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end
ZO_LevelUpRewardsUpcoming_Base . Initialize ( self , control , "ZO_UpcomingLevelUpRewards_GamepadRewardEntry" )
function ( oldState , newState )
if newState == SCENE_FRAGMENT_SHOWING then
end
end )
end
end
else
end
if rewardType then
local r , g , b = GetInterfaceColor ( INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS , data : GetItemDisplayQuality ( ) )
else
end
if previousControl then
else
end
return rewardControl
end
function ZO_LevelUpRewardsUpcoming_Gamepad : LayoutRewardsForLevel ( level , levelRewards , rewardContainer )
local previousControl = nil
if attributePoints > 0 then
previousControl = attributeControl
end
if skillPoints > 0 then
previousControl = skillControl
end
previousControl = rewardControl
end
end
end
end
end
end
end
end
local narrations = { }
-- Header
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_LEVEL_UP_REWARDS_UPCOMING_REWARDS_HEADER ) ) )
-- Next level rewards
if isNextRewardLevelMilestone then
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_LEVEL_UP_REWARDS_NEXT_MILESTONE_REWARD_HEADER , nextRewardLevel ) ) )
else
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_LEVEL_UP_REWARDS_NEXT_LEVEL_REWARD_HEADER ) ) )
end
local milestoneRewards = { }
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( reward . narrationText ) )
else
end
end
if not isNextRewardLevelMilestone then
-- Next milestone rewards; if the next level is the next milestone, we skip this
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_LEVEL_UP_REWARDS_NEXT_MILESTONE_REWARD_HEADER , nextMilestoneRewardLevel ) ) )
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( reward . narrationText ) )
end
end
return narrations
end
--
--[[ XML Handlers ]] --
--
end |