-- Path of Building -- -- Module: Items Tab -- Items tab for the current build. -- local launch, main = ... local pairs = pairs local ipairs = ipairs local t_insert = table.insert local t_remove = table.remove local s_format = string.format local m_max = math.max local m_min = math.min local m_floor = math.floor local baseSlots = { "Weapon 1", "Weapon 2", "Helmet", "Body Armour", "Gloves", "Boots", "Amulet", "Ring 1", "Ring 2", "Belt", "Flask 1", "Flask 2", "Flask 3", "Flask 4", "Flask 5" } local ItemsTabClass = common.NewClass("ItemsTab", "UndoHandler", "ControlHost", "Control", function(self, build) self.UndoHandler() self.ControlHost() self.Control() self.build = build self.socketViewer = common.New("PassiveTreeView") self.list = { } self.orderList = { } -- Build lists of item bases, separated by type self.baseLists = { } for name, base in pairs(data.itemBases) do local type = base.type if base.subType then type = type .. ": " .. base.subType end self.baseLists[type] = self.baseLists[type] or { } t_insert(self.baseLists[type], { label = name:gsub(" %(.+%)",""), name = name, base = base }) end self.baseTypeList = { } for type, list in pairs(self.baseLists) do t_insert(self.baseTypeList, type) table.sort(list, function(a, b) if a.base.req and b.base.req then if a.base.req.level == b.base.req.level then return a.name < b.name else return (a.base.req.level or 1) > (b.base.req.level or 1) end elseif a.base.req and not b.base.req then return true elseif b.base.req and not a.base.req then return false else return a.name < b.name end end) end table.sort(self.baseTypeList) -- Item slots self.slots = { } self.orderedSlots = { } self.slotOrder = { } for index, slotName in ipairs(baseSlots) do t_insert(self.controls, common.New("ItemSlot", {"TOPLEFT",self,"TOPLEFT"}, 96, (index - 1) * 20 + 24, self, slotName)) self.slotOrder[slotName] = index end self.sockets = { } for _, node in pairs(main.tree.nodes) do if node.type == "socket" then local socketControl = common.New("ItemSlot", {"TOPLEFT",self,"TOPLEFT"}, 96, 0, self, "Jewel "..node.id, "Socket", node.id) self.controls["socket"..node.id] = socketControl self.sockets[node.id] = socketControl self.slotOrder["Jewel "..node.id] = #baseSlots + 1 + node.id end end table.sort(self.orderedSlots, function(a, b) return self.slotOrder[a.slotName] < self.slotOrder[b.slotName] end) self.controls.slotHeader = common.New("LabelControl", {"BOTTOMLEFT",self.orderedSlots[1],"TOPLEFT"}, 0, -4, 0, 16, "^7Equipped items:") self:PopulateSlots() -- Build item list self.controls.itemList = common.New("ItemList", {"TOPLEFT",self.orderedSlots[1],"TOPRIGHT"}, 20, 0, 360, 308, self) -- Database selector self.controls.selectDBLabel = common.New("LabelControl", {"TOPLEFT",self.controls.itemList,"BOTTOMLEFT"}, 0, 14, 0, 16, "^7Import from:") self.controls.selectDBLabel.shown = function() return self.height < 984 end self.controls.selectDB = common.New("DropDownControl", {"LEFT",self.controls.selectDBLabel,"RIGHT"}, 4, 0, 150, 18, { "Uniques", "Rare Templates" }) -- Unique database self.controls.uniqueDB = common.New("ItemDB", {"TOPLEFT",self.controls.itemList,"BOTTOMLEFT"}, 0, 76, 360, 260, self, main.uniqueDB) self.controls.uniqueDB.y = function() return self.controls.selectDBLabel:IsShown() and 76 or 54 end self.controls.uniqueDB.shown = function() return not self.controls.selectDBLabel:IsShown() or self.controls.selectDB.sel == 1 end -- Rare template database self.controls.rareDB = common.New("ItemDB", {"TOPLEFT",self.controls.itemList,"BOTTOMLEFT"}, 0, 76, 360, 260, self, main.rareDB) self.controls.rareDB.y = function() return self.controls.selectDBLabel:IsShown() and 76 or 370 end self.controls.rareDB.shown = function() return not self.controls.selectDBLabel:IsShown() or self.controls.selectDB.sel == 2 end -- Display item self.controls.craftDisplayItem = common.New("ButtonControl", {"TOPLEFT",self.controls.itemList,"TOPRIGHT"}, 20, 0, 120, 20, "Craft item...", function() self:CraftItem() end) self.controls.craftDisplayItem.shown = function() return self.displayItem == nil end self.controls.newDisplayItem = common.New("ButtonControl", {"TOPLEFT",self.controls.craftDisplayItem,"TOPRIGHT"}, 8, 0, 120, 20, "Create custom...", function() self:EditDisplayItemText() end) self.controls.displayItemTip = common.New("LabelControl", {"TOPLEFT",self.controls.craftDisplayItem,"BOTTOMLEFT"}, 0, 8, 100, 16, [[^7Double-click an item from one of the lists, or copy and paste an item from in game (hover over the item and Ctrl+C) to view/edit the item and add it to your build. You can Control + Click an item to equip it, or drag it onto the slot. This will also add it to your build if it's from the unique/template list. If there's 2 slots an item can go in, holding Shift will put it in the second.]]) self.anchorDisplayItem = common.New("Control", {"TOPLEFT",self.controls.itemList,"TOPRIGHT"}, 20, 0, 0, 0) self.anchorDisplayItem.shown = function() return self.displayItem ~= nil end self.controls.addDisplayItem = common.New("ButtonControl", {"TOPLEFT",self.anchorDisplayItem,"TOPLEFT"}, 0, 0, 100, 20, "", function() self:AddDisplayItem() end) self.controls.addDisplayItem.label = function() return self.list[self.displayItem.id] and "Save" or "Add to build" end self.controls.editDisplayItem = common.New("ButtonControl", {"LEFT",self.controls.addDisplayItem,"RIGHT"}, 8, 0, 60, 20, "Edit...", function() self:EditDisplayItemText() end) self.controls.removeDisplayItem = common.New("ButtonControl", {"LEFT",self.controls.editDisplayItem,"RIGHT"}, 8, 0, 60, 20, "Cancel", function() self:SetDisplayItem() end) self.controls.displayItemVariant = common.New("DropDownControl", {"LEFT",self.controls.removeDisplayItem,"RIGHT"}, 8, 0, 200, 20, nil, function(sel) self.displayItem.variant = sel itemLib.buildItemModList(self.displayItem) self:UpdateDisplayItemRangeLines() end) self.controls.displayItemVariant.shown = function() return self.displayItem.variantList and #self.displayItem.variantList > 1 end for i = 1, 6 do local prev = self.controls["displayItemAffix"..(i-1)] or self.controls.addDisplayItem local drop drop = common.New("DropDownControl", {"TOPLEFT",prev,"BOTTOMLEFT"}, i==1 and 40 or 0, i == 1 and 8 or 2, 418, 20, nil, function(sel, value) self.displayItem[drop.outputTable][drop.outputIndex] = value.value itemLib.craftItem(self.displayItem) self:UpdateDisplayItemRangeLines() end) drop.tooltipFunc = function(mode, sel, value) if mode ~= "OUT" and self.displayItem.affixes[value.value] and (not self.selControl or self.selControl == drop) then for _, line in ipairs(self.displayItem.affixes[value.value]) do main:AddTooltipLine(16, "^7"..line) end end end drop.shown = function() return self.displayItem.craftable and i <= self.displayItem.affixLimit end self.controls["displayItemAffix"..i] = drop self.controls["displayItemAffixLabel"..i] = common.New("LabelControl", {"RIGHT",drop,"LEFT"}, -4, 0, 0, 14, function() return drop.outputTable == "prefixes" and "^7Prefix:" or "^7Suffix:" end) end self.controls.displayItemRangeLine = common.New("DropDownControl", {"TOPLEFT",self.controls.addDisplayItem,"BOTTOMLEFT"}, 0, 0, 350, 18, nil, function(sel) self.controls.displayItemRangeSlider.val = self.displayItem.rangeLineList[sel].range end) self.controls.displayItemRangeLine.y = function() return 8 + (self.displayItem and self.displayItem.craftable and (self.displayItem.affixLimit * 22 + 6) or 0) end self.controls.displayItemRangeLine.shown = function() return self.displayItem.rangeLineList[1] ~= nil end self.controls.displayItemRangeSlider = common.New("SliderControl", {"LEFT",self.controls.displayItemRangeLine,"RIGHT"}, 8, 0, 100, 18, function(val) self.displayItem.rangeLineList[self.controls.displayItemRangeLine.sel].range = val itemLib.buildItemModList(self.displayItem) end) -- Scroll bar self.controls.scrollBarH = common.New("ScrollBarControl", nil, 0, 0, 0, 18, 80, "HORIZONTAL", true) end) function ItemsTabClass:Load(xml, dbFileName) for _, node in ipairs(xml) do if node.elem == "Item" then local item = { } item.raw = "" item.id = tonumber(node.attrib.id) item.variant = tonumber(node.attrib.variant) itemLib.parseItemRaw(item) for _, child in ipairs(node) do if type(child) == "string" then item.raw = child itemLib.parseItemRaw(item) elseif child.elem == "ModRange" then local id = tonumber(child.attrib.id) or 0 local range = tonumber(child.attrib.range) or 1 if item.modLines[id] then item.modLines[id].range = range end end end itemLib.buildItemModList(item) self.list[item.id] = item t_insert(self.orderList, item.id) elseif node.elem == "Slot" then local slot = self.slots[node.attrib.name or ""] if slot then slot.selItemId = tonumber(node.attrib.itemId) if slot.controls.activate then slot.active = node.attrib.active == "true" slot.controls.activate.state = slot.active end end end end self:ResetUndo() self:PopulateSlots() end function ItemsTabClass:Save(xml) for _, id in ipairs(self.orderList) do local item = self.list[id] local child = { elem = "Item", attrib = { id = tostring(id), variant = item.variant and tostring(item.variant) } } t_insert(child, item.raw) for id, modLine in ipairs(item.modLines) do if modLine.range then t_insert(child, { elem = "ModRange", attrib = { id = tostring(id), range = tostring(modLine.range) } }) end end t_insert(xml, child) end for name, slot in pairs(self.slots) do if slot.selItemId ~= 0 and not slot.nodeId then t_insert(xml, { elem = "Slot", attrib = { name = name, itemId = tostring(slot.selItemId), active = slot.active and "true" }}) end end self.modFlag = false end function ItemsTabClass:Draw(viewPort, inputEvents) self.x = viewPort.x self.y = viewPort.y self.width = viewPort.width self.height = viewPort.height self.controls.scrollBarH.width = viewPort.width self.controls.scrollBarH.x = viewPort.x self.controls.scrollBarH.y = viewPort.y + viewPort.height - 18 self.controls.scrollBarH:SetContentDimension(self.controls.displayItemRangeSlider:GetPos() + self.controls.displayItemRangeSlider:GetSize() - self.x, viewPort.width) self.x = self.x - self.controls.scrollBarH.offset for id, event in ipairs(inputEvents) do if event.type == "KeyDown" then if event.key == "v" and IsKeyDown("CTRL") then local newItem = Paste() if newItem then self:CreateDisplayItemFromRaw(newItem, true) end elseif event.key == "z" and IsKeyDown("CTRL") then self:Undo() self.build.buildFlag = true elseif event.key == "y" and IsKeyDown("CTRL") then self:Redo() self.build.buildFlag = true elseif launch.devMode and event.key == "DELETE" and IsKeyDown("CTRL") then while self.orderList[1] do self:DeleteItem(self.list[self.orderList[1]]) end self.build.buildFlag = true end end end self:ProcessControlsInput(inputEvents, viewPort) main:DrawBackground(viewPort) if self.displayItem then local extraOffset = self.controls.displayItemRangeLine:IsShown() and 26 or 0 if self.displayItem.craftable then extraOffset = extraOffset + self.displayItem.affixLimit * 22 + 6 end self:AddItemTooltip(self.displayItem) local baseX, baseY = self.anchorDisplayItem:GetPos() main:DrawTooltip(baseX, baseY + 28 + extraOffset, nil, nil, viewPort, data.colorCodes[self.displayItem.rarity]) end self:UpdateSockets() self:DrawControls(viewPort) end -- Update the item lists for all the slot controls function ItemsTabClass:PopulateSlots() for _, slot in pairs(self.slots) do slot:Populate() end end -- Updates the status and position of the socket controls function ItemsTabClass:UpdateSockets() -- Build a list of active sockets local activeSocketList = { } for nodeId, slot in pairs(self.sockets) do if self.build.spec.allocNodes[nodeId] then t_insert(activeSocketList, nodeId) slot.inactive = false else slot.inactive = true end end table.sort(activeSocketList) -- Update the position of the active socket controls for index, nodeId in pairs(activeSocketList) do self.sockets[nodeId].label = "Socket #"..index self.sockets[nodeId].y = (#baseSlots + index - 1) * 20 + 24 end end -- Returns the slot control and equipped jewel for the given node ID function ItemsTabClass:GetSocketAndJewelForNodeID(nodeId) return self.sockets[nodeId], self.list[self.sockets[nodeId].selItemId] end -- Opens the item crafting popup function ItemsTabClass:CraftItem() local popup local function makeItem(base) local item = { name = base.name, base = base.base, baseName = base.name, modLines = { }, quality = 0 } local raritySel = popup.controls.rarity.sel if base.base.flask then if raritySel == 3 then raritySel = 2 end end if data.itemMods[base.base.type] and (raritySel == 2 or raritySel == 3) then item.crafted = true end item.rarity = popup.controls.rarity.list[raritySel].val if raritySel >= 3 then item.title = popup.controls.title.buf:match("%S") and popup.controls.title.buf or "New Item" end item.implicitLines = 0 if base.base.implicit then for line in base.base.implicit:gmatch("[^\n]+") do local modList, extra = modLib.parseMod(line) t_insert(item.modLines, { line = line, extra = extra, modList = modList or { } }) item.implicitLines = item.implicitLines + 1 end end itemLib.normaliseQuality(item) return itemLib.makeItemFromRaw(itemLib.createItemRaw(item)) end popup = main:OpenPopup(370, 130, "Craft Item", { common.New("LabelControl", {"TOPRIGHT",nil,"TOPLEFT"}, 50, 20, 0, 16, "Rarity:"), title = common.New("EditControl", nil, 70, 20, 190, 18, "", "Name"), rarity = common.New("DropDownControl", nil, -80, 20, 100, 18, { {val = "NORMAL",label=data.colorCodes.NORMAL.."Normal"},{val="MAGIC",label=data.colorCodes.MAGIC.."Magic"},{val="RARE",label=data.colorCodes.RARE.."Rare"},{val="UNIQUE",label=data.colorCodes.UNIQUE.."Unique"} }), common.New("LabelControl", {"TOPRIGHT",nil,"TOPLEFT"}, 50, 45, 0, 16, "Type:"), type = common.New("DropDownControl", {"TOPLEFT",nil,"TOPLEFT"}, 55, 45, 295, 18, self.baseTypeList, function(sel, value) popup.controls.base.list = self.baseLists[self.baseTypeList[sel]] popup.controls.base.sel = 1 end), common.New("LabelControl", {"TOPRIGHT",nil,"TOPLEFT"}, 50, 70, 0, 16, "Base:"), base = common.New("DropDownControl", {"TOPLEFT",nil,"TOPLEFT"}, 55, 70, 200, 18), save = common.New("ButtonControl", nil, -45, 100, 80, 20, "Create", function() main:ClosePopup() local item = makeItem(popup.controls.base.list[popup.controls.base.sel]) self:SetDisplayItem(item) if not item.craftable and item.rarity ~= "NORMAL" then self:EditDisplayItemText() end self.lastCraftRaritySel = popup.controls.rarity.sel self.lastCraftTypeSel = popup.controls.type.sel self.lastCraftBaseSel = popup.controls.base.sel end), common.New("ButtonControl", nil, 45, 100, 80, 20, "Cancel", function() main:ClosePopup() end), }) popup.controls.rarity.sel = self.lastCraftRaritySel or 3 popup.controls.type.sel = self.lastCraftTypeSel or 1 popup.controls.base.list = self.baseLists[self.baseTypeList[popup.controls.type.sel]] popup.controls.base.sel = self.lastCraftBaseSel or 1 popup.controls.title.shown = function() return popup.controls.rarity.sel >= 3 end popup.controls.base.tooltipFunc = function(mode, sel, selVal) if mode ~= "OUT" then local item = makeItem(selVal) self:AddItemTooltip(item, nil, true) return data.colorCodes[item.rarity], true end end end -- Opens the item text editor popup function ItemsTabClass:EditDisplayItemText() local popup local function buildRaw() local editBuf = popup.controls.edit.buf if editBuf:match("^Rarity: ") then return editBuf else return "Rarity: "..popup.controls.rarity.list[popup.controls.rarity.sel].val.."\n"..popup.controls.edit.buf end end popup = main:OpenPopup(500, 500, self.displayItem and "Edit Item Text" or "Create Custom Item from Text", { rarity = common.New("DropDownControl", nil, -190, 10, 100, 18, { {val="NORMAL",label=data.colorCodes.NORMAL.."Normal"},{val="MAGIC",label=data.colorCodes.MAGIC.."Magic"},{val="RARE",label=data.colorCodes.RARE.."Rare"},{val="UNIQUE",label=data.colorCodes.UNIQUE.."Unique"},{val="RELIC",label=data.colorCodes.RELIC.."Relic"} }), edit = common.New("EditControl", nil, 0, 40, 480, 420, "", nil, "^%C\t\n", nil, nil, 14), save = common.New("ButtonControl", nil, -45, 470, 80, 20, self.displayItem and "Save" or "Create", function() local id = self.displayItem and self.displayItem.id self:CreateDisplayItemFromRaw(buildRaw(), not self.displayItem) self.displayItem.id = id main:ClosePopup() end), common.New("ButtonControl", nil, 45, 470, 80, 20, "Cancel", function() main:ClosePopup() end), }, nil, "edit") if self.displayItem then popup.controls.edit:SetText(itemLib.createItemRaw(self.displayItem):gsub("Rarity: %w+\n","")) popup.controls.rarity:SelByValue(self.displayItem.rarity) else popup.controls.rarity.sel = 3 end popup.controls.edit.font = "FIXED" popup.controls.save.enabled = function() local item = itemLib.makeItemFromRaw(buildRaw()) return item ~= nil end popup.controls.save.tooltipFunc = function() local item = itemLib.makeItemFromRaw(buildRaw()) if item then self:AddItemTooltip(item, nil, true) return data.colorCodes[item.rarity], true else main:AddTooltipLine(14, "The item is invalid.") main:AddTooltipLine(14, "Check that the item's title and base name are in the correct format.") main:AddTooltipLine(14, "For Rare and Unique items, the first 2 lines must be the title and base name. E.g:") main:AddTooltipLine(14, "Abberath's Horn") main:AddTooltipLine(14, "Goat's Horn") main:AddTooltipLine(14, "For Normal and Magic items, the base name must be somewhere in the first line. E.g:") main:AddTooltipLine(14, "Scholar's Platinum Kris of Joy") end end end -- Attempt to create a new item from the given item raw text and sets it as the new display item function ItemsTabClass:CreateDisplayItemFromRaw(itemRaw, normalise) local newItem = itemLib.makeItemFromRaw(itemRaw) if newItem then if normalise then itemLib.normaliseQuality(newItem) end self:SetDisplayItem(newItem) end end -- Sets the display item to the given item function ItemsTabClass:SetDisplayItem(item) self.displayItem = item if item then -- Update the display item controls self.controls.displayItemVariant.list = item.variantList self.controls.displayItemVariant.sel = item.variant self:UpdateDisplayItemRangeLines() self.controls.scrollBarH:SetOffset(self.controls.scrollBarH.offsetMax) item.craftable = item.crafted and item.affixes and item.affixLimit > 0 if item.craftable then local prefixList = { } local suffixList = { } for name, data in pairs(item.affixes) do if not data.exclude or (not data.exclude[item.base.subType] and not data.exclude[item.baseName]) then if data.type == "Prefix" then t_insert(prefixList, name) elseif data.type == "Suffix" then t_insert(suffixList, name) end end end table.sort(prefixList) t_insert(prefixList, 1, "None") table.sort(suffixList) t_insert(suffixList, 1, "None") local prefixTable = { } local suffixTable = { } for list, out in pairs({[prefixList] = prefixTable, [suffixList] = suffixTable}) do for i, name in pairs(list) do out[i] = { label = name, value = name, } if item.affixes[name] then out[i].label = out[i].label .. " ^8[" .. table.concat(item.affixes[name], "/") .. "]" end end end for i = 1, item.affixLimit/2 do local pre = self.controls["displayItemAffix"..i] pre.list = prefixTable pre.outputTable = "prefixes" pre.outputIndex = i pre.sel = isValueInArray(prefixList, item.prefixes[i] or "None") or 1 local suf = self.controls["displayItemAffix"..(i+item.affixLimit/2)] suf.list = suffixTable suf.outputTable = "suffixes" suf.outputIndex = i suf.sel = isValueInArray(suffixList, item.suffixes[i] or "None") or 1 end end else self.controls.scrollBarH:SetOffset(0) end end -- Updates the range line dropdown and range slider for the current display item function ItemsTabClass:UpdateDisplayItemRangeLines() if self.displayItem and self.displayItem.rangeLineList[1] then wipeTable(self.controls.displayItemRangeLine.list) for _, modLine in ipairs(self.displayItem.rangeLineList) do t_insert(self.controls.displayItemRangeLine.list, modLine.line) end self.controls.displayItemRangeLine.sel = 1 self.controls.displayItemRangeSlider.val = self.displayItem.rangeLineList[1].range end end -- Adds the given item to the build's item list function ItemsTabClass:AddItem(item, noAutoEquip) if not item.id then -- Find an unused item ID item.id = 1 while self.list[item.id] do item.id = item.id + 1 end -- Add it to the end of the display order list t_insert(self.orderList, item.id) if not noAutoEquip then -- Autoequip it for _, slotName in ipairs(baseSlots) do if self.slots[slotName].selItemId == 0 and self:IsItemValidForSlot(item, slotName) then self.slots[slotName]:SetSelItemId(item.id) break end end end end -- Add it to the list self.list[item.id] = item itemLib.buildItemModList(item) end -- Adds the current display item to the build's item list function ItemsTabClass:AddDisplayItem(noAutoEquip) -- Add it to the list and clear the current display item self:AddItem(self.displayItem, noAutoEquip) self:SetDisplayItem() self:PopulateSlots() self:AddUndoState() self.build.buildFlag = true end function ItemsTabClass:DeleteItem(item) for _, slot in pairs(self.slots) do if slot.selItemId == item.id then slot:SetSelItemId(0) self.build.buildFlag = true end end for index, id in pairs(self.orderList) do if id == item.id then t_remove(self.orderList, index) break end end for _, spec in pairs(self.build.treeTab.specList) do for nodeId, itemId in pairs(spec.jewels) do if itemId == item.id then spec.jewels[nodeId] = 0 end end end self.list[item.id] = nil self:PopulateSlots() self:AddUndoState() end -- Returns the first slot in which the given item is equipped function ItemsTabClass:GetEquippedSlotForItem(item) for _, slot in ipairs(self.orderedSlots) do if not slot.inactive and slot.selItemId == item.id then return slot end end end -- Check if the given item could be equipped in the given slot, taking into account possible conflicts with currently equipped items -- For example, a shield is not valid for Weapon 2 if Weapon 1 is a staff, and a wand is not valid for Weapon 2 if Weapon 1 is a dagger function ItemsTabClass:IsItemValidForSlot(item, slotName) if item.type == slotName:gsub(" %d+","") then return true elseif slotName == "Weapon 1" or slotName == "Weapon" then return item.base.weapon ~= nil elseif slotName == "Weapon 2" then local weapon1Sel = self.slots["Weapon 1"].selItemId or 0 local weapon1Type = weapon1Sel > 0 and self.list[weapon1Sel].base.type or "None" if weapon1Type == "None" then return item.type == "Quiver" or item.type == "Shield" or (data.weaponTypeInfo[item.type] and data.weaponTypeInfo[item.type].oneHand) elseif weapon1Type == "Bow" then return item.type == "Quiver" elseif data.weaponTypeInfo[weapon1Type].oneHand then return item.type == "Shield" or (data.weaponTypeInfo[item.type] and data.weaponTypeInfo[item.type].oneHand and ((weapon1Type == "Wand" and item.type == "Wand") or (weapon1Type ~= "Wand" and item.type ~= "Wand"))) end end end function ItemsTabClass:AddItemTooltip(item, slot, dbMode) -- Item name local rarityCode = data.colorCodes[item.rarity] if item.title then main:AddTooltipLine(20, rarityCode..item.title) main:AddTooltipLine(20, rarityCode..item.baseName:gsub(" %(.+%)","")) else main:AddTooltipLine(20, rarityCode..item.namePrefix..item.baseName:gsub(" %(.+%)","")..item.nameSuffix) end main:AddTooltipSeparator(10) -- Special fields for database items if dbMode then if item.variantList then if #item.variantList == 1 then main:AddTooltipLine(16, "^xFFFF30Variant: "..item.variantList[1]) else main:AddTooltipLine(16, "^xFFFF30Variant: "..item.variantList[item.variant].." ("..#item.variantList.." variants)") end end if item.league then main:AddTooltipLine(16, "^xFF5555Exclusive to: "..item.league) end if item.unreleased then main:AddTooltipLine(16, "^1Not yet available") end main:AddTooltipSeparator(10) end local base = item.base local slotNum = slot and slot.slotNum or (IsKeyDown("SHIFT") and 2 or 1) local modList = item.modList or item.slotModList[slotNum] if base.weapon then -- Weapon-specific info local weaponData = item.weaponData[slotNum] main:AddTooltipLine(16, s_format("^x7F7F7F%s", base.type)) if item.quality > 0 then main:AddTooltipLine(16, s_format("^x7F7F7FQuality: "..data.colorCodes.MAGIC.."+%d%%", item.quality)) end local totalDamageTypes = 0 if weaponData.PhysicalDPS then main:AddTooltipLine(16, s_format("^x7F7F7FPhysical Damage: "..data.colorCodes.MAGIC.."%d-%d (%.1f DPS)", weaponData.PhysicalMin, weaponData.PhysicalMax, weaponData.PhysicalDPS)) totalDamageTypes = totalDamageTypes + 1 end if weaponData.ElementalDPS then local elemLine for _, var in ipairs({"Fire","Cold","Lightning"}) do if weaponData[var.."DPS"] then elemLine = elemLine and elemLine.."^x7F7F7F, " or "^x7F7F7FElemental Damage: " elemLine = elemLine..s_format("%s%d-%d", data.colorCodes[var:upper()], weaponData[var.."Min"], weaponData[var.."Max"]) end end main:AddTooltipLine(16, elemLine) main:AddTooltipLine(16, s_format("^x7F7F7FElemental DPS: "..data.colorCodes.MAGIC.."%.1f", weaponData.ElementalDPS)) totalDamageTypes = totalDamageTypes + 1 end if weaponData.ChaosDPS then main:AddTooltipLine(16, s_format("^x7F7F7FChaos Damage: "..data.colorCodes.CHAOS.."%d-%d "..data.colorCodes.MAGIC.."(%.1f DPS)", weaponData.ChaosMin, weaponData.ChaosMax, weaponData.ChaosDPS)) totalDamageTypes = totalDamageTypes + 1 end if totalDamageTypes > 1 then main:AddTooltipLine(16, s_format("^x7F7F7FTotal DPS: "..data.colorCodes.MAGIC.."%.1f", weaponData.TotalDPS)) end main:AddTooltipLine(16, s_format("^x7F7F7FCritical Strike Chance: %s%.2f%%", weaponData.critChance ~= base.weapon.critChanceBase and data.colorCodes.MAGIC or "^7", weaponData.critChance)) main:AddTooltipLine(16, s_format("^x7F7F7FAttacks per Second: %s%.2f", weaponData.attackRate ~= base.weapon.attackRateBase and data.colorCodes.MAGIC or "^7", weaponData.attackRate)) elseif base.armour then -- Armour-specific info local armourData = item.armourData if item.quality > 0 then main:AddTooltipLine(16, s_format("^x7F7F7FQuality: "..data.colorCodes.MAGIC.."+%d%%", item.quality)) end if base.armour.blockChance and armourData.BlockChance > 0 then main:AddTooltipLine(16, s_format("^x7F7F7FChance to Block: %s%d%%", armourData.BlockChance ~= base.armour.blockChance and data.colorCodes.MAGIC or "^7", armourData.BlockChance)) end for _, def in ipairs({{var="Armour",label="Armour"},{var="Evasion",label="Evasion Rating"},{var="EnergyShield",label="Energy Shield"}}) do local itemVal = armourData[def.var] if itemVal and itemVal > 0 then main:AddTooltipLine(16, s_format("^x7F7F7F%s: %s%d", def.label, itemVal ~= base.armour[def.var:sub(1,1):lower()..def.var:sub(2,-1).."Base"] and data.colorCodes.MAGIC or "^7", itemVal)) end end elseif base.flask then -- Flask-specific info local flaskData = item.flaskData if item.quality > 0 then main:AddTooltipLine(16, s_format("^x7F7F7FQuality: "..data.colorCodes.MAGIC.."+%d%%", item.quality)) end if flaskData.lifeTotal then main:AddTooltipLine(16, s_format("^x7F7F7FRecovers %s%d ^x7F7F7FLife over %s%.1f0 ^x7F7F7FSeconds", flaskData.lifeTotal ~= base.flask.life and data.colorCodes.MAGIC or "^7", flaskData.lifeTotal, flaskData.duration ~= base.flask.duration and data.colorCodes.MAGIC or "^7", flaskData.duration)) end if flaskData.manaTotal then main:AddTooltipLine(16, s_format("^x7F7F7FRecovers %s%d ^x7F7F7FMana over %s%.1f0 ^x7F7F7FSeconds", flaskData.manaTotal ~= base.flask.mana and data.colorCodes.MAGIC or "^7", flaskData.manaTotal, flaskData.duration ~= base.flask.duration and data.colorCodes.MAGIC or "^7", flaskData.duration)) end if not flaskData.lifeTotal and not flaskData.manaTotal then main:AddTooltipLine(16, s_format("^x7F7F7FLasts %s%.2f ^x7F7F7FSeconds", flaskData.duration ~= base.flask.duration and data.colorCodes.MAGIC or "^7", flaskData.duration)) end main:AddTooltipLine(16, s_format("^x7F7F7FConsumes %s%d ^x7F7F7Fof %s%d ^x7F7F7FCharges on use", flaskData.chargesUsed ~= base.flask.chargesUsed and data.colorCodes.MAGIC or "^7", flaskData.chargesUsed, flaskData.chargesMax ~= base.flask.chargesMax and data.colorCodes.MAGIC or "^7", flaskData.chargesMax )) for _, modLine in pairs(item.modLines) do if modLine.buff then main:AddTooltipLine(16, (modLine.extra and data.colorCodes.UNSUPPORTED or data.colorCodes.MAGIC) .. modLine.line) end end elseif item.type == "Jewel" then -- Jewel-specific info if item.limit then main:AddTooltipLine(16, "^x7F7F7FLimited to: ^7"..item.limit) end if item.jewelRadiusIndex then main:AddTooltipLine(16, "^x7F7F7FRadius: ^7"..data.jewelRadius[item.jewelRadiusIndex].label) end if item.jewelRadiusData and slot and item.jewelRadiusData[slot.nodeId] then local radiusData = item.jewelRadiusData[slot.nodeId] local line local codes = { data.colorCodes.MARAUDER, data.colorCodes.RANGER, data.colorCodes.WITCH } for i, stat in ipairs({"Str","Dex","Int"}) do if radiusData[stat] and radiusData[stat] ~= 0 then line = (line and line .. ", " or "") .. s_format("%s%d %s^7", codes[i], radiusData[stat], stat) end end if line then main:AddTooltipLine(16, "^x7F7F7FAllocated in Radius: "..line) end end end main:AddTooltipSeparator(10) -- Implicit/explicit modifiers if item.modLines[1] then for index, modLine in pairs(item.modLines) do if not modLine.buff and (not modLine.variantList or modLine.variantList[item.variant]) then local line = (not dbMode and modLine.range and itemLib.applyRange(modLine.line, modLine.range)) or modLine.line if not line:match("^%+?0[^%.]") and not line:match(" 0%-0 ") and not line:match(" 0 to 0 ") then -- Hack to hide 0-value modifiers local colorCode if modLine.extra then colorCode = data.colorCodes.UNSUPPORTED if launch.devMode and IsKeyDown("ALT") then line = line .. " ^1'" .. modLine.extra .. "'" end else colorCode = modLine.crafted and data.colorCodes.CRAFTED or data.colorCodes.MAGIC end main:AddTooltipLine(16, colorCode..line) end end if index == item.implicitLines + item.buffLines and item.modLines[index + 1] then -- Add separator between implicit and explicit modifiers main:AddTooltipSeparator(10) end end end -- Corrupted item label if item.corrupted then if #item.modLines == item.implicitLines + item.buffLines then main:AddTooltipSeparator(10) end main:AddTooltipLine(16, "^1Corrupted") end main:AddTooltipSeparator(14) -- Mod differences local calcFunc, calcBase = self.build.calcsTab:GetMiscCalculator() if calcFunc then if base.flask then -- Special handling for flasks local stats = { } local flaskData = item.flaskData local modDB = self.build.calcsTab.mainEnv.modDB local durInc = modDB:Sum("INC", nil, "FlaskDuration") local effectInc = modDB:Sum("INC", nil, "FlaskEffect") if item.base.flask.life or item.base.flask.mana then local rateInc = modDB:Sum("INC", nil, "FlaskRecoveryRate") local instantPerc = flaskData.instantPerc > 0 and m_min(flaskData.instantPerc + effectInc, 100) or 0 if item.base.flask.life then local lifeInc = modDB:Sum("INC", nil, "FlaskLifeRecovery") local lifeRateInc = modDB:Sum("INC", nil, "FlaskLifeRecoveryRate") local inst = flaskData.lifeBase * instantPerc / 100 * (1 + lifeInc / 100) * (1 + effectInc / 100) local grad = flaskData.lifeBase * (1 - instantPerc / 100) * (1 + lifeInc / 100) * (1 + effectInc / 100) * (1 + durInc / 100) local lifeDur = flaskData.duration * (1 + durInc / 100) / (1 + rateInc / 100) / (1 + lifeRateInc / 100) if inst > 0 and grad > 0 then t_insert(stats, s_format("^8Life recovered: ^7%d ^8(^7%d^8 instantly, plus ^7%d ^8over^7 %.2fs^8)", inst + grad, inst, grad, lifeDur)) elseif inst + grad ~= flaskData.lifeTotal then if inst > 0 then t_insert(stats, s_format("^8Life recovered: ^7%d ^8instantly", inst)) elseif grad > 0 then t_insert(stats, s_format("^8Life recovered: ^7%d ^8over ^7%.2fs", grad, lifeDur)) end end end if item.base.flask.mana then local manaInc = modDB:Sum("INC", nil, "FlaskManaRecovery") local manaRateInc = modDB:Sum("INC", nil, "FlaskManaRecoveryRate") local inst = flaskData.manaBase * instantPerc / 100 * (1 + manaInc / 100) * (1 + effectInc / 100) local grad = flaskData.manaBase * (1 - instantPerc / 100) * (1 + manaInc / 100) * (1 + effectInc / 100) * (1 + durInc / 100) local manaDur = flaskData.duration * (1 + durInc / 100) / (1 + rateInc / 100) / (1 + manaRateInc / 100) if inst > 0 and grad > 0 then t_insert(stats, s_format("^8Mana recovered: ^7%d ^8(^7%d^8 instantly, plus ^7%d ^8over^7 %.2fs^8)", inst + grad, inst, grad, manaDur)) elseif inst + grad ~= flaskData.manaTotal then if inst > 0 then t_insert(stats, s_format("^8Mana recovered: ^7%d ^8instantly", inst)) elseif grad > 0 then t_insert(stats, s_format("^8Mana recovered: ^7%d ^8over ^7%.2fs", grad, manaDur)) end end end else if durInc ~= 0 then t_insert(stats, s_format("^8Flask effect duration: ^7%.1f0s", flaskData.duration * (1 + durInc / 100))) end end local effectMod = 1 + (flaskData.effectInc + effectInc) / 100 if effectMod ~= 1 then t_insert(stats, s_format("^8Flask effect modifier: ^7%+d%%", effectMod * 100 - 100)) end local usedInc = modDB:Sum("INC", nil, "FlaskChargesUsed") if usedInc ~= 0 then local used = m_floor(flaskData.chargesUsed * (1 + usedInc / 100)) t_insert(stats, s_format("^8Charges used: ^7%d ^8of ^7%d ^8(^7%d ^8uses)", used, flaskData.chargesMax, m_floor(flaskData.chargesMax / used))) end local gainMod = flaskData.gainMod * (1 + modDB:Sum("INC", nil, "FlaskChargesGained") / 100) if gainMod ~= 1 then t_insert(stats, s_format("^8Charge gain modifier: ^7%+d%%", gainMod * 100 - 100)) end if stats[1] then main:AddTooltipLine(14, "^7Effective flask stats:") for _, stat in ipairs(stats) do main:AddTooltipLine(14, stat) end end local output = calcFunc({ toggleFlask = item }) local header if self.build.calcsTab.mainEnv.flasks[item] then header = "^7Deactivating this flask will give you:" else header = "^7Activating this flask will give you:" end self.build:AddStatComparesToTooltip(calcBase, output, header) else self:UpdateSockets() -- Build sorted list of slots to compare with local compareSlots = { } for slotName, slot in pairs(self.slots) do local selItem = self.list[slot.selItemId] if self:IsItemValidForSlot(item, slotName) and not slot.inactive then t_insert(compareSlots, slot) end end table.sort(compareSlots, function(a, b) if a.selItemId ~= b.selItemId then if item == self.list[a.selItemId] then return true elseif item == self.list[b.selItemId] then return false end end local aNum = tonumber(a.slotName:match("%d+")) local bNum = tonumber(b.slotName:match("%d+")) if aNum and bNum then return aNum < bNum else return a.slotName < b.slotName end end) -- Add comparisons for each slot for _, slot in pairs(compareSlots) do local selItem = self.list[slot.selItemId] local output = calcFunc({ repSlotName = slot.slotName, repItem = item ~= selItem and item }) local header if item == selItem then header = "^7Removing this item from "..slot.label.." will give you:" else header = string.format("^7Equipping this item in %s%s will give you:", slot.label, selItem and " (replacing "..data.colorCodes[selItem.rarity]..selItem.name.."^7)" or "") end self.build:AddStatComparesToTooltip(calcBase, output, header) end end end if launch.devMode and IsKeyDown("ALT") then -- Modifier debugging info main:AddTooltipSeparator(10) for _, mod in ipairs(modList) do main:AddTooltipLine(14, "^7"..modLib.formatMod(mod)) end end end function ItemsTabClass:CreateUndoState() local state = { } state.list = copyTable(self.list) state.orderList = copyTable(self.orderList) state.slotSelItemId = { } for slotName, slot in pairs(self.slots) do state.slotSelItemId[slotName] = slot.selItemId end return state end function ItemsTabClass:RestoreUndoState(state) self.list = state.list self.orderList = state.orderList for slotName, selItemId in pairs(state.slotSelItemId) do self.slots[slotName]:SetSelItemId(selItemId) end self:PopulateSlots() end