Skip to content
Closed
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
4 changes: 4 additions & 0 deletions src/Classes/ItemsTab.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1935,11 +1935,15 @@ function ItemsTabClass:IsItemValidForSlot(item, slotName, itemSet)
local weapon1Base = self.items[weapon1Sel] and self.items[weapon1Sel].base or "Unarmed"
-- Calcs tab isn't loaded yet when the items tab gets loaded, so assume we have Giant's Blood until proven wrong
local giantsBlood = true
local lordOfTheWilds = true
if self.build.calcsTab and self.build.calcsTab.mainEnv then
giantsBlood = self.build.calcsTab.mainEnv.modDB:Flag(nil, "GiantsBlood")
lordOfTheWilds = self.build.calcsTab.mainEnv.modDB:Flag(nil, "LordOfTheWilds")
end
if weapon1Base.type == "Bow" then
return item.type == "Quiver"
elseif weapon1Base.type == "Talisman" and lordOfTheWilds then
return item.type == "Sceptre" and item.rarity ~= "UNIQUE" and item.rarity ~= "RELIC"
elseif weapon1Base == "Unarmed" or weapon1Base.tags.onehand or (giantsBlood and (weapon1Base.tags.axe or weapon1Base.tags.mace or weapon1Base.tags.sword)) then
return item.type == "Shield" or item.type == "Focus" or item.type == "Sceptre"
or (item.base.tags.one_hand_weapon and weapon1Base.type ~= "Wand" and weapon1Base.type ~= "Sceptre")
Expand Down
Loading
Loading