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end return end else end end ZO_CurrencyControl_SetSimpleCurrency(self.costText, CURT_MONEY, self.cost, ZO_GAMEPAD_CURRENCY_OPTIONS) ZO_CurrencyControl_SetSimpleCurrency(self.goldText, CURT_MONEY, GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER), ZO_GAMEPAD_CURRENCY_OPTIONS) end endend { { keybind = "UI_SHORTCUT_PRIMARY", end, }, { keybind = "UI_SHORTCUT_NEGATIVE", else end end, }, }end local unlocksRemaining = zo_strformat(SI_BUY_BAG_SPACE_UPGRADES_REMAINING, maxUnlock - currentUnlock)endend local narrations = {} --Narrate player gold ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetCurrencyName(CURT_MONEY, IS_PLURAL, IS_UPPER))) ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(ZO_Currency_GetPlayerCarriedGoldCurrencyNameNarration())) --Narrate cost ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_GAMEPAD_BUY_BAG_SPACE_COST))) ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(ZO_Currency_FormatGamepad(CURT_MONEY, self.cost, ZO_CURRENCY_FORMAT_AMOUNT_NAME))) --Narrate info text ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.infoTextCanAfford)) else ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.infoTextCanNotAfford)) end --Narrate unlocks remaining ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.unlocksRemainingText:GetText())) return narrationsend |