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04/23/18, 10:58 AM   #15
Phuein
 
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Join Date: Mar 2018
Posts: 132
Originally Posted by Baertram View Post
If you want to use the funciton but it is local, just copy&paste it to your code?

Lua Code:
  1. local function IsItemAlreadySlottedToCraft(inventorySlot)
  2.     local bag, slot = ZO_Inventory_GetBagAndIndex(inventorySlot)
  3.     if SYSTEMS:IsShowing("alchemy") then
  4.         return SYSTEMS:GetObject("alchemy"):IsItemAlreadySlottedToCraft(bag, slot)
  5.     elseif ZO_Enchanting_IsSceneShowing() then
  6.         return ZO_Enchanting_GetVisibleEnchanting():IsItemAlreadySlottedToCraft(bag, slot)
  7.     elseif ZO_Smithing_IsSceneShowing() then
  8.         return ZO_Smithing_GetActiveObject():IsItemAlreadySlottedToCraft(bag, slot)
  9.     elseif ZO_RETRAIT_STATION_MANAGER:IsRetraitSceneShowing() then
  10.         return SYSTEMS:GetObject("retrait"):IsItemAlreadySlottedToCraft(bag, slot)
  11.     end
  12.     return false
  13. end

No way. Then it can break at any update. The whole purpose of me asking for this is to stick to game code, so I don't need to worry about game dev changes to this mechanism.
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