- ingame/crafting/gamepad/smithingextraction_gamepad.lua:373 --
self:SetCustomBestItemCategoryNameFunction(function(slotData, data)
if slotData.traitInformation then
if slotData.traitInformation == ITEM_TRAIT_INFORMATION_ORNATE then
local traitType = GetItemTrait(slotData.bagId, slotData.slotIndex)
slotData.bestItemCategoryName = zo_strformat(GetString("SI_ITEMTRAITTYPE", traitType))
elseif slotData.traitInformation == ITEM_TRAIT_INFORMATION_CAN_BE_RESEARCHED or slotData.traitInformation == ITEM_TRAIT_INFORMATION_RETRAITED then
slotData.bestItemCategoryName = zo_strformat(GetString("SI_ITEMTRAITINFORMATION", slotData.traitInformation))
else
--If it is not ornate or trait related then use no header. We take advantage of the fact that empty string sorts to the top to order this.
slotData.bestItemCategoryName = ""
end
end
end)
- ingame/crafting/gamepad/smithingimprovement_gamepad.lua:570 --
self:SetCustomBestItemCategoryNameFunction(function(slotData)
if slotData.bagId == BAG_WORN then
local equipSlot = ZO_Character_GetEquipSlotForEquipType(slotData.equipType)
local visualCategory = ZO_Character_GetEquipSlotVisualCategory(equipSlot)
slotData.bestItemCategoryName = zo_strformat(SI_GAMEPAD_SECTION_HEADER_EQUIPPED_ITEM, GetString("SI_EQUIPSLOTVISUALCATEGORY", visualCategory))
else
slotData.bestItemCategoryName = ZO_InventoryUtils_Gamepad_GetBestItemCategoryDescription(slotData)
end
end)
- ingame/retrait/gamepad/zo_retraitstation_retrait_gamepad.lua:524 --
self:SetCustomBestItemCategoryNameFunction(function(slotData)
if slotData.bagId == BAG_WORN then
local equipSlot = ZO_Character_GetEquipSlotForEquipType(slotData.equipType)
local visualCategory = ZO_Character_GetEquipSlotVisualCategory(equipSlot)
slotData.bestItemCategoryName = zo_strformat(SI_GAMEPAD_SECTION_HEADER_EQUIPPED_ITEM, GetString("SI_EQUIPSLOTVISUALCATEGORY", visualCategory))
else
slotData.bestItemCategoryName = ZO_InventoryUtils_Gamepad_GetBestItemCategoryDescription(slotData)
end
end)