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Fixing GMS origin skill format and CMS damage cap format
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PirateIzzy committed Feb 20, 2024
1 parent 0156bba commit 3062bdc
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Showing 2 changed files with 7 additions and 5 deletions.
7 changes: 4 additions & 3 deletions WzComparerR2.Common/CharaSim/ItemStringHelper.cs
Original file line number Diff line number Diff line change
Expand Up @@ -103,7 +103,7 @@ public static string GetGearPropString(GearPropType propType, int value, int sig
case GearPropType.bdR: return "Boss Damage: +" + value + "%";
case GearPropType.incIMDR:
case GearPropType.imdR: return "Ignored Enemy DEF: +" + value + "%";
case GearPropType.limitBreak: return "Damage Cap: " + value;
case GearPropType.limitBreak: return "Damage Cap: " + value.ToString("N0");
case GearPropType.reduceReq: return "Required Level: -" + value;
case GearPropType.nbdR: return "Damage Against Normal Monsters: +" + value + "%"; //KMST 1069

Expand All @@ -130,7 +130,7 @@ public static string GetGearPropString(GearPropType propType, int value, int sig
//case GearPropType.noPotential: return value == 0 ? null : "This item cannot gain Potential.";
case GearPropType.fixedPotential: return value == 0 ? null : "Potential Reset Not Allowed";
case GearPropType.superiorEqp: return value == 0 ? null : "Allows you to gain even higher stats with successful item enhancement.";
case GearPropType.nActivatedSocket: return value == 0 ? null : "#cYou can mount a Nebulite on this item#";
case GearPropType.nActivatedSocket: return value == 0 ? null : "#cYou can mount a Nebulite on this item.#";
case GearPropType.jokerToSetItem: return value == 0 ? null : "\n#cThis lucky item counts towards any set,\n\rso long as you have at least 3 set pieces equipped!#";//\n\r#cThis lucky...
case GearPropType.plusToSetItem: return value == 0 ? null : "#cWhen equipped, the item set will count as having equipped two.#";
case GearPropType.abilityTimeLimited: return value == 0 ? null : "Limited Time Stats";
Expand Down Expand Up @@ -386,7 +386,7 @@ public static string GetAttackSpeedString(int attackSpeed)
case 3: return "Very Fast";
case 4:
case 5: return "Fast";
case 6: return "Normal";
case 6: return "Average";
case 7:
case 8: return "Slow";
case 9: return "Very Slow";
Expand Down Expand Up @@ -490,6 +490,7 @@ public static string GetExtraJobReqString(GearType type)
case GearType.swordZL: return GetExtraJobReqString(101);

case GearType.whistle:
case GearType.whistle2:
case GearType.magicStick: return GetExtraJobReqString(112);

case GearType.espLimiter:
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5 changes: 3 additions & 2 deletions WzComparerR2/CharaSimControl/SkillTooltipRender2.cs
Original file line number Diff line number Diff line change
Expand Up @@ -257,6 +257,7 @@ private Bitmap RenderSkill(CanvasRegion region, out int picH, out List<int> spli
IgnoreEvalError = this.IgnoreEvalError,
});
//GearGraphics.DrawString(g, "[Next Level " + (Skill.Level + 1) + "]", GearGraphics.ItemDetailFont, 9, 485, ref picH, 16);//original values: 10, 274
picH += 4;
GearGraphics.DrawString(g, "[Next Level " + (Skill.Level + 1) + "]", GearGraphics.ItemDetailFont, region.LevelDescLeft, region.TextRight, ref picH, 16);
if (Skill.SkillID / 10000 / 1000 == 10 && (Skill.Level + 1) == 1 && Skill.ReqLevel > 0)
{
Expand Down Expand Up @@ -487,14 +488,14 @@ private class CanvasRegion

public static CanvasRegion Wide { get; } = new CanvasRegion()
{
Width = 505,
Width = 430,
TitleCenterX = 253,
SplitterX1 = 4,
SplitterX2 = 501,
SkillDescLeft = 88,
LinkedSkillNameLeft = 46,
LevelDescLeft = 11,
TextRight = 485,
TextRight = 411,
};
}
}
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