From 15876b736c7dd8f541ca233b1771303ed94c3c26 Mon Sep 17 00:00:00 2001 From: Peechey <92683202+Peechey@users.noreply.github.com> Date: Mon, 17 Nov 2025 21:40:13 -0600 Subject: [PATCH] Add QoL when comparing Anointed Amulets (#9276) * auto apply anoint to display ammy if it doesn't already have one * nil check * typo --- src/Classes/ItemsTab.lua | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/src/Classes/ItemsTab.lua b/src/Classes/ItemsTab.lua index 0aa26e47..d1b08541 100644 --- a/src/Classes/ItemsTab.lua +++ b/src/Classes/ItemsTab.lua @@ -1542,6 +1542,14 @@ end function ItemsTabClass:CreateDisplayItemFromRaw(itemRaw, normalise) local newItem = new("Item", itemRaw) if newItem.base then + -- if the new item is an amulet and does not have an anoint and your current amulet does, apply that anoint to the new item + if newItem.base.type == "Amulet" and #newItem.enchantModLines == 0 and self.activeItemSet["Amulet"].selItemId > 0 then + local currentAnoint = self.items[self.activeItemSet["Amulet"].selItemId].enchantModLines + if currentAnoint and #currentAnoint == 1 then -- skip if amulet has more than one anoint e.g. Stranglegasp + newItem.enchantModLines = currentAnoint + newItem:BuildAndParseRaw() + end + end if normalise then newItem:NormaliseQuality() newItem:BuildModList()