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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 readyend { { --Even though this is an ethereal keybind, the name will still be read during screen narration end, keybind = "UI_SHORTCUT_LEFT_STICK", enabled = function() return not ZO_CraftingUtils_IsPerformingCraftProcess() and self.questMasterList and #self.questMasterList > 1 end, }, } local cycleQuestsDescriptor = { keybind = "UI_SHORTCUT_LEFT_STICK", 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 endend --Reset the max height for the crafting alerts to its original valueend 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 endend else end else endend endendend local narrations = {} --Only narrate if the craft advisor is actually showing end end return narrationsendenddo endend |