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ZO_GamepadStoreListComponent . Initialize ( self , scene , ZO_MODE_STORE_SELL , GetString ( SI_STORE_MODE_SELL ) )
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDING then
end
end )
self : CreateModeData ( SI_STORE_MODE_SELL , ZO_MODE_STORE_SELL , "EsoUI/Art/Vendor/vendor_tabIcon_sell_up.dds" , fragment , self . keybindStripDescriptor )
end
end
end
local function OnInventorySingleSlotUpdate ( eventId , bagId , slotId , isNewItem , itemSoundCategory , updateReason )
if updateReason == INVENTORY_UPDATE_REASON_DEFAULT then
--If we are in confirmation mode (picking how many of an item to sell) and part of all of the stack is removed from the inventory then exit confirmation mode.
--This can happen if you sell an item and the server is slow enough that you are able to press A to enter confirmation mode again before the server sends
--the new inventory information down.
if targetData then
if confirmingBagId == bagId and confirmingSlotId == slotId then
end
end
end
TEXT_SEARCH_MANAGER : MarkDirtyByFilterTargetAndPrimaryKey ( BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT , bagId )
end
end
end
end
local stackBagKeybind =
{
end
}
-- sell screen keybind
{
repairAllKeybind ,
stackBagKeybind ,
}
GAME_NAVIGATION_TYPE_BUTTON ,
)
GAME_NAVIGATION_TYPE_BUTTON )
GAME_NAVIGATION_TYPE_BUTTON ,
)
GAME_NAVIGATION_TYPE_BUTTON ,
nil )
end
if GetCurrencyAmount ( CURT_MONEY , CURRENCY_LOCATION_CHARACTER ) ~= GetMaxPossibleCurrency ( CURT_MONEY , CURRENCY_LOCATION_CHARACTER ) then
return true
else
return false , GetString ( "SI_STOREFAILURE" , STORE_FAILURE_SELL_FAILED_MONEY_CAP ) -- "You cannot sell items when you are at the gold cap"
end
end
if quantity > 0 then
end
else
if selectedData . stackCount > 1 then
STORE_WINDOW_GAMEPAD : SetupSpinner ( selectedData . stackCount , selectedData . stackCount , selectedData . sellPrice , selectedData . currencyType1 or CURT_MONEY )
ZO_Dialogs_ShowGamepadDialog ( "CONFIRM_SELL_ARMORY_ITEM_PROMPT" , selectedData , { mainTextParams = { ZO_SELECTED_TEXT : Colorize ( buildListString ) , # armoryBuildList } } )
else
end
end
end
if self . confirmationMode and not KEYBIND_STRIP : HasKeybindButtonGroup ( self . confirmKeybindStripDescriptor ) then
end
end
end
do
local IGNORE_INVALID_COST = true
STORE_WINDOW_GAMEPAD : SetQuantitySpinnerActive ( self . confirmationMode , self . list , IGNORE_INVALID_COST )
end
end
end
function ZO_GamepadStoreSell : SetupEntry ( control , data , selected , selectedDuringRebuild , enabled , activated )
local price = self . confirmationMode and selected and data . sellPrice * STORE_WINDOW_GAMEPAD : GetSpinnerValue ( ) or data . sellPrice
self : SetupStoreItem ( control , data , selected , selectedDuringRebuild , enabled , activated , price , ZO_STORE_FORCE_VALID_PRICE , ZO_MODE_STORE_SELL )
end
if inventoryData then
end
end |