pfUI:RegisterModule("eqcompare", function () local sides = { "Left", "Right" } local function AddHeader(tooltip) local name = tooltip:GetName() -- shift all entries one line down for i=tooltip:NumLines(), 1, -1 do for _, side in pairs(sides) do local current = _G[name.."Text"..side..i] local below = _G[name.."Text"..side..i+1] if current and current:IsShown() then local text = current:GetText() local r, g, b = current:GetTextColor() if text and text ~= "" then if tooltip:NumLines() < i+1 then -- add new line if required tooltip:AddLine(text, r, g, b, true) else -- update existing lines below:SetText(text) below:SetTextColor(r, g, b) below:Show() -- hide processed line current:Hide() end end end end end -- add label to first line _G[name.."TextLeft1"]:SetTextColor(.5, .5, .5, 1) _G[name.."TextLeft1"]:SetText(CURRENTLY_EQUIPPED) _G[name.."TextLeft1"]:Show() -- update tooltip sizes tooltip:Show() end -- Numeric slotTable keyed by Enum.InventoryType (from -- C_Item.GetItemInventoryTypeByID). Pair-slot types (finger / trinket / -- one-hand weapon) list both destinations so both comparison tooltips -- can be shown at once. local slotTable = { [1] = { "HeadSlot" }, [2] = { "NeckSlot" }, [3] = { "ShoulderSlot" }, [4] = { "ShirtSlot" }, [5] = { "ChestSlot" }, [6] = { "WaistSlot" }, [7] = { "LegsSlot" }, [8] = { "FeetSlot" }, [9] = { "WristSlot" }, [10] = { "HandsSlot" }, [11] = { "Finger0Slot", "Finger1Slot" }, [12] = { "Trinket0Slot", "Trinket1Slot" }, [13] = { "MainHandSlot", "SecondaryHandSlot" }, -- one-hand weapon [14] = { "SecondaryHandSlot" }, -- shield [15] = { "RangedSlot" }, -- ranged (bow) [16] = { "BackSlot" }, [17] = { "MainHandSlot" }, -- two-hand weapon [19] = { "TabardSlot" }, [20] = { "ChestSlot" }, -- robe [21] = { "MainHandSlot" }, [22] = { "SecondaryHandSlot" }, [23] = { "SecondaryHandSlot" }, -- holdable (off-hand) [24] = { "AmmoSlot" }, [25] = { "RangedSlot" }, -- thrown [26] = { "RangedSlot" }, -- ranged-right (wand/gun/crossbow) [28] = { "RangedSlot" }, -- relic } -- Base stats are annotated INLINE on their tooltip stat line. We match -- by label (the trailing noun after the "N " value prefix), so we need -- the localized noun for each ClassicAPI key. Primary stats come from -- vanilla's "%c%d Stat" format strings (with the noun stripped out); -- resistances are already plain nouns. local BASE_STAT_LABEL_TO_KEY = {} do local function noun(fmt) return fmt and (string.gsub(string.gsub(fmt, "^%%c?%%d ", ""), "^%s+", "")) or nil end local baseFmt = { { key = "ITEM_MOD_STRENGTH_SHORT", fmt = "ITEM_MOD_STRENGTH" }, { key = "ITEM_MOD_AGILITY_SHORT", fmt = "ITEM_MOD_AGILITY" }, { key = "ITEM_MOD_STAMINA_SHORT", fmt = "ITEM_MOD_STAMINA" }, { key = "ITEM_MOD_INTELLECT_SHORT", fmt = "ITEM_MOD_INTELLECT" }, { key = "ITEM_MOD_SPIRIT_SHORT", fmt = "ITEM_MOD_SPIRIT" }, { key = "ITEM_MOD_MANA_SHORT", fmt = "ITEM_MOD_MANA" }, { key = "ITEM_MOD_HEALTH_SHORT", fmt = "ITEM_MOD_HEALTH" }, } for _, e in ipairs(baseFmt) do local label = _G[e.key] or noun(_G[e.fmt]) if label then BASE_STAT_LABEL_TO_KEY[label] = e.key end end for i = 0, 6 do local label = _G["RESISTANCE"..i.."_NAME"] if label then BASE_STAT_LABEL_TO_KEY[label] = "RESISTANCE"..i.."_NAME" end end end -- Extended stats (attack power, crit/hit ratings, spell power, defense, -- DPS, mana regen) aren't emitted as their own tooltip lines by vanilla -- in a shape we can reliably match — they're mixed into equip-spell -- descriptions ("Equip: Increases your critical strike chance by 1%"). -- Aggregate them into a Blizzard-style summary block at the bottom. local EXTENDED_STAT_LABELS = { ITEM_MOD_ATTACK_POWER_SHORT = _G.ITEM_MOD_ATTACK_POWER_SHORT or _G.ATTACK_POWER_TOOLTIP or "Attack Power", ITEM_MOD_RANGED_ATTACK_POWER_SHORT = _G.ITEM_MOD_RANGED_ATTACK_POWER_SHORT or _G.RANGED_ATTACK_POWER or "Ranged Attack Power", ITEM_MOD_SPELL_DAMAGE_DONE_SHORT = _G.ITEM_MOD_SPELL_DAMAGE_DONE_SHORT or "Spell Damage", ITEM_MOD_SPELL_HEALING_DONE_SHORT = _G.ITEM_MOD_SPELL_HEALING_DONE_SHORT or "Spell Healing", ITEM_MOD_CRIT_MELEE_RATING = _G.ITEM_MOD_CRIT_MELEE_RATING or "Melee Crit %", ITEM_MOD_CRIT_RANGED_RATING = _G.ITEM_MOD_CRIT_RANGED_RATING or "Ranged Crit %", ITEM_MOD_HIT_MELEE_RATING = _G.ITEM_MOD_HIT_MELEE_RATING or "Melee Hit %", ITEM_MOD_HIT_RANGED_RATING = _G.ITEM_MOD_HIT_RANGED_RATING or "Ranged Hit %", ITEM_MOD_HIT_SPELL_RATING = _G.ITEM_MOD_HIT_SPELL_RATING or "Spell Hit %", ITEM_MOD_MANA_REGENERATION = _G.ITEM_MOD_MANA_REGENERATION or "Mana Regen", ITEM_MOD_DEFENSE_SKILL_RATING = _G.ITEM_MOD_DEFENSE_SKILL_RATING or "Defense", ITEM_MOD_DAMAGE_PER_SECOND_SHORT = _G.ITEM_MOD_DAMAGE_PER_SECOND_SHORT or "DPS", } local EXTENDED_STAT_ORDER = { "ITEM_MOD_DAMAGE_PER_SECOND_SHORT", "ITEM_MOD_ATTACK_POWER_SHORT", "ITEM_MOD_RANGED_ATTACK_POWER_SHORT", "ITEM_MOD_SPELL_DAMAGE_DONE_SHORT", "ITEM_MOD_SPELL_HEALING_DONE_SHORT", "ITEM_MOD_CRIT_MELEE_RATING", "ITEM_MOD_CRIT_RANGED_RATING", "ITEM_MOD_HIT_MELEE_RATING", "ITEM_MOD_HIT_RANGED_RATING", "ITEM_MOD_HIT_SPELL_RATING", "ITEM_MOD_MANA_REGENERATION", "ITEM_MOD_DEFENSE_SKILL_RATING", } local function AnnotateBaseStats(tooltip, delta) for _, region in ipairs({tooltip:GetRegions()}) do if region and region.GetObjectType and region:GetObjectType() == "FontString" then local text = region:GetText() if text and text ~= "" and not strfind(text, "|cff88ff88", 1, true) and not strfind(text, "|cffff8888", 1, true) then -- Widget text shape we care about: "+5 Strength" / "5 Fire Resistance". -- Match the "+N " / "N " prefix, then look up the rest verbatim. local _, endIdx = strfind(text, "^%+?%d+%s+") if endIdx then local rest = string.sub(text, endIdx + 1) rest = gsub(rest, "%s+$", "") local key = BASE_STAT_LABEL_TO_KEY[rest] local v = key and delta[key] if v and v ~= 0 then local color = v > 0 and "|cff88ff88" or "|cffff8888" local sign = v > 0 and "+" or "" region:SetText(text .. " " .. color .. "(" .. sign .. v .. ")|r") end end end end end end local function AppendExtendedSummary(tooltip, delta) local first = true for _, key in ipairs(EXTENDED_STAT_ORDER) do local v = delta[key] if v and v ~= 0 then if first then tooltip:AddLine(" ") tooltip:AddLine(T["Compared to equipped:"] or "Compared to equipped:", 0.6, 0.6, 0.6) first = false end -- DPS is a float derived from damage/delay in ClassicAPI; every -- other extended stat is an integer. Round DPS to 1 decimal so -- the summary shows "+4.3 DPS" instead of "+4.34302…". local shown = (key == "ITEM_MOD_DAMAGE_PER_SECOND_SHORT") and round(v, 1) or v local color = shown > 0 and "|cff88ff88" or "|cffff8888" local sign = shown > 0 and "+" or "" tooltip:AddDoubleLine(EXTENDED_STAT_LABELS[key] or key, color .. sign .. shown .. "|r") end end if not first then tooltip:Show() end -- re-measure after adding lines end pfUI.eqcompare = {} pfUI.eqcompare.GameTooltipShow = function() -- use this tooltip for the next comparison pfUI.eqcompare.tooltip = this if not IsShiftKeyDown() and C.tooltip.compare.showalways ~= "1" then return end -- Resolve the item's slot numerically instead of scanning tooltip text -- for a localized INVTYPE_* label. GameTooltip:GetItem() returns -- (name, link, itemID); the slotTable is keyed by Enum.InventoryType. local _, _, itemID = this:GetItem() if not itemID then return end local invType = C_Item.GetItemInventoryTypeByID(itemID) local slots = invType and slotTable[invType] if not slots then return end local _, border = GetBorderSize() -- determine screen part local ltrigger = GetScreenWidth() / 2 local x = GetCursorPosition() x = x / UIParent:GetEffectiveScale() if x > ltrigger then ltrigger = nil end -- first tooltip local slotID = GetInventorySlotInfo(slots[1]) ShoppingTooltip1:SetOwner(this, "ANCHOR_NONE") ShoppingTooltip1:ClearAllPoints() if ltrigger then ShoppingTooltip1:SetPoint("BOTTOMLEFT", this, "BOTTOMRIGHT", 0, 0) else ShoppingTooltip1:SetPoint("BOTTOMRIGHT", this, "BOTTOMLEFT", -border*2-1, 0) end ShoppingTooltip1:SetInventoryItem("player", slotID) ShoppingTooltip1:Show() AddHeader(ShoppingTooltip1) -- second tooltip for pair slots (finger / trinket / 1H weapon) if slots[2] then local slotID_other = GetInventorySlotInfo(slots[2]) ShoppingTooltip2:SetOwner(this, "ANCHOR_NONE") ShoppingTooltip2:ClearAllPoints() if ltrigger then ShoppingTooltip2:SetPoint("BOTTOMLEFT", ShoppingTooltip1, "BOTTOMRIGHT", 0, 0) else ShoppingTooltip2:SetPoint("BOTTOMRIGHT", ShoppingTooltip1, "BOTTOMLEFT", -border*2-1, 0) end ShoppingTooltip2:SetInventoryItem("player", slotID_other) ShoppingTooltip2:Show() AddHeader(ShoppingTooltip2) end -- Fetch the delta once; annotate base stats inline (green +/red - -- next to their existing tooltip line), then aggregate extended -- stats (attack power, crit/hit ratings, spell power, DPS, …) into -- a "Compared to equipped:" block at the bottom. The extended-stats -- summary is a sub-option of the whole comparison — if base-stat -- comparison is off, we're not doing comparisons at all. if C.tooltip.compare.basestats == "1" then local _, newLink = this:GetItem() local equippedLink = GetInventoryItemLink("player", slotID) if newLink and equippedLink then local delta = C_Item.GetItemStatDelta(equippedLink, newLink) if delta then AnnotateBaseStats(this, delta) if C.tooltip.compare.extendedstats == "1" then AppendExtendedSummary(this, delta) end end end end return true end -- add HookScript method if not already existing GameTooltip.HookScript = GameTooltip.HookScript or HookScript -- Add Gametooltip Hook GameTooltip:HookScript("OnShow", pfUI.eqcompare.GameTooltipShow) end)