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@LocalIdentity LocalIdentity commented Apr 17, 2023

Adds initial support for Crucible mods
Things to do

  • Use it's own button with 6 dropdowns, 1 for each tier
  • Restrict button to make it only appear on weapons
  • Add support for the unique helmet
  • Add support for the unique staff
  • Fix sort order for mods
  • Potentially use the sliding scale as we do for prefix/suffix mods so we don't need to display each tier of a mod in the list

@LocalIdentity LocalIdentity added the enhancement New feature, calculation, or mod label Apr 17, 2023
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(pob-dict: ./src/Data/Crucible.lua added to the list of auto-generated files in cspell.json)

* add new button for crucible mods, separate by node
show button only for weapons and shields

* add button to remove crucible mods

* refactor node dropdowns

* Fix Notable export

* Fix projectile speed stat

* "Remove" button UI refactor
"Allocate" mods - substitute id for name

* checkLine update

* dynamic buttons for normal,unique rarity
remove crucibleControl as it is not needed

* populate dropdown with active crucible mods

* unique staff, sword, helmet

* unique helmet update

* Add blank parsing for crucible uniques

* canHaveMod refactor, Quick is smart

* refactor custom tagging

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Co-authored-by: LocalIdentity <localidentity2@gmail.com>
@LocalIdentity LocalIdentity merged commit 669d9fa into dev Apr 20, 2023
@LocalIdentity LocalIdentity deleted the add_crucible-mods branch April 20, 2023 13:44
@LocalIdentity LocalIdentity changed the title Initial Support for Crucible Mods on items Support for crafting Crucible Mods on items Apr 20, 2023
Dullson pushed a commit to Dullson/PathOfBuilding that referenced this pull request Dec 6, 2023
)

* Initial Support for Crucible Mods on items

* Support for Crucible Mods (PathOfBuildingCommunity#6076)

* add new button for crucible mods, separate by node
show button only for weapons and shields

* add button to remove crucible mods

* refactor node dropdowns

* Fix Notable export

* Fix projectile speed stat

* "Remove" button UI refactor
"Allocate" mods - substitute id for name

* checkLine update

* dynamic buttons for normal,unique rarity
remove crucibleControl as it is not needed

* populate dropdown with active crucible mods

* unique staff, sword, helmet

* unique helmet update

* Add blank parsing for crucible uniques

* canHaveMod refactor, Quick is smart

* refactor custom tagging

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Co-authored-by: LocalIdentity <localidentity2@gmail.com>

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Co-authored-by: LocalIdentity <localidentity2@gmail.com>
Co-authored-by: Peechey <92683202+Peechey@users.noreply.github.com>
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4 participants