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feat: show effective skill value with bonus indicator in skills panel
Read the third update field (bonusTemp/bonusPerm) for each skill slot so the skills tab displays the actual buffed value rather than just the base value. Skills buffed by food/potions/items now show "value / max (+N)" with a cyan name, and maxed-out skills show a gold bar and name for quick identification.
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3 changed files with 35 additions and 5 deletions
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@ -21382,10 +21382,20 @@ void GameHandler::extractSkillFields(const std::map<uint16_t, uint32_t>& fields)
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uint16_t value = raw1 & 0xFFFF;
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uint16_t maxValue = (raw1 >> 16) & 0xFFFF;
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uint16_t bonusTemp = 0;
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uint16_t bonusPerm = 0;
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auto bonusIt = fields.find(static_cast<uint16_t>(baseField + 2));
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if (bonusIt != fields.end()) {
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bonusTemp = bonusIt->second & 0xFFFF;
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bonusPerm = (bonusIt->second >> 16) & 0xFFFF;
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}
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PlayerSkill skill;
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skill.skillId = skillId;
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skill.value = value;
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skill.maxValue = maxValue;
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skill.bonusTemp = bonusTemp;
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skill.bonusPerm = bonusPerm;
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newSkills[skillId] = skill;
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}
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