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feat: add defensive and penetration stats to character sheet
Display Defense Rating, Dodge Rating, Parry Rating, Block Rating, Block Value, Armor Penetration, and Spell Penetration from equipped items in the Stats tab. Previously these stat types (12-15, 44, 47, 48) were parsed from item data but silently dropped.
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5684b16721
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1 changed files with 36 additions and 18 deletions
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@ -1594,6 +1594,8 @@ void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t play
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// Secondary stat sums from extraStats
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int32_t itemAP = 0, itemSP = 0, itemHit = 0, itemCrit = 0, itemHaste = 0;
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int32_t itemResil = 0, itemExpertise = 0, itemMp5 = 0, itemHp5 = 0;
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int32_t itemDefense = 0, itemDodge = 0, itemParry = 0, itemBlock = 0, itemBlockVal = 0;
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int32_t itemArmorPen = 0, itemSpellPen = 0;
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for (int s = 0; s < game::Inventory::NUM_EQUIP_SLOTS; s++) {
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const auto& slot = inventory.getEquipSlot(static_cast<game::EquipSlot>(s));
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if (slot.empty()) continue;
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@ -1604,6 +1606,10 @@ void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t play
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itemSpi += slot.item.spirit;
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for (const auto& es : slot.item.extraStats) {
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switch (es.statType) {
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case 12: itemDefense += es.statValue; break;
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case 13: itemDodge += es.statValue; break;
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case 14: itemParry += es.statValue; break;
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case 15: itemBlock += es.statValue; break;
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case 16: case 17: case 18: case 31: itemHit += es.statValue; break;
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case 19: case 20: case 21: case 32: itemCrit += es.statValue; break;
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case 28: case 29: case 30: case 36: itemHaste += es.statValue; break;
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@ -1612,7 +1618,10 @@ void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t play
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case 38: case 39: itemAP += es.statValue; break;
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case 41: case 42: case 45: itemSP += es.statValue; break;
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case 43: itemMp5 += es.statValue; break;
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case 44: itemArmorPen += es.statValue; break;
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case 46: itemHp5 += es.statValue; break;
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case 47: itemSpellPen += es.statValue; break;
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case 48: itemBlockVal += es.statValue; break;
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default: break;
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}
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}
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@ -1699,7 +1708,9 @@ void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t play
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// Secondary stats from equipped items
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bool hasSecondary = itemAP || itemSP || itemHit || itemCrit || itemHaste ||
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itemResil || itemExpertise || itemMp5 || itemHp5;
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itemResil || itemExpertise || itemMp5 || itemHp5 ||
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itemDefense || itemDodge || itemParry || itemBlock || itemBlockVal ||
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itemArmorPen || itemSpellPen;
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if (hasSecondary) {
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ImGui::Spacing();
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ImGui::Separator();
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@ -1715,8 +1726,15 @@ void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t play
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renderSecondary("Haste Rating", itemHaste);
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renderSecondary("Resilience", itemResil);
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renderSecondary("Expertise", itemExpertise);
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renderSecondary("Defense Rating", itemDefense);
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renderSecondary("Dodge Rating", itemDodge);
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renderSecondary("Parry Rating", itemParry);
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renderSecondary("Block Rating", itemBlock);
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renderSecondary("Block Value", itemBlockVal);
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renderSecondary("Armor Penetration",itemArmorPen);
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renderSecondary("Spell Penetration",itemSpellPen);
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renderSecondary("Mana per 5 sec", itemMp5);
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renderSecondary("Health per 5 sec",itemHp5);
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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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