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-- Keyboard Dialogs
end
-- Item description
-- Currency cost
local currencyOption = currencyOptions [ 1 ]
SetupCostLineItem ( currencyCostLineItem , currencyOption . currencyIcon , currencyOption . currencyName , currencyOption . currencyRequired )
-- Material cost
local materialCost = materialCosts [ upgradeIndex ]
if materialCost then
SetupCostLineItem ( costLineItem , materialCost . reagentIcon , materialCost . reagentItemLink , materialCost . reagentsRequired )
else
end
end
end
-- Dialog registration
{
title =
{
} ,
buttons =
{
-- Confirm Button
{
end ,
} ,
-- Cancel Button
{
} ,
} ,
} )
end
-- Gamepad Dialogs
-- Order matters:
end
{
canQueue = true ,
local previousControl
local currencyCost = currencyCosts [ 1 ]
if currencyCost then
previousControl = costLine
end
if previousControl then
else
end
previousControl = costLine
end
local NO_ENTRY_LIMIT = nil
end ,
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . CUSTOM ,
} ,
title =
{
} ,
{
} ,
local narrations = { }
--Get the narration for the item name
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( itemSetPieceData : GetFormattedName ( ) ) )
--Get the narration for the dialog main text
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_RETRAIT_STATION_CONFIRM_ITEM_RECONSTRUCTION_DESCRIPTION ) ) )
--Get the narration for the required currency
local currencyCost = currencyCosts [ 1 ]
if currencyCost then
local formattedCost = ZO_Currency_FormatGamepad ( currencyCost . currencyType , currencyCost . currencyRequired , ZO_CURRENCY_FORMAT_AMOUNT_NAME )
end
--Get the narration for the required materials
local stackCount = materialCost . reagentsRequired
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_GAMEPAD_RECONSTRUCT_REQUIRED_ITEM_NARRATION_FORMATTER , stackCount , name ) ) )
end
return narrations
end ,
buttons =
{
-- Reconstruct Button
{
end ,
} ,
-- Back
{
} ,
} ,
} )
end |