Hello, today I would like to share with you small feature that I made few minutes ago. Few lines in python but result is satisfying
Values are highlighted only on equipable items
Preview:
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Open uiToolTip.py and do these steps:
Code
- # Add at the top (under imports):
- ENABLE_HIGHLIGHT_ATTR_VALUE = True
- # Search for:
- ENABLE_COLOR = grp.GenerateColor(0.7607, 0.7607, 0.7607, 1.0)
- DISABLE_COLOR = grp.GenerateColor(0.9, 0.4745, 0.4627, 1.0)
- # Add under:
- if ENABLE_HIGHLIGHT_ATTR_VALUE:
- NORMAL_COLOR_HEX = 0xffC2C2C2
- NORMAL_COLOR_STR = "C2C2C2"
- NEGATIVE_COLOR_HEX = 0xffE67976
- NEGATIVE_COLOR_HIGHLIGHT_STR = "E15753"
- SPECIAL_POSITIVE_COLOR_HEX = 0xffB0DFB4
- SPECIAL_POSITIVE_COLOR_HIGHLIGHT_STR = "7CDB84"
- SPECIAL_POSITIVE_COLOR2_HEX = 0xffE1FAE1
- SPECIAL_POSITIVE_COLOR2_HIGHLIGHT_STR = "A0FBA0"
- SPECIAL_POSITIVE_COLOR5_HEX = 0xffC8E6CD
- SPECIAL_POSITIVE_COLOR5_HIGHLIGHT_STR = "91E29F"
- # Search for:
- affectColor = self.__GetAttributeColor(i, value)
- # Add under:
- if ENABLE_HIGHLIGHT_ATTR_VALUE and self.CanEquip():
- hightlightColor = self.__GetAttributeHighlightColor(affectColor)
- value_pos = affectString.find(str(value))
- if value_pos > 1:
- value_text = affectString[value_pos - 1:]
- affectString = "{}|cff{}{}|r".format(affectString[:value_pos - 1], hightlightColor, value_text)
- elif value_pos == 0:
- value_text = affectString[:value_pos + len(str(value)) + 1]
- affectString = "|cff{}{}|r{}".format(hightlightColor, value_text, affectString[len(value_text):])
- # Search for:
- def __GetAttributeColor(self, index, value):
- if value > 0:
- if index >= player.ATTRIBUTE_SLOT_RARE_START and index < player.ATTRIBUTE_SLOT_RARE_END:
- return self.SPECIAL_POSITIVE_COLOR2
- else:
- if index == player.ATTRIBUTE_SLOT_NORM_END:
- return self.SPECIAL_POSITIVE_COLOR5
- else:
- return self.SPECIAL_POSITIVE_COLOR
- elif value == 0:
- return self.NORMAL_COLOR
- else:
- return self.NEGATIVE_COLOR
- # Replace with:
- if ENABLE_HIGHLIGHT_ATTR_VALUE:
- def __GetAttributeHighlightColor(self, color):
- if color == self.NORMAL_COLOR_HEX:
- return self.NORMAL_COLOR_STR
- elif color == self.SPECIAL_POSITIVE_COLOR_HEX:
- return self.SPECIAL_POSITIVE_COLOR_HIGHLIGHT_STR
- elif color == self.SPECIAL_POSITIVE_COLOR2_HEX:
- return self.SPECIAL_POSITIVE_COLOR2_HIGHLIGHT_STR
- elif color == self.NEGATIVE_COLOR_HEX:
- return self.NEGATIVE_COLOR_HIGHLIGHT_STR
- else:
- return self.SPECIAL_POSITIVE_COLOR5_HIGHLIGHT_STR
- def __GetAttributeColor(self, index, value):
- if value > 0:
- if index >= player.ATTRIBUTE_SLOT_RARE_START and index < player.ATTRIBUTE_SLOT_RARE_END:
- return self.SPECIAL_POSITIVE_COLOR2_HEX
- else:
- if index == player.ATTRIBUTE_SLOT_NORM_END:
- return self.SPECIAL_POSITIVE_COLOR5_HEX
- else:
- return self.SPECIAL_POSITIVE_COLOR_HEX
- elif value == 0:
- return self.NORMAL_COLOR_HEX
- else:
- return self.NEGATIVE_COLOR_HEX
- else:
- def __GetAttributeColor(self, index, value):
- if value > 0:
- if index >= player.ATTRIBUTE_SLOT_RARE_START and index < player.ATTRIBUTE_SLOT_RARE_END:
- return self.SPECIAL_POSITIVE_COLOR2
- else:
- if index == player.ATTRIBUTE_SLOT_NORM_END:
- return self.SPECIAL_POSITIVE_COLOR5
- else:
- return self.SPECIAL_POSITIVE_COLOR
- elif value == 0:
- return self.NORMAL_COLOR
- else:
- return self.NEGATIVE_COLOR