diff --git a/src/ui/inventory_screen.cpp b/src/ui/inventory_screen.cpp index 23b83d33..89f32368 100644 --- a/src/ui/inventory_screen.cpp +++ b/src/ui/inventory_screen.cpp @@ -2482,10 +2482,12 @@ void InventoryScreen::renderItemTooltip(const game::ItemDef& item, const game::I if (sp.spellId == 0) continue; const char* trigger = nullptr; switch (sp.spellTrigger) { - case 0: trigger = "Use"; break; - case 1: trigger = "Equip"; break; - case 2: trigger = "Chance on Hit"; break; - case 6: trigger = "Soulstone"; break; + case 0: trigger = "Use"; break; // on use + case 1: trigger = "Equip"; break; // on equip + case 2: trigger = "Chance on Hit"; break; // proc on melee hit + case 4: trigger = "Use"; break; // soulstone (still shows as Use) + case 5: trigger = "Use"; break; // on use, no delay + case 6: trigger = "Use"; break; // learn spell (recipe/pattern) default: break; } if (!trigger) continue; @@ -2773,9 +2775,12 @@ void InventoryScreen::renderItemTooltip(const game::ItemQueryResponseData& info, if (sp.spellId == 0) continue; const char* trigger = nullptr; switch (sp.spellTrigger) { - case 0: trigger = "Use"; break; - case 1: trigger = "Equip"; break; - case 2: trigger = "Chance on Hit"; break; + case 0: trigger = "Use"; break; // on use + case 1: trigger = "Equip"; break; // on equip + case 2: trigger = "Chance on Hit"; break; // proc on melee hit + case 4: trigger = "Use"; break; // soulstone (still shows as Use) + case 5: trigger = "Use"; break; // on use, no delay + case 6: trigger = "Use"; break; // learn spell (recipe/pattern) default: break; } if (!trigger) continue;