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-- Keyboard Dialogs end -- Item description -- Currency cost local currencyOption = currencyOptions[1] SetupCostLineItem(currencyCostLineItem, currencyOption.currencyIcon, currencyOption.currencyName, currencyOption.currencyRequired) -- Material cost local materialCost = materialCosts[upgradeIndex] if materialCost then SetupCostLineItem(costLineItem, materialCost.reagentIcon, materialCost.reagentItemLink, materialCost.reagentsRequired) else end end end -- Dialog registration { title = { }, buttons = { -- Confirm Button { keybind = "DIALOG_PRIMARY", end, }, -- Cancel Button { keybind = "DIALOG_NEGATIVE", }, }, })end-- Gamepad Dialogs -- Order matters: end { canQueue = true, local previousControl local currencyCost = currencyCosts[1] if currencyCost then previousControl = costLine end if previousControl then else end previousControl = costLine end local NO_ENTRY_LIMIT = nil end, gamepadInfo = { dialogType = GAMEPAD_DIALOGS.CUSTOM, }, title = { }, { }, local narrations = {} --Get the narration for the item name table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(itemSetPieceData:GetFormattedName())) --Get the narration for the dialog main text table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_RETRAIT_STATION_CONFIRM_ITEM_RECONSTRUCTION_DESCRIPTION))) --Get the narration for the required currency local currencyCost = currencyCosts[1] if currencyCost then local formattedCost = ZO_Currency_FormatGamepad(currencyCost.currencyType, currencyCost.currencyRequired, ZO_CURRENCY_FORMAT_AMOUNT_NAME) end --Get the narration for the required materials local stackCount = materialCost.reagentsRequired table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_GAMEPAD_RECONSTRUCT_REQUIRED_ITEM_NARRATION_FORMATTER, stackCount, name))) end return narrations end, buttons = { -- Reconstruct Button { keybind = "DIALOG_PRIMARY", end, }, -- Back { keybind = "DIALOG_NEGATIVE", }, }, })end |