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-- ItemSetsBook (Reconstruct) --
end
if newState == SCENE_FRAGMENT_HIDING then
-- Clear the result tooltip as well as any associated Crafting Result that may still be in progress.
end
end )
--Register the result tooltip for narration
local tooltipNarrationInfo =
{
end ,
end ,
}
--Register the cost for narration
local costTooltipNarrationInfo =
{
end ,
local narrations = { }
--Get the header narration
--Get the currency cost narration
local currencyCost = currencyCosts [ 1 ]
if currencyCost then
table . insert ( narrations , ZO_Currency_FormatGamepad ( currencyCost . currencyType , currencyCost . currencyRequired , ZO_CURRENCY_FORMAT_AMOUNT_NAME ) )
end
--Get the required materials narrations
local stackCount = materialCost . reagentsRequired
table . insert ( narrations , zo_strformat ( SI_GAMEPAD_RECONSTRUCT_REQUIRED_ITEM_NARRATION_FORMATTER , stackCount , itemName ) )
end
return narrations
end ,
}
self . materialPool = ZO_ControlPool : New ( "ZO_GamepadDisplayEntryTemplateLowercase34" , self . materialContainer )
end
end
end
end
end
function ZO_RetraitStation_Reconstruct_Gamepad : InitializeTraitList ( scrollListClass , listSlotTemplate , validationFont )
local DO_NOT_SHOW_STACK_COUNT = false
local EMPTY_STACK_COUNT = 0
if selected then
end
end
end
end
local BASE_NUM_ITEMS_IN_LIST = 5
self . traitList = scrollListClass : New ( listContainer . listControl , listSlotTemplate , BASE_NUM_ITEMS_IN_LIST , SetupFunction , EqualityFunction , OnHorizonalScrollListShown , OnHorizonalScrollListCleared )
local MIN_SCALE = 0.6
local MAX_SCALE = 1.1
self . traitList : SetOnSelectedDataChangedCallback ( function ( selectedData , oldData , selectedDuringRebuild )
--Do not try to narrate if a craft is in progress, as the screen will close once it's done
end
end )
end
function ZO_RetraitStation_Reconstruct_Gamepad : InitializeQualityList ( scrollListClass , listSlotTemplate , validationFont )
local DO_NOT_SHOW_STACK_COUNT = false
local EMPTY_STACK_COUNT = 0
if selected then
else
end
end
end
end
end
local BASE_NUM_ITEMS_IN_LIST = 5
self . qualityList = scrollListClass : New ( listContainer . listControl , listSlotTemplate , BASE_NUM_ITEMS_IN_LIST , SetupFunction , EqualityFunction , OnHorizonalScrollListShown , OnHorizonalScrollListCleared )
local MIN_SCALE = 0.6
local MAX_SCALE = 1.1
self . qualityList : SetOnSelectedDataChangedCallback ( function ( selectedData , oldData , selectedDuringRebuild )
--Do not try to narrate if a craft is in progress, as the screen will close once it's done
end
end )
end
{
GAMEPAD_NAV_QUADRANT_4_BACKGROUND_FRAGMENT ,
}
end
function ZO_RetraitStation_Reconstruct_Gamepad : SetupSharedSlot ( control , slotType , listContainer , list )
end
end
end
-- Order matters:
local isJewelry = craftingType == CRAFTING_TYPE_JEWELRYCRAFTING
local hasNoTrait = traitCategory == ITEM_TRAIT_TYPE_NONE
if pieceTraitCategory == traitCategory or ( isJewelry and hasNoTrait ) then
if hasNoTrait then
else
end
end
end
end
if minimumUpgradeQuality == ITEM_FUNCTIONAL_QUALITY_LEGENDARY or self . itemSetPieceData : GetDisplayQuality ( ) == ITEM_DISPLAY_QUALITY_MYTHIC_OVERRIDE then
return
end
local sufficientPrecursorReagents = true
for functionalQuality = minimumUpgradeQuality , ITEM_FUNCTIONAL_QUALITY_LEGENDARY do
local reagentName , reagentIcon , reagentsAvailable , reagentsRequired , reagentDescription
if functionalQuality == minimumUpgradeQuality then
reagentsAvailable = 0
reagentsRequired = 0
-- This name is only for comparison purposes and is not visible in the UI.
reagentName = "Default Quality"
reagentIcon = "EsoUI/Art/Crafting/crafting_smithing_noTrait.dds"
reagentDescription = reagentQualityColor : Colorize ( zo_strformat ( SI_GAMEPAD_SMITHING_IMPROVEMENT_NO_REAGENT , GetString ( "SI_ITEMQUALITY" , functionalQuality ) ) )
else
local upgradeFromFunctionalQuality = functionalQuality - 1
reagentName , reagentIcon , reagentsAvailable = GetSmithingImprovementItemInfo ( craftingType , upgradeFromFunctionalQuality )
reagentsRequired = GetSmithingGuaranteedImprovementItemAmount ( craftingType , upgradeFromFunctionalQuality )
reagentDescription = reagentQualityColor : Colorize ( zo_strformat ( SI_GAMEPAD_SMITHING_IMPROVEMENT_REAGENT_SELECTION , GetString ( "SI_ITEMQUALITY" , functionalQuality ) , reagentsRequired , reagentName ) )
end
local extraInfo = nil
if not sufficientPrecursorReagents then
elseif reagentsAvailable < reagentsRequired then
sufficientPrecursorReagents = false
end
quality = functionalQuality ,
quantity = reagentsRequired ,
available = reagentsAvailable ,
extraInfo = extraInfo ,
} )
end
end
local ACTIVE = true
end
local INACTIVE = false
end
return minimumUpgradeQuality < ITEM_FUNCTIONAL_QUALITY_LEGENDARY and self . itemSetPieceData : GetDisplayQuality ( ) ~= ITEM_DISPLAY_QUALITY_MYTHIC_OVERRIDE
end
return { ZO_GamepadGenericHeader_GetNarrationText ( self . header , self . headerData ) , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( self . currentItemName ) }
end
{
-- Trait selection
{
local narrations = { }
--Generate the narration for the selected value
table . insert ( narrations , ZO_FormatSpinnerNarrationText ( GetString ( SI_SMITHING_HEADER_TRAIT ) , data . localizedName ) )
--Only narrate the extra info if the trait type is not none
if traitCategory ~= ITEM_TRAIT_TYPE_NONE then
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_SMITHING_TRAIT_MUST_BE_RESEARCHED ) ) )
end
end
return narrations
end ,
end ,
} ,
-- Upgrade selection
{
local narrations = { }
--Generate the narration for the selected value
table . insert ( narrations , ZO_FormatSpinnerNarrationText ( GetString ( SI_GAMEPAD_SMITHING_IMPROVEMENT_REAGENT_TITLE ) , data . description ) )
--Generate the narration for any extra info
return narrations
end ,
end ,
} ,
}
--Re-narrate the current focus upon closing dialogs
--Do not try to narrate if a craft is in progress, as the screen will close once it's done
local NARRATE_HEADER = true
end
end )
end
if focusEntry . visible ~= false and ( type ( focusEntry . visible ) ~= "function" or focusEntry . visible ( ) ) then
end
end
local FIRST_INDEX = 1
end
function ZO_RetraitStation_Reconstruct_Gamepad : SetupCostLine ( control , icon , name , quantity , insufficientQuantity )
-- Order matters:
if insufficientQuantity then
else
end
end
-- TODO: Add support for multiple currencies as future proofing.
local currencyOption = currencyOptions [ 1 ]
local insufficientCurrency = currencyOption . currencyRequired > currencyOption . currencyAvailable
self : SetupCostLine ( summaryContainer : GetNamedChild ( "Currency" ) , currencyOption . currencyIcon , currencyOption . currencyName , currencyOption . currencyRequired , insufficientCurrency )
if # materialCosts == 0 then
else
local previousControl
self : SetupCostLine ( materialControl , materialCost . reagentIcon , materialCost . reagentItemLink , materialCost . reagentsRequired , materialCost . reagentsRequired > materialCost . reagentsAvailable )
-- Order matters:
if previousControl then
else
end
previousControl = materialControl
end
end
end
end
end
local SHOW_TRAIT = false
self . resultTooltip . tip : LayoutItemSetCollectionPieceLink ( self . itemSetPieceData : GetItemLink ( ) , SHOW_TRAIT )
end
end
local quality = self . itemSetPieceData : GetUpgradeFunctionalQuality ( ) or self . itemSetPieceData : GetMinimumFunctionalQuality ( )
end
return false
end
return false
end
if materialCost . reagentsRequired > materialCost . reagentsAvailable then
return false
end
end
if currencyCost . currencyRequired <= currencyCost . currencyAvailable then
return true
end
end
return false
end
end
-- Begin ZO_ItemSetsBook_Gamepad_Base Overrides --
{
-- Perform reconstruction
{
ZO_Dialogs_ShowGamepadDialog ( "GAMEPAD_CONFIRM_ITEM_RECONSTRUCTION" , { itemSetPieceData = self . itemSetPieceData } )
end ,
end ,
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . reconstructKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( )
end )
end
-- End ZO_ItemSetsBook_Gamepad_Base Overrides --
-- Begin ZO_ItemSetsBook_Shared Overrides --
else
end
end
return "reconstruct_gamepad"
end
return true
end
end
if selectedData and not selectedData . isEmptyCell then
end
return false
end
-- Order matters:
-- Reconstruction operations cannot fail for any reason other than pre-validation checks, so the failure argument here is irrelevant.
GAMEPAD_CRAFTING_RESULTS : SetTooltipAnimationSounds ( SOUNDS . RETRAITING_RETRAIT_TOOLTIP_GLOW_SUCCESS , SOUNDS . BLACKSMITH_IMPROVE_TOOLTIP_GLOW_FAIL )
local NARRATE_HEADER = true
end
end
-- End ZO_ItemSetsBook_Shared Overrides --
-- Begin ZO_Gamepad_ParametricList_Screen Overrides --
local LIST_CLASS = ZO_SmithingHorizontalScrollList_Gamepad
local SLOT_TEMPLATE = "ZO_GamepadSmithingListSlot"
local VALIDATION_FONT = "ZoFontGamepadCondensed34"
end
-- End ZO_Gamepad_ParametricList_Screen Overrides -- |