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local QUICKSLOT_ASSIGNMENT_TYPE_ITEM = 1
local QUICKSLOT_ASSIGNMENT_TYPE_COLLECTIBLE = 2
local QUICKSLOT_ASSIGNMENT_TYPE_QUEST_ITEM = 3
end
local wheelData =
{
hotbarCategories = { HOTBAR_CATEGORY_QUICKSLOT_WHEEL } ,
numSlots = ACTION_BAR_UTILITY_BAR_SIZE ,
showPendingIcon = true ,
showCategoryLabel = true ,
overrideGamepadTooltip = GAMEPAD_LEFT_TOOLTIP ,
customNarrationObjectName = "QuickslotAssignableUtilityWheel" ,
local narrations = { }
--If we are trying to assign a collectible, treat it like one in the narration
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_GAMEPAD_COLLECTIBLE_ASSIGN_INSTRUCTIONS ) ) )
if pendingData then
if collectibleData then
end
end
--If we are trying to assign a quest item, treat it like one in the narration
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_GAMEPAD_INVENTORY_ASSIGN_INSTRUCTIONS_NARRATION ) ) )
if pendingData then
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_TOOLTIP_ITEM_NAME , GetQuestItemName ( pendingData . actionId ) ) ) )
end
--If we are trying to assign an item, treat it like one in the narration
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_GAMEPAD_INVENTORY_ASSIGN_INSTRUCTIONS_NARRATION ) ) )
if pendingData then
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_TOOLTIP_ITEM_NAME , GetItemName ( pendingData . bagId , pendingData . itemSlotIndex ) ) ) )
end
else
end
return narrations
end ,
}
if newState == SCENE_SHOWING then
local UNSLOT_PENDING_ENTRY = true
elseif newState == SCENE_HIDING then
elseif newState == SCENE_HIDDEN then
end
end )
end
else
end
end
return
end
end
{
{
local CLEAR_PENDING_DATA = true
end ,
}
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . navigationKeybindDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
end
ZO_CurrencyControl_SetSimpleCurrency ( control , CURT_ALLIANCE_POINTS , GetCurrencyAmount ( CURT_ALLIANCE_POINTS , CURRENCY_LOCATION_CHARACTER ) , ZO_GAMEPAD_CURRENCY_OPTIONS )
return true
end
ZO_CurrencyControl_SetSimpleCurrency ( control , CURT_MONEY , GetCurrencyAmount ( CURT_MONEY , CURRENCY_LOCATION_CHARACTER ) , ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT )
return true
end
return zo_strformat ( SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT , GetNumBagUsedSlots ( BAG_BACKPACK ) , GetBagSize ( BAG_BACKPACK ) )
end
end
end
end
{
}
{
}
{
}
else
end
end
end
end
end
end |