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local DEFAULT_DISPLAYED_QUEST_INDEX = 1
self . questConditionControlPool = ZO_ControlPool : New ( "ZO_Gamepad_ActiveWritCondition" , self . questContainer )
end )
if newState == SCENE_FRAGMENT_SHOWN then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end )
end )
CRAFT_ADVISOR_MANAGER : RegisterCallback ( "SelectedQuestConditionsUpdated" , function ( ) self : RefreshQuestList ( ) end )
--The alchemy info updates later than everything else, so we need to do another refresh once it's ready
end
{
{
--Even though this is an ethereal keybind, the name will still be read during screen narration
end ,
enabled = function ( ) return not ZO_CraftingUtils_IsPerformingCraftProcess ( ) and self . questMasterList and # self . questMasterList > 1 end ,
} ,
}
local cycleQuestsDescriptor =
{
end ,
}
end
--If we go beyond the number of quests we can cycle between, go back to the first one
end
CRAFT_ADVISOR_MANAGER : OnSelectionChanged ( self . questMasterList [ self . currentlyDisplayedQuestIndex ] . questIndex )
end
end
if currentQuest then
--We need to do this to prevent the filters and displayed quest getting out of sync in certain cases when switching between gamepad and keyboard
end
--If there are active writs, we need to tell the crafting alerts to adjust the maximum height to prevent any overlap with the bottom bar
end
end
--Reset the max height for the crafting alerts to its original value
end
if questInfo then
local _ , _ , _ , _ , conditionCount = GetJournalQuestStepInfo ( questInfo . questIndex , QUEST_MAIN_STEP_INDEX )
local previousControl = nil
local conditionInfoIndex = 1
--Add the conditions
for conditionIndex = 1 , conditionCount do
local conditionText , curCount , maxCount , isFailCondition , isComplete , _ , isVisible , conditionType = GetJournalQuestConditionInfo ( questInfo . questIndex , QUEST_MAIN_STEP_INDEX , conditionIndex )
control : SetColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_TEXT_COLORS , INTERFACE_TEXT_COLOR_SELECTED ) )
--Determine if we need to anchor to the header or to a previous condition
if previousControl ~= nil then
else
end
--Check if we need to add an error message underneath this condition
if questInfo . conditionData [ conditionInfoIndex ] and questInfo . conditionData [ conditionInfoIndex ] . conditionIndex == conditionIndex then
local missingMessage = CRAFT_ADVISOR_MANAGER : GetMissingMessage ( questInfo . conditionData [ conditionInfoIndex ] , curCount , maxCount )
if missingMessage then
previousControl = missingControl
end
conditionInfoIndex = conditionInfoIndex + 1
end
end
end
end
end
else
end
else
end
end
end
end
end
local narrations = { }
--Only narrate if the craft advisor is actually showing
end
end
return narrations
end
end
do
end
end |