Android build v1.0.36
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@@ -432,6 +432,13 @@ function talentEffectCapacity(level: number) {
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return Math.min(4, Math.max(0, Math.floor(level / 5)))
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}
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function talentEffectSource(effectType: string) {
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if (effectType.startsWith('mend_')) return 'Mend'
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if (effectType.startsWith('radiance_')) return 'Radiance'
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if (effectType.startsWith('shield_') || effectType.startsWith('shielded_')) return 'Shield'
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return effectType
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}
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type ComponentTemplate = { id: number; slug: string; name: string; itemLevel: number; glyph: string; description: string }
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const COMPONENT_ITEMS: Record<number, ComponentTemplate> = {
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1: { id: 600, slug: 'minor-component', name: 'Minor Component', itemLevel: 1, glyph: '◆', description: 'A basic crafting component.' },
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@@ -1112,6 +1119,16 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
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} else {
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const capacity = talentEffectCapacity(cd.level)
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if (capacity <= 0) throw new Error('Spell effects unlock at level 5.')
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const source = talentEffectSource(talent.effectType)
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const sourceConflict = gameClass.talents.find(
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(candidate) =>
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candidate.id !== talentId
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&& (cd.talentRanks[String(candidate.id)] ?? 0) > 0
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&& talentEffectSource(candidate.effectType) === source,
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)
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if (sourceConflict) {
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throw new Error(`Only one ${source} spell effect can be active.`)
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}
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const activeCount = gameClass.talents.reduce(
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(total, candidate) => total + ((cd.talentRanks[String(candidate.id)] ?? 0) > 0 ? 1 : 0),
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0,
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