Show Foulborn Icon on new Foulborn uniques and flavour text on new base items#9147
Conversation
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I don't think Foulborn uniques can have influence, because they come from the tree, and the usual way to get influenced uniques is to chance into them from an influenced base. Also, I don't know if title-matching is the best way to do this, because we can add a |
One issue with using the mutated flag, is that it doesn't stay saved to the item when editing it unless we save raw text like "Mutated Item" to it. Eg, import item, icons show on tooltip. Double click item to edit, icons missing in crafting window as there's no raw text to parse. We could do it that way, but as far as I know all the foulborn uniques have Foulborn in the title, so this saves us from adding more text to the raw. And the copy from trade does not include "Mutated Item" like it does for "Fractured Item". We had that issue with fractured items, I had to save "Fractured Item" to the raw text, otherwise it would lose the flag on edit. As for icons, I wasn't sure if there was any uniques with default influence that would be potential drops. It doesn't look like it, but there is Replica Eternity Shroud which has the Experimented icon, so I thought maybe it could apply here. The only way someone could a second icon would be to manually edit the Foulborn unique by adding "Shaper Item" or similar. |
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You made me realize we do have that information about fractured/mutated, but it's on the line, not the item itself. We could refactor the below section in Item.lua to set the flag on the item, and I think we could remove "Fractured Item" from being needed (same with the "Foulborn" check). This might be outside the scope of this PR though. elseif lineFlags[k] then
modLine[k] = true
endThe influence thing is probably safer to leave in for future proofing more than anything, so that's fine and makes sense. |
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