feat: add source-owned combat mechanic programs
This commit is contained in:
+175
-28
@@ -11,8 +11,10 @@
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import CombatAssumptions from '$lib/components/builder/CombatAssumptions.svelte';
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import ConditionalEffectCard from '$lib/components/builder/ConditionalEffectCard.svelte';
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import WeaponCalculationResult from '$lib/components/builder/WeaponCalculationResult.svelte';
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import { evaluateLoadoutCombat, summarizeLoadout } from '$lib/builder/loadout-combat';
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import SkillCalculationResult from '$lib/components/builder/SkillCalculationResult.svelte';
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import { evaluateLoadoutCombat, evaluateLoadoutSkillCombat, summarizeLoadout } from '$lib/builder/loadout-combat';
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import { toast } from '$lib/toast';
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import { MECHANIC_EVENT_REGISTRY, type MechanicEventKind } from '$lib/calculations/mechanic';
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import {
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blankRoll, clamp, createDraft, gearBaseStatRange, gearSlots, levelScaledRange, parseLoadoutDraft, remapRangeValue, scaled, weaponBaseRange,
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type LoadoutDraft, type Roll
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@@ -52,7 +54,9 @@
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return selectedRank ? [{ node, rank: node.ranks.find((entry: any) => Number(entry.rank) === selectedRank) }] : [];
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}) ?? []);
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const selectedCombatEffects = $derived(selectedNodeRanks.flatMap(({ node, rank }: any) =>
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(rank?.combatEffects ?? []).map((effect: any) => ({ ...effect, nodeName: node.name }))
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(rank?.combatEffects ?? [])
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.filter((effect: any) => Number(effect.rule?.configured) === 1)
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.map((effect: any) => ({ ...effect, nodeName: node.name }))
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));
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const talent = (id: string) => data.talents.find((item) => item.id === id);
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const brand = (id: string) => data.brands.find((item) => item.id === id);
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@@ -62,19 +66,69 @@
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const unit = attribute(statId)?.unit ?? '';
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return unit === 'Shots' ? `${rendered} ${unit}` : `${rendered}${unit}`;
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};
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const jsonObject = (value: unknown) => {
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if (value && typeof value === 'object' && !Array.isArray(value)) return value as Record<string, any>;
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if (typeof value !== 'string') return {};
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try {
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const parsed = JSON.parse(value);
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return parsed && typeof parsed === 'object' && !Array.isArray(parsed)
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? parsed as Record<string, any>
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: {};
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} catch {
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return {};
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}
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};
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const mechanicScenarioInputs = (rule: any) => {
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const raw = rule?.rule?.scenario_inputs_json;
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if (Array.isArray(raw)) return raw;
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if (typeof raw !== 'string') return [];
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try {
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const parsed = JSON.parse(raw);
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return Array.isArray(parsed) ? parsed : [];
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} catch {
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return [];
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}
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};
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const combatEffectDescription = (effect: any) => {
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const template = String(effect.definition?.description_template ?? effect.definition?.name ?? 'Conditional effect');
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const rule = effect.rule;
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const outcomes = (rule?.outcomes ?? []).filter((outcome: any) => outcome.variant_key === 'base');
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const firstReducer = jsonObject(rule?.clauses?.[0]?.reducer_json);
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const primaryPool = rule?.statePools?.[0];
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return template
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.replaceAll('{triggerCount}', String(effect.trigger_count))
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.replaceAll('{triggerWindow}', `${effect.trigger_window_seconds}s`)
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.replaceAll('{duration}', String(effect.duration_seconds))
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.replaceAll('{maxStacks}', String(effect.max_stacks))
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.replaceAll('{triggerCount}', String(firstReducer.threshold ?? ''))
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.replaceAll('{triggerWindow}', firstReducer.windowSeconds ? `${firstReducer.windowSeconds}s` : '')
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.replaceAll('{duration}', String(primaryPool?.duration_seconds ?? 0))
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.replaceAll('{maxStacks}', String(primaryPool?.maximum_value ?? 1))
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.replaceAll('{effectName}', String(effect.definition?.name ?? 'Effect'))
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.replace(/\{(\d+)\}/g, (placeholder: string, raw: string) => {
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const modifier = effect.modifiers[Number(raw) - 1];
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return modifier ? unitValue(modifier.value_per_stack, modifier.stat_attribute_id) : placeholder;
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const outcome = outcomes[Number(raw) - 1];
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return outcome?.stat_attribute_id
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? unitValue(outcome.value, outcome.stat_attribute_id)
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: placeholder;
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});
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};
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const conditionalFacts = (rule: any) => {
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const clauses = rule?.clauses ?? [];
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const eventLabels = [...new Set(clauses.map((clause: any) => {
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const event = String(clause.event_kind ?? '') as MechanicEventKind;
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return MECHANIC_EVENT_REGISTRY[event]?.label;
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}).filter(Boolean))];
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const readiness = String(rule?.rule?.simulation_readiness ?? 'captured_only')
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.replaceAll('_', ' ')
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.toUpperCase();
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const cooldowns = clauses
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.map((clause: any) => Number(clause.cooldown_seconds ?? 0))
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.filter((value: number) => value > 0);
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const poolMaximum = Math.max(0, ...(rule?.statePools ?? [])
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.map((pool: any) => Number(pool.maximum_value ?? 0)));
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return [
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`${clauses.length} BRANCH${clauses.length === 1 ? '' : 'ES'}`,
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eventLabels.length ? eventLabels.join(' · ').toUpperCase() : 'NO EVENT BRANCHES',
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poolMaximum > 1 ? `MAX ${poolMaximum} STACKS` : readiness,
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cooldowns.length ? `${Math.max(...cooldowns)}s COOLDOWN` : 'NO COOLDOWN'
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];
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};
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const scaledRange = (minimum: unknown, maximum: unknown, level: unknown, referenceLevel: unknown, source: 'gear' | 'weapon') =>
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levelScaledRange(minimum, maximum, level, referenceLevel ?? 50, source);
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const gearBaseRange = (item: any, key: 'health' | 'armor', level: number) =>
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@@ -159,15 +213,23 @@
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draft.specialization = {
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...draft.specialization,
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focusId,
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nodeRanks: {},
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effectStates: {}
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nodeRanks: {}
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};
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active = 'specialization:focus';
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};
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const toggleTalent = (key: string) => {
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draft.activeTalents = draft.activeTalents.includes(key)
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? draft.activeTalents.filter((item) => item !== key)
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: [...draft.activeTalents, key];
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const current = draft.conditionalEffects[key]?.mode ?? 'off';
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draft.conditionalEffects = {
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...draft.conditionalEffects,
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[key]: { mode: current === 'off' ? 'peak' : 'off' }
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};
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};
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const setSkillActivation = (abilityId: string, patch: Record<string, unknown>) => {
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const current = draft.skillActivations[abilityId] ?? { mode: 'off', targets: 1 };
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draft.skillActivations = {
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...draft.skillActivations,
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[abilityId]: { ...current, ...patch }
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};
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};
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const talentTier = (talentId: string, tier: number) => {
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const item = talent(talentId);
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@@ -289,19 +351,58 @@
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return `Talent Cooldown: ${value} ${Number(value) === 1 ? 'second' : 'seconds'}`;
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};
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const summary = $derived(summarizeLoadout(draft, data));
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const combatResults = $derived(evaluateLoadoutCombat(draft, data, summary));
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const modeledTalents = $derived(summary.equippedTalents.filter(
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(equipped: any) => Number(equipped.rule?.rule?.configured) === 1
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&& (equipped.rule?.clauses?.length ?? 0) > 0
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));
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const calculationDraft = $derived.by(() => {
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if (draft.calculationMode === 'custom') return draft;
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const effectKeys = [
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...selectedCombatEffects.map((effect: any) => String(effect.id)),
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...modeledTalents.map((effect: any) => String(effect.key))
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];
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const conditionalEffects = {
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...draft.conditionalEffects,
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...Object.fromEntries(effectKeys.map((key) => [
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key,
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{ ...draft.conditionalEffects[key], mode: 'peak' as const }
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]))
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};
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const skillActivations = { ...draft.skillActivations };
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for (const ability of selectedFocus?.abilities ?? []) {
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skillActivations[ability.id] = {
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mode: 'on_cooldown',
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targets: Math.max(1, Number(ability.attack?.target_cap ?? 1))
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};
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}
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return { ...draft, conditionalEffects, skillActivations };
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});
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const combatResults = $derived(evaluateLoadoutCombat(calculationDraft, data, summary));
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const skillCombatResult = $derived(evaluateLoadoutSkillCombat(calculationDraft, data, summary));
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const skillAbilityNames = $derived(Object.fromEntries(
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(selectedFocus?.abilities ?? []).map((ability: any) => [String(ability.id), String(ability.name)])
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));
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$effect(() => {
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const missing = selectedCombatEffects.filter((effect: any) => !draft.specialization.effectStates[effect.id]);
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if (!missing.length) return;
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draft.specialization.effectStates = {
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...draft.specialization.effectStates,
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...Object.fromEntries(missing.map((effect: any) => [effect.id, { mode: 'off' }]))
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const sources = [
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...selectedCombatEffects.map((effect: any) => ({ key: String(effect.id) })),
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...modeledTalents
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];
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const missing = sources.filter((source: any) => !draft.conditionalEffects[source.key]);
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if (missing.length) draft.conditionalEffects = {
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...draft.conditionalEffects,
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...Object.fromEntries(missing.map((effect: any) => [effect.key, { mode: 'off' }]))
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};
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const missingAbilities = (selectedFocus?.abilities ?? []).filter((ability: any) => !draft.skillActivations[ability.id]);
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if (missingAbilities.length) draft.skillActivations = {
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...draft.skillActivations,
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...Object.fromEntries(missingAbilities.map((ability: any) => [ability.id, { mode: 'off', targets: 1 }]))
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};
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});
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onMount(() => {
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if (data.initialBuild) return;
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const stored = localStorage.getItem('shd-build-loadout-draft-v2');
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localStorage.removeItem('shd-build-loadout-draft-v3');
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const stored = localStorage.getItem('shd-build-loadout-draft-v4');
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if (!stored) return;
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try {
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const parsed = parseLoadoutDraft(JSON.parse(stored));
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@@ -309,9 +410,9 @@
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draft = parsed;
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if (weaponItem(0) && weaponItem(1) && Number(weaponItem(0).is_exotic) && Number(weaponItem(1).is_exotic)) draft.weapons[1].itemId = '';
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saved = true;
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} else localStorage.removeItem('shd-build-loadout-draft-v2');
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} else localStorage.removeItem('shd-build-loadout-draft-v4');
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} catch {
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localStorage.removeItem('shd-build-loadout-draft-v2');
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localStorage.removeItem('shd-build-loadout-draft-v4');
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}
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});
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$effect(() => {
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@@ -327,7 +428,7 @@
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: 'Build published to the SHD archive.';
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});
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function saveDraft() {
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localStorage.setItem('shd-build-loadout-draft-v2', JSON.stringify(draft));
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localStorage.setItem('shd-build-loadout-draft-v4', JSON.stringify(draft));
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saved = true;
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toast.success('Draft saved locally', 'This loadout is available on this device.');
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}
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@@ -365,7 +466,7 @@
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{#if persistedSlug && persistedVisibility !== 'private'}<a class="builder-share-link" href={`/builds/${persistedSlug}`}>VIEW SHARE PAGE →</a>{/if}
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</div>
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{/if}
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<div class="builder-status"><span><i></i> LIVE CALCULATION</span><span>18 EQUIPMENT POSITIONS</span><span>{data.gear.length + data.weapons.length + data.chipSets.length + data.protocols.length} CATALOG ITEMS</span></div>
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<div class="builder-status"><span><i></i> LIVE CALCULATION</span><span>{draft.calculationMode === 'maximum' ? 'MAXIMUM POTENTIAL' : 'CUSTOM SCENARIO'}</span><span>18 EQUIPMENT POSITIONS</span><span>{data.gear.length + data.weapons.length + data.chipSets.length + data.protocols.length} CATALOG ITEMS</span></div>
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</div>
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{#if message}<p class="success" role="status">{message}</p>{/if}
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{#if form?.buildError}<p class="error" role="alert">{form.buildError}</p>{/if}
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@@ -394,6 +495,20 @@
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</section>
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{/each}
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</div>
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{#if draft.calculationMode === 'custom'}<div class="builder-skill-activation">
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<div class="builder-section-title"><div><span>SKILL ACTIVATION PROFILE</span><small>ALL ENABLED ABILITIES CONTRIBUTE TO COMBINED SKILL DPS</small></div><b>{selectedFocus.abilities.filter((ability: any) => (draft.skillActivations[ability.id]?.mode ?? 'off') !== 'off').length} ENABLED</b></div>
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{#each selectedFocus.abilities as ability}
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{@const activation = draft.skillActivations[ability.id] ?? { mode: 'off', targets: 1 }}
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<section>
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<header><ItemIcon src={ability.iconUrl} alt=""/><div><strong>{ability.name}</strong><small>{ability.attack ? `${ability.attack.delivery.toUpperCase()} · ${ability.attack.damage_type}` : 'ATTACK PROFILE NOT CONFIGURED'}</small></div></header>
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<SegmentedChoice legend={`${ability.name} activation`} name={`skill-${ability.id}-activation`} options={[{value:'off',label:'OFF'},{value:'on_cooldown',label:'ON COOLDOWN'},{value:'custom_per_minute',label:'CUSTOM / MIN'}]} value={activation.mode} onchange={(values) => setSkillActivation(ability.id,{mode:values[0]})}/>
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<div class="builder-skill-assumptions">
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{#if activation.mode === 'custom_per_minute'}<RangeValueControl label="Uses per minute" min={0.1} max={60} step={0.1} value={activation.usesPerMinute ?? 1} onchange={(value) => setSkillActivation(ability.id,{usesPerMinute:value})}/>{/if}
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<RangeValueControl label="Targets hit" min={1} max={Math.max(1,Number(ability.attack?.target_cap ?? 1))} step={1} value={activation.targets} onchange={(value) => setSkillActivation(ability.id,{targets:value})}/>
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</div>
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</section>
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{/each}
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</div>{/if}
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<div class="builder-specialization-telemetry"><span>POINTS <b>{selectedSpecializationPoints} / {data.specializationProgression.availablePoints}</b></span><span>CREDITS <b>{selectedSpecializationCosts.credits.toLocaleString()}</b></span>{#each selectedSpecializationCosts.resources as resource}<span>{String(resource[0]).replace('resource-electronics-','').replaceAll('-',' ').toUpperCase()} <b>× {resource[1]}</b></span>{/each}</div>
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<div class="builder-focus-tree">
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<div class="builder-section-title"><div><span>FOCUS UPGRADE TREE</span><small>PREVIOUS ROWS REQUIRE EVERY AVAILABLE RANK 1 + 2 BEFORE ADVANCING</small></div><b>{selectedFocus.nodes.length} NODES</b></div>
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@@ -405,9 +520,40 @@
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</div></section>
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{/each}
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</div>
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<CombatAssumptions bind:profile={draft.specialization.combatProfile}/>
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<CombatAssumptions bind:mode={draft.calculationMode} bind:profile={draft.combatProfile}/>
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{#if selectedCombatEffects.length}
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<div class="builder-conditional-effects"><div class="builder-section-title"><div><span>CONDITIONAL EFFECT PROFILES</span><small>CHOOSE HOW EACH UNLOCKED EFFECT CONTRIBUTES TO DPS</small></div><b>{selectedCombatEffects.length} EFFECTS</b></div>{#each selectedCombatEffects as effect}<ConditionalEffectCard id={effect.id} name={effect.definition?.name ?? effect.nodeName} description={combatEffectDescription(effect)} facts={[`${effect.trigger_count} HITS WITHIN ${effect.trigger_window_seconds}s`, `+${effect.stacks_per_trigger} STACK · MAX ${effect.max_stacks}`, `EXPIRES ${effect.duration_seconds}s AFTER LAST GAIN`, ...effect.modifiers.map((modifier: any) => `${unitValue(modifier.value_per_stack,modifier.stat_attribute_id)} ${attribute(modifier.stat_attribute_id)?.name ?? 'ATTRIBUTE'} PER STACK`)]} appliedState={draft.specialization.effectStates[effect.id]?.mode === 'peak' ? `APPLIED: ${effect.max_stacks}/${effect.max_stacks}` : draft.specialization.effectStates[effect.id]?.mode === 'encounter' ? `APPLIED: 0→${effect.max_stacks}/${effect.max_stacks}` : 'NOT APPLIED'} bind:effectState={draft.specialization.effectStates[effect.id]}/>{/each}</div>
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<div class="builder-conditional-effects">
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<div class="builder-section-title"><div><span>CONDITIONAL EFFECT PROFILES</span><small>CHOOSE HOW EACH UNLOCKED EFFECT CONTRIBUTES TO DPS</small></div><b>{selectedCombatEffects.length} EFFECTS</b></div>
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{#each selectedCombatEffects as effect}
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<ConditionalEffectCard
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id={effect.id}
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name={effect.definition?.name ?? effect.nodeName}
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description={combatEffectDescription(effect)}
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facts={conditionalFacts(effect.rule)}
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scenarioInputs={mechanicScenarioInputs(effect.rule)}
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appliedState={draft.calculationMode === 'maximum' ? 'MAXIMUM POTENTIAL' : draft.conditionalEffects[effect.id]?.mode === 'peak' ? 'PEAK MODE' : draft.conditionalEffects[effect.id]?.mode === 'encounter' ? 'ENCOUNTER MODE' : 'NOT APPLIED'}
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bind:effectState={draft.conditionalEffects[effect.id]}
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calculationMode={draft.calculationMode}
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/>
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{/each}
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</div>
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{/if}
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{#if modeledTalents.length}
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<div class="builder-conditional-effects">
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<div class="builder-section-title"><div><span>EQUIPPED TALENT MODELING</span><small>MODEL EACH MECHANIC PROGRAM OR EXCLUDE IT FROM CALCULATIONS</small></div><b>{modeledTalents.length} TALENTS</b></div>
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{#each modeledTalents as equipped}
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<ConditionalEffectCard
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id={equipped.key}
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name={equipped.custom?.name ?? talent(equipped.id)?.name ?? 'Talent'}
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description={equipped.description}
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facts={conditionalFacts(equipped.rule)}
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scenarioInputs={mechanicScenarioInputs(equipped.rule)}
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appliedState={draft.calculationMode === 'maximum' ? 'MAXIMUM POTENTIAL' : draft.conditionalEffects[equipped.key]?.mode === 'peak' ? 'PEAK MODE' : draft.conditionalEffects[equipped.key]?.mode === 'encounter' ? 'ENCOUNTER MODE' : 'NOT APPLIED'}
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bind:effectState={draft.conditionalEffects[equipped.key]}
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calculationMode={draft.calculationMode}
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/>
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{/each}
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</div>
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{/if}
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{/if}
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{:else if activeParts[0] === 'gear'}
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@@ -478,12 +624,13 @@
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<div class="summary-head"><div><p class="eyebrow"><span></span> LIVE SUMMARY</p><h2>AGENT STATS</h2></div><b>{summary.stats.length}</b></div>
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<div class="summary-core">{#each ['Firepower','Toughness','Engineering'] as name}{@const stat = summary.stats.find((entry) => attribute(entry.id)?.name === name)}<div><GameIcon name={name.toLowerCase() as GameIconName} decorative/><span>{name}<b>{stat ? unitValue(stat.value,stat.id) : '0'}</b></span></div>{/each}</div>
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<div class="builder-combat-results">{#each combatResults as result}<WeaponCalculationResult {result}/>{/each}</div>
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<div class="builder-combat-results"><SkillCalculationResult result={skillCombatResult} abilityNames={skillAbilityNames}/></div>
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<div class="summary-scroll">
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<div class="summary-section"><header><span>COMBINED ATTRIBUTES</span><b>{summary.stats.length}</b></header>{#each summary.stats as stat}<div class="summary-stat"><span>{attribute(stat.id)?.name}<small>{attribute(stat.id)?.category} · {stat.sourceCount} SOURCE{stat.sourceCount === 1 ? '' : 'S'}</small></span><b>{unitValue(stat.value,stat.id)}</b></div>{:else}<p>Equip and configure items to calculate attributes.</p>{/each}</div>
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<div class="summary-section"><header><span>ACTIVE SET BONUSES</span><b>{summary.activeBonuses.length}</b></header>{#each summary.activeBonuses as bonus}<div class="summary-bonus"><span><b>{bonus.name}</b><small>{bonus.pieces}-PIECE · {bonus.count} EQUIPPED</small></span><em>+{unitValue(bonus.value,bonus.statId)} {attribute(bonus.statId)?.name}</em></div>{:else}<p>Matching Brand Sets and Skill Chips activate bonuses here.</p>{/each}</div>
|
||||
<div class="summary-section"><header><span>EQUIPPED TALENTS</span><b>{summary.equippedTalents.length}</b></header>{#each summary.equippedTalents as equipped}<label class="summary-talent"><input type="checkbox" checked={draft.activeTalents.includes(equipped.key)} onchange={() => toggleTalent(equipped.key)}/><span><b>{equipped.custom?.name ?? talent(equipped.id)?.name ?? 'Talent'}</b><small>{equipped.source} · {draft.activeTalents.includes(equipped.key) ? 'TRIGGER ACTIVE' : 'CONDITIONAL'}</small><em>{equipped.description}</em>{#if equipped.id && talentCooldown(equipped.id)}<i class="talent-cooldown">{talentCooldown(equipped.id)}</i>{/if}</span></label>{:else}<p>Selected equipment talents appear here.</p>{/each}</div>
|
||||
<div class="summary-section"><header><span>EQUIPPED TALENTS</span><b>{summary.equippedTalents.length}</b></header>{#each summary.equippedTalents as equipped}<label class="summary-talent">{#if draft.calculationMode === 'custom'}<input type="checkbox" checked={(draft.conditionalEffects[equipped.key]?.mode ?? 'off') !== 'off'} onchange={() => toggleTalent(equipped.key)}/>{/if}<span><b>{equipped.custom?.name ?? talent(equipped.id)?.name ?? 'Talent'}</b><small>{equipped.source} · {draft.calculationMode === 'maximum' ? 'MAXIMUM POTENTIAL' : (draft.conditionalEffects[equipped.key]?.mode ?? 'off') !== 'off' ? 'INCLUDED' : 'CONDITIONAL'}</small><em>{equipped.description}</em>{#if equipped.id && talentCooldown(equipped.id)}<i class="talent-cooldown">{talentCooldown(equipped.id)}</i>{/if}</span></label>{:else}<p>Selected equipment talents appear here.</p>{/each}</div>
|
||||
</div>
|
||||
<p class="notice">Talent effects enter totals only while marked trigger active. Anonymous drafts remain on this device.</p>
|
||||
<p class="notice">{draft.calculationMode === 'maximum' ? 'Maximum Potential applies every configured effect at best-case uptime. ' : 'Custom Scenario uses each mechanic program and the encounter settings saved with this loadout. '}Anonymous drafts remain on this device.</p>
|
||||
</aside>
|
||||
</div>
|
||||
</main>
|
||||
|
||||
Reference in New Issue
Block a user