostRecentCharId = mostRecentlyPlayedCharacterId
g_bestSelectionPriority = 0
g_accountChampionPoints = 0
g_bestSelectionData = nil
g_characterDataList = { }
if numCharacters > 0 then
for i = 1 , numCharacters do
end
end
end
end
defVersionInfo = ""
end
return ownedCharacterSlots <= currentUsedSlots and ZO_CharacterSelect_GetAdditionalSlotsRemaining ( ) > 0
end
return maxSlotsAvailable - ownedCharacterSlots
end
function ZO_CharacterSelect_OnCharacterRenamedCommon ( eventCode , characterId , result , requestedName , successCallback , errorCallback )
if result == NAME_RULE_NO_ERROR then
ZO_Dialogs_ShowPlatformDialog ( "CHARACTER_SELECT_RENAME_CHARACTER_SUCCESS" , { callback = successCallback } , { mainTextParams = { requestedName } } )
else
local errorMessageText
if result == NAME_RULE_DUPLICATE_NAME then
else
end
local dialogParams = {
mainTextParams = { errorMessageText } ,
}
ZO_Dialogs_ShowPlatformDialog ( "CHARACTER_SELECT_RENAME_CHARACTER_ERROR" , { callback = errorCallback } , dialogParams )
end
end
if ZO_RZCHROMA_EFFECTS then
local characterData = g_characterDataList [ index ]
end
end |