78 lines
No EOL
3 KiB
Markdown
78 lines
No EOL
3 KiB
Markdown
- when we porting flagtracker there mus be no simplification or trunkation of the code
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- you can use utility belt for references about how to check views and create them perhaps also for quests. Same with the folder Mag-Tools
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# Icon Implementation Discoveries
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## DECAL Icon System - CRITICAL DIFFERENCES
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### Spell Icons vs Item Icons
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**SPELL ICONS**: Use RAW icon values from DECAL FileService SpellTable
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- Access via: `fileService.SpellTable.GetById(spellId)` then reflection to find icon property
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- **NO OFFSET REQUIRED** - Use raw icon value directly
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- Matches original Lua: `game.Character.SpellBook.Get(spellID).Icon` (no offset)
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**ITEM ICONS**: Require MagTools-style offset
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- Format: `itemIcon + 0x6000000`
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- Used for inventory items, weapons, armor, etc.
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### Working Implementation
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```csharp
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// For SPELL icons - NO offset
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private int GetRealSpellIcon(int spellId)
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{
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var fileService = CoreManager.Current.Filter<Decal.Filters.FileService>();
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var spell = fileService.SpellTable.GetById(spellId);
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// Use reflection to find icon property
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return iconValue; // RAW value, no offset
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}
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// For ITEM icons - WITH offset
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int itemIconId = worldObject.Icon + 0x6000000;
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```
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### VVS Icon Display
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- Use `DecalControls.IconColumn` in XML (NOT PictureColumn)
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- IconColumn creates HudPictureBox controls automatically
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- Set icon via: `((HudPictureBox)control).Image = iconId;`
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### Successful Applications
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✅ **Flag Tracker Recalls Tab**: Real spell icons working perfectly
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✅ **MagTools Reference**: Item icons with 0x6000000 offset
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✅ **Original Lua Compatibility**: Exact replication of flagtracker behavior
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### Implemented Icon Applications
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✅ **Flag Tracker Recalls Tab**: Real spell icons working perfectly
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✅ **Flag Tracker Cantrips Tab**: Multi-layered icon system implemented
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- **Attributes**: Spell icons (Strength, Endurance, etc.) with background support
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- **Protection Auras**: Spell icons (Armor, Flame Ward, etc.)
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- **Skills**: Dynamic skill icons from character training data
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### Cantrips Tab Icon System (Advanced Implementation)
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Based on original Lua flagtracker's sophisticated 3-icon approach:
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```csharp
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// Attributes: Background + Spell Icon overlay
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["Strength"] = new CantripInfo {
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SpellIconId = 1354, // StrengthSelf8 spell icon
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BackgroundIconId = 0x060013F9 // UI background icon
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};
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// Protection Auras: Spell icons only
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["Armor"] = new CantripInfo {
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SpellIconId = 1397 // ArmorSelf8 spell icon
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};
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// Skills: Dynamic skill icons from character data
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IconId = GetSkillIconId(skillId) // Real skill icon + 0x6000000 offset
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```
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### Icon Priority System
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1. **Background + Spell Overlay**: For attributes (complex layering)
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2. **Spell Icons Only**: For protection auras
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3. **Skill Icons**: From character skill data (item-style offset)
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4. **Fallback**: Default portal icon (0x6002D14)
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### Future Icon Usage
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- **Weapons Tab**: 3-layer system (underlay + icon + overlay) from original Lua
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- **Luminance Auras**: Could use custom UI icons
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- **Society Items**: Could use item icons with proper offset |