MosswartMassacre/CLAUDE.md
2025-06-09 02:03:11 +02:00

78 lines
No EOL
3 KiB
Markdown

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