Hey, great mod, this is something I feel the game was really missing! I'd love to have a nice "average item level" display for my current equip like is common in MMOs but I doubt we'll ever see anything like that...
Anyways, I've got a tiny suggestion: in my opinion it would look better and fit more if instead of 4.5 (ilvl 31) it would be displayed as 4.5 | iLevel 31
Obviously no functional difference, I just feel like it would look more legit!
you can change that in line 73 and 93 of r6\scripts\ilvlTooltip.reds
your version would look like this: 73: inkTextRef.SetText(this.m_weightText, FloatToStringPrec(data.GetWeight(), 1)+" | iLevel "+formatLevel(ilvlDouble));
Could I ask you to bring some clarity to the precision version of the mod? I mean unless I am entirely clueless, the normal version shows the level from 1-50 that corresponds to the player character's level, so this is a know quantity. But what is about the extra digit? What does it represent? On this I can safely say I am entirely cluless!
P.S. I love the idea of the mod, it looks like a cool QoL addition, but then I don't think I understand it well enough. Please, shed more light. My wild guess would be that the 3rd digit shows what was the initial level of the item that was brought up to the level the first 2 digits represent by upgrading it?
internally the itemlevels go from 1-500. if you divide them by 10 they correspond with the player level. i personally dont find the third digit very useful, but i thought some people would rather like to see the real level of the item.
edit: renamed "precision" version to "internal" version
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Thanks choom for being here with us! 🥰
Anyways, I've got a tiny suggestion: in my opinion it would look better and fit more if instead of
4.5 (ilvl 31)
it would be displayed as4.5 | iLevel 31
Obviously no functional difference, I just feel like it would look more legit!
your version would look like this:
73:
inkTextRef.SetText(this.m_weightText, FloatToStringPrec(data.GetWeight(), 1)+" | iLevel "+formatLevel(ilvlDouble));
93:
inkTextRef.SetText(this.m_weightText, FloatToStringPrec(data.weight, 1)+" | iLevel "+formatLevel(ilvlDouble));
P.S. I love the idea of the mod, it looks like a cool QoL addition, but then I don't think I understand it well enough. Please, shed more light. My wild guess would be that the 3rd digit shows what was the initial level of the item that was brought up to the level the first 2 digits represent by upgrading it?
if you divide them by 10 they correspond with the player level.
i personally dont find the third digit very useful, but i thought some people would rather like to see the real level of the item.
edit: renamed "precision" version to "internal" version
i believe now i have every possible option :D