broderickhyman/Melvor-Idle-Combat-Simulator-Reloaded

Some gear is assigned to the wrong combat style

fel-str opened this issue · 4 comments

When selecting gear I noticed some inconsistencies.

Boots:
Lightning Boots are listed in Melee despite granting Magic bonuses
Frostspark Boots are listed twice
Cave Giant Boots probably belong in the Melee category

Gloves:
Elementalist Gloves should be listed in Magic
Paladin Gloves belong in Melee

Chest:
Freezing Touch Body is listed in Melee despite granting Magic bonuses
Ward of Flabe Chestplate is listed in Other despite only granting Melee Bonuses statwise

Head:
Blazing Helmet maybe fits better into Other

Passive Slot:
Needs

Keeping a record of RCA.

Update 01: Issue traced to L2144 at App.ts, createEquipmentPopup(equipmentSlot: any).

Update 02: Items shown on the equipment selection screen are filtered from the equipmentSubsets data structure, which is populated as part of the App constructor.

Trail runs cold at L94 of SimGame.ts. There does not seem to be documentation regarding the usage and resultant data structure from the new ItemRegistry call.

@broderickhyman, maybe you could advise if I missed anything.

App.ts L2173 filters out the Melee section by this.micsr.skillIDs.Defence. My best guess is that the item object in the MICSR class is misclassified as Defence instead of Magic in MICSR.ts L306.

The fix here would be to modify the underlying data source imported into the Simulator during initialization.

Yeah, I came to a similar conclusion when I did some digging myself. Modifying the item data fetched from Melvor itself on load seems to be quite tedious and given that it's only a visual bug not really worth the effort.