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feat: color-code ENERGIZE combat text by power type
Mana (0)=blue, Rage (1)=red, Focus (2)=orange, Energy (3)=yellow, Runic Power (6)=teal. Previously all energize events showed as blue regardless of resource type, making it impossible to distinguish e.g. a Warrior's Rage generation from a Mage's Mana return. Power type is now captured from SMSG_SPELLENERGIZELOG (uint8) and SMSG_PERIODICAURALOG OBS_MOD_POWER/PERIODIC_ENERGIZE (uint32 cast to uint8) and stored in CombatTextEntry::powerType.
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4 changed files with 17 additions and 9 deletions
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@ -8287,7 +8287,13 @@ void GameScreen::renderCombatText(game::GameHandler& gameHandler) {
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break;
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case game::CombatTextEntry::ENERGIZE:
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snprintf(text, sizeof(text), "+%d", entry.amount);
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color = ImVec4(0.3f, 0.6f, 1.0f, alpha); // Blue for mana/energy
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switch (entry.powerType) {
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case 1: color = ImVec4(1.0f, 0.2f, 0.2f, alpha); break; // Rage: red
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case 2: color = ImVec4(1.0f, 0.6f, 0.1f, alpha); break; // Focus: orange
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case 3: color = ImVec4(1.0f, 0.9f, 0.2f, alpha); break; // Energy: yellow
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case 6: color = ImVec4(0.3f, 0.9f, 0.8f, alpha); break; // Runic Power: teal
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default: color = ImVec4(0.3f, 0.6f, 1.0f, alpha); break; // Mana (0): blue
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}
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break;
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case game::CombatTextEntry::XP_GAIN:
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snprintf(text, sizeof(text), "+%d XP", entry.amount);
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