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return object
end
-- Get Antiquity information.
self . antiquityId = antiquityId
self . hasLead = false
self . numDigSites = 0
self . numRecovered = 0
self . loreEntries = { }
local fragmentName = nil
-- Get Antiquity Set information.
if antiquitySetId and antiquitySetId ~= 0 then
self . antiquitySetData = antiquitySetData
end
-- Get Antiquity Category information.
if antiquityCategoryId and antiquityCategoryId ~= ZO_SCRYABLE_ANTIQUITY_CATEGORY_ID then
local antiquityCategoryData = ANTIQUITY_DATA_MANAGER : GetOrCreateAntiquityCategoryData ( antiquityCategoryId )
self . antiquityCategoryData = antiquityCategoryData
end
-- Get Antiquity Lore entries.
for loreEntryIndex = 1 , numLoreEntries do
local loreEntryData =
{
antiquityId = antiquityId ,
loreEntryIndex = loreEntryIndex ,
displayName = loreDisplayName ,
description = loreDescription ,
fragmentName = fragmentName ,
unlocked = false
}
end
end
-- Get Antiquity Progress information.
-- Retain the New Lead state when refreshing an antiquity that still has a lead.
self . hasNewLead = self . hasNewLead and self . hasLead
self . leadExpirationTimeS = GetFrameTimeSeconds ( ) + GetAntiquityLeadTimeRemainingSeconds ( antiquityId )
-- Update the unlocked state of unlocked lore entries.
loreEntryData . unlocked = loreEntryIndex <= numUnlockedLoreEntries
end
end
end
self . lastNumGoalsAchieved = self . numGoalsAchieved
end
self . hasNewLead = true
end
if self . hasNewLead then
self . hasNewLead = false
end
end
return ZO_ANTIQUITY_TYPE_INDIVIDUAL
end
return self . antiquityId
end
return self . antiquityCategoryData
end
return self . antiquitySetData
end
return self . difficulty
end
return self . rewardId
end
return self . rewardId ~= 0
end
end
end
end
end
return self . icon
end
end
return 0
end
return self . requiresLead
end
return self . hasLead
end
return self . hasNewLead
end
end
return self . numDigSites
end
return self . numDigSites > 0
end
end
return self . lastNumGoalsAchieved or 0
end
return self . numGoalsAchieved
end
end
end
end
end
end
return self . numRecovered
end
return self . quality
end
end
end
return self . isRepeatable
end
end
return self . needsCombination
end
end
-- Antiquities and non-repeatable set fragments are complete once recovered; a repeatable set fragment is complete when it is ready for combination.
else
end
end
local scryingResult = MeetsAntiquityRequirementsForScrying ( self : GetId ( ) , ZO_ExplorationUtils_GetPlayerCurrentZoneId ( ) )
return scryingResult == ANTIQUITY_SCRYING_RESULT_SUCCESS
end
end
if scryResult == ANTIQUITY_SCRYING_RESULT_SUCCESS then
return true
else
end
end
return self . loreEntries
end
return self . loreEntries [ loreEntryIndex ]
end
return # self . loreEntries
end
return self . numLoreEntriesAcquired
end
return self . zoneId
end
end
end
if setData then
if compareToSetData then
-- Order sets by set name.
else
-- Order each set's antiquities by antiquity name.
end
else
-- Order sets before non-sets.
return true
end
elseif not compareToSetData then
-- Order non-sets by antiquity name.
end
end
-- Filter Helpers
return not self : HasAchievedAllGoals ( ) and self : MeetsLeadRequirements ( ) and self : IsInCurrentPlayerZone ( ) and self : MeetsAllScryingRequirements ( )
end
end
end |