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ALCHEMY_TRAIT_STRIDE = 5
ZO_ALCHEMY_MODE_NONE = 0
ZO_ALCHEMY_MODE_CREATION = 1
ZO_ALCHEMY_MODE_RECIPES = 2
local REQUIRED_SLOTTED_REAGENTS = 2
ZO_ALCHEMY_DATA_TYPE_SOLVENT = 1
ZO_ALCHEMY_DATA_TYPE_REAGENT = 2
ZO_ALCHEMY_PIN_STATE_HIDDEN = 1
ZO_ALCHEMY_PIN_STATE_INVALID = 2
ZO_ALCHEMY_PIN_STATE_VALID = 3
ZO_ALCHEMY_SYSTEM_NAME = "alchemy"
function ZO_Alchemy_DoesAlchemyItemPassFilter ( bagId , slotIndex , filterType , isQuestFilterChecked , questInfo )
if isQuestFilterChecked then
--If no there is no valid combination at all, then everything fails the filter
if not questInfo . validCombinationFound then
return false
end
--If this item does not match any solvents or reagents that are quest related, then it does not pass the filter
if ( not questInfo . reagents or questInfo . reagents [ itemId ] == nil ) and ( not questInfo . solvent or questInfo . solvent . itemId ~= itemId ) then
return false
end
end
return true
end
end
end
end
if usedInCraftingType == CRAFTING_TYPE_ALCHEMY then
end
end
end
return alchemy
end
ZO_SharedAlchemy . initializedEvents = false
{
end ,
interactTypes = { INTERACTION_CRAFT } ,
}
end
end
end
if not ZO_SharedAlchemy . initializedEvents then
ZO_SharedAlchemy . initializedEvents = true
EVENT_MANAGER : RegisterForEvent ( "ZO_SharedAlchemy" , EVENT_CRAFTING_STATION_INTERACT , function ( eventCode , craftingType , isCraftingSameAsPrevious )
if craftingType == CRAFTING_TYPE_ALCHEMY then
if not isCraftingSameAsPrevious then
end
end
end )
EVENT_MANAGER : RegisterForEvent ( "ZO_SharedAlchemy" , EVENT_END_CRAFTING_STATION_INTERACT , function ( eventCode , craftingType )
if craftingType == CRAFTING_TYPE_ALCHEMY then
end
end )
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
-- Should be overridden
end
-- Should be overridden
end
-- Should be overridden
end
-- Overrides ZO_CraftingCreateScreenBase
return 0
end
if maxIterations > 1 then
-- If a player doesn't already know all the traits that would go into the
-- final effect of this alchemy item, they will need to craft with them at
-- least once to learn what the final result will be. Let's restrict them to
-- single crafts until they've done that.
if prospectiveAlchemyResult ~= PROSPECTIVE_ALCHEMY_RESULT_KNOWN then
return 1
end
-- The player may be using a reagent that could have no effect on the final
-- craft. For the same reason we prevent multicrafting unknown potions, lets
-- prevent multicrafting here too
return 1
end
end
return maxIterations
end
end
end
-- Should be overidden
end
local usedInCraftingType , craftingSubItemType , rankRequirement = GetItemCraftingInfo ( bagId , slotIndex )
if usedInCraftingType == CRAFTING_TYPE_ALCHEMY then
if IsAlchemySolvent ( craftingSubItemType ) and rankRequirement <= GetNonCombatBonus ( NON_COMBAT_BONUS_ALCHEMY_LEVEL ) then
return true
elseif craftingSubItemType == ITEMTYPE_REAGENT then
return true
end
end
return false
end
end
return true
else
return true
end
end
end
return false
end
local usedInCraftingType , craftingSubItemType , rankRequirement = GetItemCraftingInfo ( bagId , slotIndex )
if usedInCraftingType == CRAFTING_TYPE_ALCHEMY then
if IsAlchemySolvent ( craftingSubItemType ) and rankRequirement <= GetNonCombatBonus ( NON_COMBAT_BONUS_ALCHEMY_LEVEL ) then
elseif craftingSubItemType == ITEMTYPE_REAGENT and not self : FindAlreadySlottedReagent ( bagId , slotIndex ) then
end
end
end
else
break
end
end
end
end
end
return i
end
end
end
if reagentSlot == nil then
end
end
for i = 1 , NUM_ALCHEMY_TRAITS_PER_REAGENT do
if traitName then
traitCounts [ traitName ] = ( traitCounts [ traitName ] or 0 ) + 1
end
if cancellingTraitName then
cancellingTraitCounts [ cancellingTraitName ] = ( cancellingTraitCounts [ cancellingTraitName ] or 0 ) + 1
end
end
end
local addedTraitCounts = { }
local cancellingTraitCounts = { }
end
end
if addCount > 1 then
end
local cancellCount = cancellingTraitCounts [ traitName ] or 0
if ( cancellCount > 0 ) then
end
end
end
end
end
end
local noKnownTraits = true
for traitIndex = 1 , NUM_ALCHEMY_TRAITS_PER_REAGENT do
noKnownTraits = false
break
end
end
if noKnownTraits then
return true
end
end
end
return false
end
function ZO_SharedAlchemy : SetupTraitIcon ( textureControl , name , icon , matchIcon , conflictIcon , unknownTexture )
elseif icon then
else
end
end
return i
end
end
return nil
end
self . solventSlot : ShowDropCallout ( IsAlchemySolvent ( craftingSubItemType ) and rankRequirement <= GetNonCombatBonus ( NON_COMBAT_BONUS_ALCHEMY_LEVEL ) )
end
end
end
end
--First, check if we even have any valid combinations
--Check to see if this item is one that will need a quest pin
--Now we need to determine what type of pin
local isInvalid = false
--If we have an incorrect solvent slotted, then the item is invalid
if dataType == ZO_ALCHEMY_DATA_TYPE_SOLVENT then
isInvalid = slottedSolvent ~= nil and slottedSolvent . itemId ~= itemId
elseif dataType == ZO_ALCHEMY_DATA_TYPE_REAGENT then
end
--The checks here vary depending on the number of reagents that are already slotted
if # slottedReagents == 1 then
local reagent1 = slottedReagents [ 1 ]
if dataType == ZO_ALCHEMY_DATA_TYPE_SOLVENT then
--If we are checking a solvent, simply see if the slotted reagent is part of a valid combo
elseif dataType == ZO_ALCHEMY_DATA_TYPE_REAGENT then
--If we are checking a reagent, see if the slotted reagent and the reagent we are checking form a valid combination together
if slottedItemId ~= itemId then
isInvalid = isInvalid or ( not self . questItems . reagents [ itemId ] or not self . questItems . reagents [ itemId ] [ slottedItemId ] )
end
end
elseif # slottedReagents == 2 then
local reagent1 = slottedReagents [ 1 ]
local reagent2 = slottedReagents [ 2 ]
if alchemyQuestInfo . isMasterWrit then
if dataType == ZO_ALCHEMY_DATA_TYPE_SOLVENT then
--If we are checking a solvent, simply see if the slotted reagents are part of a valid combo
isInvalid = isInvalid or ( not self . questItems . reagents [ itemIdReagent1 ] or not self . questItems . reagents [ itemIdReagent1 ] [ itemIdReagent2 ] )
elseif dataType == ZO_ALCHEMY_DATA_TYPE_REAGENT then
--If we are checking a reagent, see if the slotted reagents and the reagent we are checking form a valid combination together
if itemIdReagent1 ~= itemId and itemIdReagent2 ~= itemId then
isInvalid = isInvalid or ( not self . questItems . reagents [ itemIdReagent1 ] or not self . questItems . reagents [ itemIdReagent1 ] [ itemIdReagent2 ] or not self . questItems . reagents [ itemIdReagent1 ] [ itemIdReagent2 ] [ itemId ] )
else
isInvalid = isInvalid or ( not self . questItems . reagents [ itemIdReagent1 ] or not self . questItems . reagents [ itemIdReagent1 ] [ itemIdReagent2 ] )
end
end
else
--If there are 2 reagents slotted, check and see if they make the desired potion when used with the solvent
local result = GetAlchemyResultingItemIdIfKnown ( self . questItems . solvent . bagId , self . questItems . solvent . slotIndex , reagent1 . bagId , reagent1 . slotIndex , reagent2 . bagId , reagent2 . slotIndex )
isInvalid = isInvalid or alchemyQuestInfo . basePotionItemId ~= result
if dataType == ZO_ALCHEMY_DATA_TYPE_REAGENT then
--If we are checking a reagent, it is only valid if it is one of the slotted items
isInvalid = isInvalid or ( itemIdReagent1 ~= itemId and itemIdReagent2 ~= itemId )
end
end
elseif # slottedReagents == 3 then
local reagent1 = slottedReagents [ 1 ]
local reagent2 = slottedReagents [ 2 ]
local reagent3 = slottedReagents [ 3 ]
local encodedTraits = nil
if alchemyQuestInfo . isMasterWrit then
encodedTraits = alchemyQuestInfo . encodedTraits
end
--If all 3 reagents are slotted, check and see if they make the desired potion when used with the solvent
local result = GetAlchemyResultingItemIdIfKnown ( self . questItems . solvent . bagId , self . questItems . solvent . slotIndex , reagent1 . bagId , reagent1 . slotIndex , reagent2 . bagId , reagent2 . slotIndex , reagent3 . bagId , reagent3 . slotIndex , encodedTraits )
isInvalid = isInvalid or alchemyQuestInfo . basePotionItemId ~= result
if dataType == ZO_ALCHEMY_DATA_TYPE_REAGENT then
--If we are checking a reagent, it is only valid if it is one of the slotted items
isInvalid = isInvalid or ( itemIdReagent1 ~= itemId and itemIdReagent2 ~= itemId and itemIdReagent3 ~= itemId )
end
end
if isInvalid then
return ZO_ALCHEMY_PIN_STATE_INVALID
else
return ZO_ALCHEMY_PIN_STATE_VALID
end
else
return ZO_ALCHEMY_PIN_STATE_HIDDEN
end
else
return ZO_ALCHEMY_PIN_STATE_HIDDEN
end
end
--TODO: Determine if the self.cachedValidItemIds variable is even needed
local solvents = { }
local reagents = { }
--Check each item
--If this is a solvent
if typeId == ZO_ALCHEMY_DATA_TYPE_SOLVENT then
--If this is a valid solvent for the item and material id, then add it to the list of potential solvents
if alchemyQuestInfo . basePotionItemId and alchemyQuestInfo . materialItemId and IsAlchemySolventForItemAndMaterialId ( data . bag , data . index , alchemyQuestInfo . basePotionItemId , alchemyQuestInfo . materialItemId ) then
local item =
{
}
end
--If this is a reagent
elseif typeId == ZO_ALCHEMY_DATA_TYPE_REAGENT then
--If this reagent has the (known) trait that we want, add it to the list of potential reagents
local hasMasterWritTrait = alchemyQuestInfo . isMasterWrit and DoesAlchemyItemHaveKnownEncodedTrait ( data . bag , data . index , alchemyQuestInfo . encodedTraits )
local hasNormalWritTrait = alchemyQuestInfo . desiredTrait ~= nil and DoesAlchemyItemHaveKnownTrait ( data . bag , data . index , alchemyQuestInfo . desiredTrait )
if hasMasterWritTrait or hasNormalWritTrait then
local item =
{
}
end
end
end
--Now we need to narrow it down further
end
local requiredSolvent = nil
local validCombinations = { }
local validCombinationFound = false
--If we didn't find any solvents in the first place, don't bother
if # solvents > 0 then
if # solvents > 1 then
--This should never happen, but in case it does, we should know about it
end
requiredSolvent = solvents [ 1 ]
--Master writs get to look for combinations of 3 instead of combinations of 2
if alchemyQuestInfo . isMasterWrit then
--First, determine what the valid combinations are
--Skip over combinations of the same reagent
if reagent1 . itemId ~= reagent2 . itemId then
--Skip over combinations of the same reagent
if reagent1 . itemId ~= reagent3 . itemId and reagent2 . itemId ~= reagent3 . itemId then
--Form a table of potential combinations
local resultItemId = GetAlchemyResultingItemIdIfKnown ( requiredSolvent . bagId , requiredSolvent . slotIndex , reagent1 . bagId , reagent1 . slotIndex , reagent2 . bagId , reagent2 . slotIndex , reagent3 . bagId , reagent3 . slotIndex , alchemyQuestInfo . encodedTraits )
if alchemyQuestInfo . basePotionItemId == resultItemId then
if validCombinations [ reagent1 . itemId ] == nil then
validCombinations [ reagent1 . itemId ] = { }
end
if validCombinations [ reagent1 . itemId ] [ reagent2 . itemId ] == nil then
validCombinations [ reagent1 . itemId ] [ reagent2 . itemId ] = { }
end
validCombinations [ reagent1 . itemId ] [ reagent2 . itemId ] [ reagent3 . itemId ] = true
validCombinationFound = true
end
end
end
end
end
end
else
--First, determine what the valid combinations are
--Skip over combinations of the same reagent
if reagent1 . itemId ~= reagent2 . itemId then
--Form a table of potential combinations
local resultItemId = GetAlchemyResultingItemIdIfKnown ( requiredSolvent . bagId , requiredSolvent . slotIndex , reagent1 . bagId , reagent1 . slotIndex , reagent2 . bagId , reagent2 . slotIndex )
if alchemyQuestInfo . basePotionItemId == resultItemId then
if validCombinations [ reagent1 . itemId ] == nil then
validCombinations [ reagent1 . itemId ] = { }
end
validCombinations [ reagent1 . itemId ] [ reagent2 . itemId ] = true
validCombinationFound = true
end
end
end
end
end
end
self . questItems = { solvent = requiredSolvent , reagents = validCombinations , validCombinationFound = validCombinationFound }
end
local slottedSolvent = nil
local slottedReagents = { }
--Basically take this data and return it as something slightly more organized for use with the quest pin stuff
local slottedSolventBagId , slottedSolventIndex , slottedReagentBagId1 , slottedReagentIndex1 , slottedReagentBagId2 , slottedReagentIndex2 , slottedReagentBagId3 , slottedReagentIndex3 = self : GetAllCraftingBagAndSlots ( )
if slottedSolventBagId then
slottedSolvent =
{
bagId = slottedSolventBagId ,
slotIndex = slottedSolventIndex ,
}
end
--Created a table of the slotted reagents
if slottedReagentBagId1 then
local reagent1 =
{
bagId = slottedReagentBagId1 ,
slotIndex = slottedReagentIndex1 ,
}
if slottedReagentBagId2 then
local reagent2 =
{
bagId = slottedReagentBagId2 ,
slotIndex = slottedReagentIndex2 ,
}
if slottedReagentBagId3 then
local reagent3 =
{
bagId = slottedReagentBagId3 ,
slotIndex = slottedReagentIndex3 ,
}
end
end
end
return slottedSolvent , slottedReagents
end
end
end
return true
end
return true
end
end
return false
end
local NO_BAG = nil
local NO_INDEX = nil
end
end
return true
end
return true
end
end
return false
end
-- Overrides ZO_CraftingCreateScreenBase
local numSlotsWithItems = 0
numSlotsWithItems = numSlotsWithItems + 1
if numSlotsWithItems >= REQUIRED_SLOTTED_REAGENTS then
return true
end
end
end
end
return false
end
return false
end
end
local numSlotsWithItems = 0
numSlotsWithItems = numSlotsWithItems + 1
end
end
if numSlotsWithItems < REQUIRED_SLOTTED_REAGENTS then
end
if prospectiveAlchemyResult == PROSPECTIVE_ALCHEMY_RESULT_UNCRAFTABLE then
-- allow invalid crafts, even if there isn't inventory space for it
return true
end
local maxIterations , craftingResult = GetMaxIterationsPossibleForAlchemyItem ( self : GetAllCraftingBagAndSlots ( ) )
end
-- Overrides ZO_CraftingCreateScreenBase
end
if bagId and slotIndex then
end
end
if bagId and slotIndex then
return bagId , slotIndex
end
end
local reagent3BagId , reagent3SlotIndex = nil , nil
end
local bagId1 , slotIndex1 , bagId2 , slotIndex2 , bagId3 , slotIndex3 = CollapseBagAndSlots ( reagent1BagId , reagent1SlotIndex , reagent2BagId , reagent2SlotIndex , reagent3BagId , reagent3SlotIndex )
return solventBagId , solventSlotIndex , bagId1 , slotIndex1 , bagId2 , slotIndex2 , bagId3 , slotIndex3
end
-- Overrides ZO_CraftingCreateScreenBase
-- Tricky behavior here: since bag/slot 3 can be nil, you _cannot_ put these crafting parameters into a table safely.
local reagent3BagId , reagent3SlotIndex = nil , nil
end
local bagId1 , slotIndex1 , bagId2 , slotIndex2 , bagId3 , slotIndex3 = CollapseBagAndSlots ( reagent1BagId , reagent1SlotIndex , reagent2BagId , reagent2SlotIndex , reagent3BagId , reagent3SlotIndex )
return solventBagId , solventSlotIndex , bagId1 , slotIndex1 , bagId2 , slotIndex2 , bagId3 , slotIndex3 , numIterations
end
if craftingSubItemType == ITEMTYPE_POISON_BASE then
end
end
end
end
return i
end
end
end
end
return ZO_ALCHEMY_DATA_TYPE_SOLVENT
elseif craftingSubItemType == ITEMTYPE_REAGENT then
return ZO_ALCHEMY_DATA_TYPE_REAGENT
end
end
end
--
-- ZO_AlchemySlot
--
end
function ZO_AlchemySlot : Initialize ( owner , control , emptyTexture , placeSound , removeSound , usabilityPredicate , craftingInventory , emptySlotIcon )
ZO_CraftingSlotBase . Initialize ( self , owner , control , SLOT_TYPE_PENDING_CRAFTING_COMPONENT , emptyTexture , craftingInventory , emptySlotIcon )
end
end
if isCorrectType then
else
end
end
if not ignoreUsabilityRequirement then
return
end
end
if not suppressSound then
end
else
if not suppressSound then
end
end
end
local craftingSubItemType , _ , resultingItemLevel , requiredChampionPoints = select ( 2 , GetItemCraftingInfo ( bagId , slotIndex ) )
local itemTypeString = GetString ( ( craftingSubItemType == ITEMTYPE_POTION_BASE ) and SI_ITEM_FORMAT_STR_POTION or SI_ITEM_FORMAT_STR_POISON )
if requiredChampionPoints and requiredChampionPoints > 0 then
self . createsLevelLabel : SetText ( zo_strformat ( SI_ALCHEMY_CREATES_ITEM_OF_CHAMPION_POINTS , requiredChampionPoints , itemTypeString ) )
else
self . createsLevelLabel : SetText ( zo_strformat ( SI_ALCHEMY_CREATES_ITEM_OF_LEVEL , resultingItemLevel , itemTypeString ) )
end
end
else
end
end
end
else
end
end
return "EsoUI/Art/Crafting/crafting_alchemy_trait_slot.dds"
end
traitTexture . traitName = traitName
self . owner : SetupTraitIcon ( traitTexture , traitName , traitIcon , traitMatchIcon , traitConflictIcon , unknownTraitTexture )
end
end
end
traitTexture . traitName = nil
end
end
end
end
end
end
end |