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feat: track and display elemental resistances in character stats panel
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4 changed files with 43 additions and 3 deletions
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@ -1159,7 +1159,9 @@ void InventoryScreen::renderCharacterScreen(game::GameHandler& gameHandler) {
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int32_t stats[5];
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for (int i = 0; i < 5; ++i) stats[i] = gameHandler.getPlayerStat(i);
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const int32_t* serverStats = (stats[0] >= 0) ? stats : nullptr;
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renderStatsPanel(inventory, gameHandler.getPlayerLevel(), gameHandler.getArmorRating(), serverStats);
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int32_t resists[6];
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for (int i = 0; i < 6; ++i) resists[i] = gameHandler.getResistance(i + 1);
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renderStatsPanel(inventory, gameHandler.getPlayerLevel(), gameHandler.getArmorRating(), serverStats, resists);
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// Played time (shown if available, fetched on character screen open)
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uint32_t totalSec = gameHandler.getTotalTimePlayed();
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@ -1557,7 +1559,8 @@ void InventoryScreen::renderEquipmentPanel(game::Inventory& inventory) {
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// ============================================================
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void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t playerLevel,
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int32_t serverArmor, const int32_t* serverStats) {
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int32_t serverArmor, const int32_t* serverStats,
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const int32_t* serverResists) {
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// Sum equipment stats for item-query bonus display
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int32_t itemStr = 0, itemAgi = 0, itemSta = 0, itemInt = 0, itemSpi = 0;
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// Secondary stat sums from extraStats
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@ -1665,6 +1668,28 @@ void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t play
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renderSecondary("Mana per 5 sec", itemMp5);
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renderSecondary("Health per 5 sec",itemHp5);
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}
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// Elemental resistances from server update fields
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if (serverResists) {
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static const char* kResistNames[6] = {
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"Holy Resistance", "Fire Resistance", "Nature Resistance",
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"Frost Resistance", "Shadow Resistance", "Arcane Resistance"
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};
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bool hasResist = false;
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for (int i = 0; i < 6; ++i) {
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if (serverResists[i] > 0) { hasResist = true; break; }
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}
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if (hasResist) {
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ImGui::Spacing();
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ImGui::Separator();
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for (int i = 0; i < 6; ++i) {
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if (serverResists[i] > 0) {
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ImGui::TextColored(ImVec4(0.7f, 0.85f, 1.0f, 1.0f),
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"%s: %d", kResistNames[i], serverResists[i]);
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}
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}
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}
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}
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}
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void InventoryScreen::renderBackpackPanel(game::Inventory& inventory, bool collapseEmptySections) {
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