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feat: enhance item tooltips with binding, description, speed, and spell effects
- Parse Bonding and Description fields from SMSG_ITEM_QUERY_SINGLE_RESPONSE
(read after the 5 spell slots: bindType uint32, then description cstring)
- Add bindType and description to ItemQueryResponseData and ItemDef
- Propagate bindType and description through all 5 rebuildOnlineInventory paths
- Tooltip now shows: "Binds when picked up/equipped/used/quest item"
- Tooltip now shows weapon damage range ("X - Y Damage") and speed ("Speed 2.60")
on same line, plus DPS in parentheses below
- Tooltip now shows spell effects ("Use: <SpellName>", "Equip: <SpellName>",
"Chance on Hit: ...") using existing getSpellName() lookup
- Tooltip now shows item flavor/lore description in italic-style yellow text
This commit is contained in:
parent
f53f16a59b
commit
76bd6b409e
5 changed files with 64 additions and 3 deletions
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@ -10761,6 +10761,8 @@ void GameHandler::rebuildOnlineInventory() {
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def.sellPrice = infoIt->second.sellPrice;
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def.itemLevel = infoIt->second.itemLevel;
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def.requiredLevel = infoIt->second.requiredLevel;
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def.bindType = infoIt->second.bindType;
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def.description = infoIt->second.description;
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} else {
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def.name = "Item " + std::to_string(def.itemId);
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queryItemInfo(def.itemId, guid);
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@ -10804,6 +10806,8 @@ void GameHandler::rebuildOnlineInventory() {
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def.sellPrice = infoIt->second.sellPrice;
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def.itemLevel = infoIt->second.itemLevel;
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def.requiredLevel = infoIt->second.requiredLevel;
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def.bindType = infoIt->second.bindType;
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def.description = infoIt->second.description;
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} else {
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def.name = "Item " + std::to_string(def.itemId);
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queryItemInfo(def.itemId, guid);
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@ -10926,6 +10930,8 @@ void GameHandler::rebuildOnlineInventory() {
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def.spirit = infoIt->second.spirit;
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def.itemLevel = infoIt->second.itemLevel;
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def.requiredLevel = infoIt->second.requiredLevel;
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def.bindType = infoIt->second.bindType;
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def.description = infoIt->second.description;
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def.sellPrice = infoIt->second.sellPrice;
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def.bagSlots = infoIt->second.containerSlots;
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} else {
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