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Add support for catalyst quality on imported items

Open sida-wang opened this issue 1 year ago • 3 comments

Fixes #4662 .

Description of the problem being solved:

Currently when importing jewellery there is no way to catalyst the items. This PR implements this feature by the following flow:

  • Use the quality property on the extracted data to set the catalyst property on the item instance.
  • Add modTags to the implicit, explicit, fractured and crafted lines of the item by iterating through the modList returned by modParse. This steps checks against a predefined list of mods and flags that would count as the tag.
  • Reverse the quality to affected lines by dividing through the increase to obtain the base values. This is required because the extracted data has the quality increased baked into the value.

Steps taken to verify a working solution:

  • [x] Tested a few of my own characters

TODO

  • [ ] Test scenarios where modTags might get the same tag twice e.g. 16% increased fire and lightning resistance
  • [ ] Test the predefined list for errors
  • [ ] Add less straightforwards mods such as elemental gain as, chaos gain as, poison duration
  • [ ] Add support for unique item mods

Other

  • Ideally add support for pasted items as well

sida-wang avatar Jan 19 '24 05:01 sida-wang

Are you still working on this? Would be great if it was implemented.

livejamie avatar Aug 27 '24 09:08 livejamie

No, had a discussion with LocalIdentity after getting it to this state and agreed that my approach is suboptimal. Ideally we would like to go from game text to internal game mods so we can apply the tags in a systematic way that matched how the game handles it rather than hardcoding a list of applied mods which is this PR's initial approach

sida-wang avatar Aug 27 '24 11:08 sida-wang

No, had a discussion with LocalIdentity after getting it to this state and agreed that my approach is suboptimal. Ideally we would like to go from game text to internal game mods so we can apply the tags in a systematic way that matched how the game handles it rather than hardcoding a list of applied mods which is this PR's initial approach

Ah ok, would be nice to have a solution. Thanks for trying.

livejamie avatar Aug 27 '24 21:08 livejamie