diff --git a/Questionable/Model/QuestProgressInfo.cs b/Questionable/Model/QuestProgressInfo.cs index 5289b62..ec5b53f 100644 --- a/Questionable/Model/QuestProgressInfo.cs +++ b/Questionable/Model/QuestProgressInfo.cs @@ -16,6 +16,7 @@ internal sealed class QuestProgressInfo Flags = questWork.Flags; Variables = [..questWork.Variables.ToArray()]; IsHidden = questWork.IsHidden; + ClassJob = (EClassJob)questWork.AcceptClassJob; var qw = questWork.Variables; string vars = ""; @@ -34,9 +35,6 @@ internal sealed class QuestProgressInfo // The order in which enemies are killed doesn't seem to matter. // If multiple waves spawn, this continues to count up (e.g. 1 enemy from wave 1, 2 enemies from wave 2, 1 from wave 3) would count to 3 then 0 _asString = $"QW: {vars.Trim()}"; - - //if (questWork.AcceptClassJob != 0) - // _asString += $", {(EClassJob)questWork.AcceptClassJob}"; } public QuestProgressInfo(LeveWork leveWork) @@ -46,8 +44,9 @@ internal sealed class QuestProgressInfo Flags = leveWork.Flags; Variables = [0, 0, 0, 0, 0, 0]; IsHidden = leveWork.IsHidden; + ClassJob = (EClassJob)leveWork.ClearClass; - _asString = $"Seed: {leveWork.LeveSeed}, Flags: {Flags:X}, Class: {(EClassJob)leveWork.ClearClass}"; + _asString = $"Seed: {leveWork.LeveSeed}, Flags: {Flags:X}"; } public ElementId Id { get; } @@ -55,6 +54,7 @@ internal sealed class QuestProgressInfo public ushort Flags { get; init; } public List Variables { get; } public bool IsHidden { get; } + public EClassJob ClassJob { get; } public override string ToString() => _asString; } diff --git a/Questionable/Windows/QuestComponents/ActiveQuestComponent.cs b/Questionable/Windows/QuestComponents/ActiveQuestComponent.cs index 66c4e40..318b1f8 100644 --- a/Questionable/Windows/QuestComponents/ActiveQuestComponent.cs +++ b/Questionable/Windows/QuestComponents/ActiveQuestComponent.cs @@ -210,6 +210,12 @@ internal sealed partial class ActiveQuestComponent ImGui.Text(FontAwesomeIcon.Copy.ToIconString()); ImGui.PopFont(); } + + if (currentQuest.Quest.Id is LeveId || currentQuest.Quest.Info.AlliedSociety != EAlliedSociety.None) + { + ImGui.SameLine(); + ImGui.Text($"/ {questWork.ClassJob}"); + } } else if (currentQuest.Quest.Id is QuestId) {