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5 Commits

Author SHA1 Message Date
Warren H f8a1fbc5e2 Android build v1.0.38 2026-06-20 18:06:39 -04:00
Warren H bab2dce6c3 Android build v1.0.37 2026-06-20 17:52:12 -04:00
Warren H cb38042eca Android build v1.0.37 2026-06-20 17:50:57 -04:00
Warren H 753bba581a Android build v1.0.36 2026-06-20 16:57:03 -04:00
Warren H 2300973164 Android build v1.0.35 2026-06-20 16:10:35 -04:00
25 changed files with 1167 additions and 293 deletions
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+2 -2
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@@ -7,8 +7,8 @@ android {
applicationId "com.warren.iwanttoheal"
minSdkVersion rootProject.ext.minSdkVersion
targetSdkVersion rootProject.ext.targetSdkVersion
versionCode 53
versionName "1.0.34"
versionCode 58
versionName "1.0.38"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
aaptOptions {
// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
+13 -9
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@@ -678,18 +678,22 @@ JOIN coin_sources
ON coin_sources.encounter_id = crafting_recipes.source_encounter_id
AND coin_sources.difficulty_id = crafting_recipes.difficulty_id;
DELETE FROM character_talents
WHERE talent_id IN (SELECT id FROM talents WHERE class_id = 1);
DELETE FROM talents WHERE class_id = 1;
INSERT OR IGNORE INTO talents
(id, class_id, slug, name, max_rank, tier, branch, prerequisite_talent_id, prerequisite_rank, effect_type, effect_value_per_rank, glyph, description)
VALUES
(1, 1, 'bright-reserves', 'Bright Reserves', 5, 1, 1, NULL, 0, 'max_resource', 2, 'M', 'Increases maximum Mana by 2 per rank.'),
(2, 1, 'gentle-dawn', 'Gentle Dawn', 5, 1, 2, NULL, 0, 'hot_power_percent', 2, '~', 'Increases healing-over-time power by 2% per rank.'),
(10, 1, 'steady-hands', 'Steady Hands', 5, 1, 3, NULL, 0, 'direct_heal_percent', 2, '+', 'Increases direct healing by 2% per rank.'),
(11, 1, 'overflowing-light', 'Overflowing Light', 5, 2, 1, 1, 3, 'resource_regen_percent', 2, 'O', 'Improves Mana regeneration by 2% per rank. Requires Bright Reserves rank 3.'),
(12, 1, 'lingering-rays', 'Lingering Rays', 5, 2, 2, 2, 3, 'hot_duration_percent', 4, 'L', 'Extends healing-over-time duration by 4% per rank. Requires Gentle Dawn rank 3.'),
(13, 1, 'radiant-precision', 'Radiant Precision', 5, 2, 3, 10, 3, 'critical_heal_percent', 1, '!', 'Adds 1% healing critical chance per rank. Requires Steady Hands rank 3.'),
(14, 1, 'sunlit-aegis', 'Sunlit Aegis', 3, 3, 1, 11, 5, 'absorb_power_percent', 5, 'A', 'Strengthens absorb effects by 5% per rank. Requires Overflowing Light rank 5.'),
(15, 1, 'shared-dawn', 'Shared Dawn', 3, 3, 2, 12, 5, 'party_heal_percent', 5, '*', 'Increases party-wide healing by 5% per rank. Requires Lingering Rays rank 5.'),
(16, 1, 'miracle-worker', 'Miracle Worker', 1, 4, 2, 15, 3, 'cooldown_reduction_percent', 10, 'S', 'Reduces major healing cooldowns by 10%. Requires Shared Dawn rank 3.'),
(1, 1, 'shield-applies-renew', 'Shield applies Renew', 1, 1, 1, NULL, 0, 'shield_applies_renew', 0, '~', 'Sun Ward also applies Renew to the target.'),
(2, 1, 'mend-applies-renew', 'Mend applies Renew', 1, 1, 2, NULL, 0, 'mend_applies_renew', 0, '~', 'Mend also applies Renew to the target.'),
(10, 1, 'mend-adds-shield', 'Mend adds Shield', 1, 1, 3, NULL, 0, 'mend_applies_shield', 0, 'O', 'Mend also applies a shield at 50% strength to the target.'),
(11, 1, 'radiance-adds-shield', 'Radiance adds Shield', 1, 1, 4, NULL, 0, 'radiance_applies_shield', 0, 'O', 'Radiance applies a shield at 30% strength to affected party members.'),
(12, 1, 'radiance-applies-renew', 'Radiance applies Renew', 1, 1, 5, NULL, 0, 'radiance_applies_renew', 0, '~', 'Radiance applies Renew at 50% duration to affected party members.'),
(13, 1, 'shielded-damage-reduction', 'Shielded takes less', 1, 1, 6, NULL, 0, 'shielded_damage_reduction', 0, 'D', 'While shielded, the target receives 20% less damage.'),
(14, 1, 'shielded-healing-bonus', 'Shielded healing boost', 1, 1, 7, NULL, 0, 'shielded_healing_bonus', 0, '+', 'While shielded, the target receives 20% more healing.'),
(15, 1, 'mend-reduces-radiance', 'Mend lowers Radiance', 1, 1, 8, NULL, 0, 'mend_reduces_radiance_cooldown', 0, '*', 'Casting Mend reduces the cooldown of Radiance by 2 seconds.'),
(3, 2, 'deep-roots', 'Deep Roots', 5, 1, 1, NULL, 0, 'max_resource', 2, 'R', 'Increases maximum Bloom by 2 per rank.'),
(20, 2, 'patient-growth', 'Patient Growth', 5, 1, 2, NULL, 0, 'hot_power_percent', 2, 's', 'Increases healing-over-time power by 2% per rank.'),
@@ -0,0 +1,67 @@
<svg xmlns="http://www.w3.org/2000/svg" width="620" height="540" viewBox="0 0 620 540" role="img" aria-label="Ayn Thor secondary display spell effect quick swap mockup">
<rect width="620" height="540" fill="#111219"/>
<rect x="16" y="16" width="588" height="48" fill="#20222d" stroke="#0a0b0e" stroke-width="3"/>
<text x="32" y="36" fill="#8aa0b7" font-family="monospace" font-size="11" font-weight="700">SPELL EFFECTS</text>
<text x="32" y="56" fill="#f5e6b2" font-family="monospace" font-size="18" font-weight="900">Quick Swap</text>
<text x="460" y="47" fill="#83d99b" font-family="monospace" font-size="13" font-weight="900">4/4 ACTIVE</text>
<g transform="translate(16 82)">
<rect width="588" height="118" fill="#191b25" stroke="#3a3944" stroke-width="2"/>
<text x="16" y="28" fill="#8aa0b7" font-family="monospace" font-size="10" font-weight="700">ACTIVE SLOTS</text>
<g transform="translate(14 46)">
<rect width="130" height="54" fill="#29291f" stroke="#e5b95f" stroke-width="3"/>
<text x="10" y="20" fill="#e5b95f" font-family="monospace" font-size="11" font-weight="900">LV 5</text>
<text x="10" y="39" fill="#f7f2d7" font-family="monospace" font-size="12" font-weight="900">Mend Renew</text>
</g>
<g transform="translate(154 46)">
<rect width="130" height="54" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="10" y="20" fill="#6da7df" font-family="monospace" font-size="11" font-weight="900">LV 10</text>
<text x="10" y="39" fill="#f7f2d7" font-family="monospace" font-size="12" font-weight="900">Rad Shield</text>
</g>
<g transform="translate(294 46)">
<rect width="130" height="54" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="10" y="20" fill="#4fb978" font-family="monospace" font-size="11" font-weight="900">LV 15</text>
<text x="10" y="39" fill="#f7f2d7" font-family="monospace" font-size="12" font-weight="900">Shield DR</text>
</g>
<g transform="translate(434 46)">
<rect width="130" height="54" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="10" y="20" fill="#b16dde" font-family="monospace" font-size="11" font-weight="900">LV 20</text>
<text x="10" y="39" fill="#f7f2d7" font-family="monospace" font-size="12" font-weight="900">Mend CD</text>
</g>
</g>
<g transform="translate(16 218)">
<rect width="278" height="286" fill="#191b25" stroke="#3a3944" stroke-width="2"/>
<text x="16" y="28" fill="#8aa0b7" font-family="monospace" font-size="10" font-weight="700">POOL</text>
<g transform="translate(14 46)">
<rect width="250" height="42" fill="#29291f" stroke="#e5b95f" stroke-width="3"/>
<text x="12" y="26" fill="#f5e6b2" font-family="monospace" font-size="13" font-weight="900">Mend applies Renew</text>
</g>
<g transform="translate(14 98)">
<rect width="250" height="42" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="12" y="26" fill="#f7f2d7" font-family="monospace" font-size="13" font-weight="900">Shield applies Renew</text>
</g>
<g transform="translate(14 150)">
<rect width="250" height="42" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="12" y="26" fill="#f7f2d7" font-family="monospace" font-size="13" font-weight="900">Mend adds Shield</text>
</g>
<g transform="translate(14 202)">
<rect width="250" height="42" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="12" y="26" fill="#f7f2d7" font-family="monospace" font-size="13" font-weight="900">Radiance Renew</text>
</g>
</g>
<g transform="translate(310 218)">
<rect width="294" height="286" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="16" y="28" fill="#8aa0b7" font-family="monospace" font-size="10" font-weight="700">DETAIL</text>
<text x="16" y="58" fill="#f5e6b2" font-family="monospace" font-size="18" font-weight="900">Mend applies Renew</text>
<text x="16" y="92" fill="#d7dbe0" font-family="monospace" font-size="13">Mend also applies Renew to</text>
<text x="16" y="112" fill="#d7dbe0" font-family="monospace" font-size="13">the target.</text>
<text x="16" y="150" fill="#83d99b" font-family="monospace" font-size="12" font-weight="900">Rule: same HoT refreshes.</text>
<text x="16" y="172" fill="#83d99b" font-family="monospace" font-size="12" font-weight="900">Different HoTs coexist.</text>
<rect x="16" y="216" width="120" height="44" rx="3" fill="#e5b95f" stroke="#0a0b0e" stroke-width="3"/>
<text x="50" y="244" fill="#21180a" font-family="monospace" font-size="14" font-weight="900">Equip</text>
<rect x="154" y="216" width="120" height="44" rx="3" fill="#191b25" stroke="#3a3944" stroke-width="2"/>
<text x="184" y="244" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Clear</text>
</g>
</svg>

After

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@@ -0,0 +1,90 @@
<svg xmlns="http://www.w3.org/2000/svg" width="960" height="540" viewBox="0 0 960 540" role="img" aria-label="Ayn Thor main display talent effect planner mockup">
<rect width="960" height="540" fill="#111219"/>
<rect x="20" y="18" width="920" height="50" fill="#20222d" stroke="#0a0b0e" stroke-width="3"/>
<text x="38" y="39" fill="#8aa0b7" font-family="monospace" font-size="12" font-weight="700">CHARACTER WORKSHOP</text>
<text x="38" y="59" fill="#f5e6b2" font-family="monospace" font-size="20" font-weight="900">Spell Effects</text>
<rect x="764" y="28" width="154" height="30" rx="3" fill="#e5b95f" stroke="#0a0b0e" stroke-width="3"/>
<text x="786" y="49" fill="#21180a" font-family="monospace" font-size="13" font-weight="900">Save Loadout</text>
<g transform="translate(20 88)">
<rect width="294" height="420" fill="#191b25" stroke="#3a3944" stroke-width="2"/>
<text x="18" y="28" fill="#8aa0b7" font-family="monospace" font-size="11" font-weight="700">UNLOCKED SLOTS</text>
<text x="18" y="53" fill="#f7f2d7" font-family="monospace" font-size="19" font-weight="900">4 active effects</text>
<g transform="translate(16 76)">
<rect width="262" height="58" fill="#29291f" stroke="#e5b95f" stroke-width="3"/>
<circle cx="29" cy="29" r="15" fill="#e5b95f"/>
<text x="22" y="34" fill="#21180a" font-family="monospace" font-size="13" font-weight="900">5</text>
<text x="56" y="25" fill="#f5e6b2" font-family="monospace" font-size="15" font-weight="900">Mend applies Renew</text>
<text x="56" y="45" fill="#83d99b" font-family="monospace" font-size="11">Selected</text>
</g>
<g transform="translate(16 148)">
<rect width="262" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<circle cx="29" cy="29" r="15" fill="#6da7df"/>
<text x="18" y="34" fill="#08111c" font-family="monospace" font-size="12" font-weight="900">10</text>
<text x="56" y="25" fill="#f7f2d7" font-family="monospace" font-size="15" font-weight="900">Radiance adds shield</text>
<text x="56" y="45" fill="#8aa0b7" font-family="monospace" font-size="11">30 percent strength</text>
</g>
<g transform="translate(16 220)">
<rect width="262" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<circle cx="29" cy="29" r="15" fill="#4fb978"/>
<text x="18" y="34" fill="#071408" font-family="monospace" font-size="12" font-weight="900">15</text>
<text x="56" y="25" fill="#f7f2d7" font-family="monospace" font-size="15" font-weight="900">Shielded takes less</text>
<text x="56" y="45" fill="#8aa0b7" font-family="monospace" font-size="11">20 percent damage cut</text>
</g>
<g transform="translate(16 292)">
<rect width="262" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<circle cx="29" cy="29" r="15" fill="#b16dde"/>
<text x="18" y="34" fill="#15071c" font-family="monospace" font-size="12" font-weight="900">20</text>
<text x="56" y="25" fill="#f7f2d7" font-family="monospace" font-size="15" font-weight="900">Mend lowers Radiance</text>
<text x="56" y="45" fill="#8aa0b7" font-family="monospace" font-size="11">-2 sec cooldown</text>
</g>
</g>
<g transform="translate(334 88)">
<rect width="606" height="286" fill="#191b25" stroke="#3a3944" stroke-width="2"/>
<text x="18" y="28" fill="#8aa0b7" font-family="monospace" font-size="11" font-weight="700">EFFECT POOL</text>
<text x="18" y="53" fill="#f7f2d7" font-family="monospace" font-size="19" font-weight="900">Pick effects, swap anytime</text>
<g transform="translate(18 76)">
<rect width="276" height="58" fill="#29291f" stroke="#e5b95f" stroke-width="3"/>
<text x="14" y="24" fill="#f5e6b2" font-family="monospace" font-size="14" font-weight="900">Mend applies Renew</text>
<text x="14" y="45" fill="#b7c3d0" font-family="monospace" font-size="11">Direct heal also applies Renew.</text>
<text x="226" y="24" fill="#83d99b" font-family="monospace" font-size="10" font-weight="900">ON</text>
</g>
<g transform="translate(312 76)">
<rect width="276" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="14" y="24" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Shield applies Renew</text>
<text x="14" y="45" fill="#b7c3d0" font-family="monospace" font-size="11">Sun Ward adds a Renew effect.</text>
</g>
<g transform="translate(18 148)">
<rect width="276" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="14" y="24" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Mend adds Shield</text>
<text x="14" y="45" fill="#b7c3d0" font-family="monospace" font-size="11">50 percent shield strength.</text>
</g>
<g transform="translate(312 148)">
<rect width="276" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="14" y="24" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Radiance adds Shield</text>
<text x="14" y="45" fill="#b7c3d0" font-family="monospace" font-size="11">30 percent to affected allies.</text>
</g>
<g transform="translate(18 220)">
<rect width="276" height="46" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="14" y="20" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Radiance applies Renew</text>
<text x="14" y="38" fill="#b7c3d0" font-family="monospace" font-size="11">50 percent duration.</text>
</g>
<g transform="translate(312 220)">
<rect width="276" height="46" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="14" y="20" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Shielded gets +healing</text>
<text x="14" y="38" fill="#b7c3d0" font-family="monospace" font-size="11">20 percent more healing.</text>
</g>
</g>
<g transform="translate(334 392)">
<rect width="606" height="116" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="18" y="26" fill="#8aa0b7" font-family="monospace" font-size="11" font-weight="700">SELECTED EFFECT</text>
<text x="18" y="52" fill="#f5e6b2" font-family="monospace" font-size="20" font-weight="900">Mend applies Renew</text>
<text x="18" y="78" fill="#d7dbe0" font-family="monospace" font-size="13">Casting Mend also applies Renew to the same target. Renew refreshes itself; different HoTs coexist.</text>
<rect x="470" y="32" width="112" height="42" rx="3" fill="#e5b95f" stroke="#0a0b0e" stroke-width="3"/>
<text x="497" y="58" fill="#21180a" font-family="monospace" font-size="14" font-weight="900">Equip</text>
</g>
</svg>

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+70 -2
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@@ -1862,9 +1862,20 @@ function upgradeItem(database, characterId, itemId) {
return getProfile(database, characterId)
}
function talentEffectCapacity(level) {
return Math.min(4, Math.max(0, Math.floor(level / 5)))
}
function talentEffectSource(effectType) {
if (effectType.startsWith('mend_')) return 'Mend'
if (effectType.startsWith('radiance_')) return 'Radiance'
if (effectType.startsWith('shield_') || effectType.startsWith('shielded_')) return 'Shield'
return effectType
}
function allocateTalent(database, characterId, talentId) {
const character = database.prepare(`
SELECT class_id AS classId, talent_points AS talentPoints
SELECT class_id AS classId, level, talent_points AS talentPoints
FROM characters
WHERE id = ?
`).get(characterId)
@@ -1876,7 +1887,8 @@ function allocateTalent(database, characterId, talentId) {
max_rank AS maxRank,
tier,
prerequisite_talent_id AS prerequisiteTalentId,
prerequisite_rank AS prerequisiteRank
prerequisite_rank AS prerequisiteRank,
effect_type AS effectType
FROM talents
WHERE id = ?
`).get(talentId)
@@ -1884,6 +1896,60 @@ function allocateTalent(database, characterId, talentId) {
if (!talent || talent.classId !== character.classId) {
throw new Error('That talent does not belong to the active class.')
}
if (character.classId === 1) {
const currentRank = database.prepare(`
SELECT rank
FROM character_talents
WHERE character_id = ? AND talent_id = ?
`).get(characterId, talentId)?.rank ?? 0
database.exec('BEGIN')
try {
if (currentRank > 0) {
database.prepare(`
DELETE FROM character_talents
WHERE character_id = ? AND talent_id = ?
`).run(characterId, talentId)
} else {
const capacity = talentEffectCapacity(character.level)
if (capacity <= 0) throw new Error('Spell effects unlock at level 5.')
const activeTalents = database.prepare(`
SELECT
talents.id,
talents.name,
talents.effect_type AS effectType
FROM character_talents
JOIN talents ON talents.id = character_talents.talent_id
WHERE character_talents.character_id = ?
AND talents.class_id = ?
AND character_talents.rank > 0
`).all(characterId, character.classId)
const source = talentEffectSource(talent.effectType)
const sourceConflict = activeTalents.find(
(candidate) => candidate.id !== talentId && talentEffectSource(candidate.effectType) === source,
)
if (sourceConflict) {
throw new Error(`Only one ${source} spell effect can be active.`)
}
const activeCount = activeTalents.length
if (activeCount >= capacity) {
throw new Error(`Level ${character.level} allows ${capacity} active spell effect${capacity === 1 ? '' : 's'}.`)
}
database.prepare(`
INSERT INTO character_talents (character_id, talent_id, rank)
VALUES (?, ?, 1)
ON CONFLICT(character_id, talent_id)
DO UPDATE SET rank = 1
`).run(characterId, talentId)
}
database.exec('COMMIT')
} catch (error) {
database.exec('ROLLBACK')
throw error
}
return getProfile(database, characterId)
}
if (character.talentPoints <= 0) {
throw new Error('No talent points are available.')
}
@@ -1962,11 +2028,13 @@ function resetTalents(database, characterId) {
WHERE character_id = ?
AND talent_id IN (SELECT id FROM talents WHERE class_id = ?)
`).run(characterId, character.classId)
if (character.classId !== 1) {
database.prepare(`
UPDATE characters
SET talent_points = MIN(level, talent_points + ?)
WHERE id = ?
`).run(refunded, characterId)
}
database.exec('COMMIT')
} catch (error) {
database.exec('ROLLBACK')
+388 -1
View File
@@ -1683,7 +1683,8 @@ h2 {
.equipment-screen .equipment-layout,
.equipment-screen .crafting-panel,
.talent-screen .talent-tree {
.talent-screen .talent-tree,
.talent-screen .spell-effect-layout {
flex: 1;
min-height: 0;
}
@@ -3454,6 +3455,260 @@ h2 {
margin-top: 17px;
}
.talent-empty-state {
background: var(--panel-light);
border: 2px solid #090a0d;
margin-top: 17px;
outline: 2px solid #41404a;
padding: 18px;
}
.spell-effect-layout {
display: grid;
gap: 14px;
grid-template-columns: 220px minmax(0, 1fr);
margin-top: 17px;
min-height: 0;
}
.effect-slots-panel,
.effect-pool-panel {
background: #191b25;
border: 2px solid #090a0d;
display: flex;
flex-direction: column;
min-height: 0;
outline: 2px solid #3a3944;
padding: 12px;
}
.effect-slots-panel {
display: grid;
gap: 10px;
grid-auto-rows: minmax(76px, auto);
}
.effect-slot {
background: #20222d;
border: 2px solid #090a0d;
color: var(--ink);
cursor: pointer;
outline: 2px solid #3a3944;
padding: 10px;
text-align: left;
}
.effect-slot.filled {
background: #29291f;
outline-color: var(--gold);
}
.effect-slot.locked {
opacity: 0.58;
}
.effect-slot span,
.effect-pool > button i {
color: var(--gold);
font-family: 'Press Start 2P', monospace;
font-size: 8px;
text-transform: uppercase;
}
.effect-slot strong,
.effect-slot small {
display: block;
}
.effect-slot strong {
font-family: 'Press Start 2P', monospace;
font-size: 8px;
line-height: 1.35;
margin-top: 8px;
}
.effect-slot small {
color: var(--muted);
font-size: 14px;
line-height: 1;
margin-top: 6px;
}
.effect-panel-heading {
align-items: center;
display: flex;
justify-content: space-between;
}
.effect-panel-heading > span {
color: var(--gold);
font-family: 'Press Start 2P', monospace;
font-size: 9px;
}
.selected-effect-strip {
align-items: center;
background: #20222d;
border: 2px solid #090a0d;
display: grid;
gap: 12px;
grid-template-columns: minmax(0, 1fr) auto;
margin-top: 12px;
outline: 2px solid #3a3944;
padding: 10px;
}
.selected-effect-strip strong,
.selected-effect-strip small {
display: block;
}
.selected-effect-strip strong {
color: var(--gold);
font-family: 'Press Start 2P', monospace;
font-size: 9px;
line-height: 1.35;
margin-top: 5px;
}
.selected-effect-strip small {
color: var(--muted);
font-size: 15px;
line-height: 1;
margin-top: 5px;
}
.selected-effect-strip .primary-button {
min-width: 120px;
padding: 9px 12px;
}
.effect-pool {
align-content: start;
display: grid;
flex: 1;
gap: 10px;
grid-template-columns: repeat(4, minmax(0, 1fr));
grid-template-rows: repeat(2, 62px);
margin-top: 12px;
min-height: 0;
overflow: hidden;
}
.effect-pool > button {
align-content: center;
background: #20222d;
border: 2px solid #090a0d;
color: var(--ink);
cursor: pointer;
display: grid;
gap: 6px;
grid-template-columns: 26px minmax(0, 1fr);
min-height: 0;
outline: 2px solid #3a3944;
overflow: hidden;
padding: 7px;
text-align: left;
}
.effect-pool > button.active {
background: #29291f;
outline-color: var(--gold);
}
.effect-pool > button.selected {
border-color: var(--gold);
}
.effect-pool > button:disabled:not(.active) {
cursor: not-allowed;
opacity: 0.55;
}
.effect-pool > button > span {
align-items: center;
background: #15161c;
border: 1px solid #55515f;
color: var(--gold);
display: flex;
font-family: 'Press Start 2P', monospace;
height: 26px;
justify-content: center;
}
.effect-pool strong,
.effect-pool small {
display: block;
}
.effect-pool strong {
font-family: 'Press Start 2P', monospace;
font-size: 7px;
line-height: 1.35;
}
.effect-pool small {
color: var(--muted);
font-size: 11px;
line-height: 1;
margin-top: 5px;
}
.effect-pool > button i {
grid-column: 1 / -1;
line-height: 1;
}
.effect-pager {
align-items: center;
display: flex;
gap: 8px;
justify-content: flex-end;
margin-top: 8px;
}
.effect-pager button {
background: #15161c;
border: 2px solid #090a0d;
color: var(--ink);
cursor: pointer;
font-family: 'Press Start 2P', monospace;
font-size: 7px;
min-height: 28px;
outline: 2px solid #41404a;
padding: 4px 8px;
text-transform: uppercase;
}
.effect-pager button:disabled {
color: #676773;
cursor: not-allowed;
}
.effect-pager span {
color: var(--gold);
font-family: 'Press Start 2P', monospace;
font-size: 8px;
}
@media (max-width: 800px) {
.spell-effect-layout {
grid-template-columns: 1fr;
}
.effect-slots-panel {
grid-template-columns: repeat(2, minmax(0, 1fr));
}
.effect-pool {
grid-template-columns: repeat(2, minmax(0, 1fr));
}
.selected-effect-strip {
grid-template-columns: 1fr;
}
}
.talent-tier {
align-items: stretch;
border-bottom: 1px solid #393943;
@@ -5109,6 +5364,19 @@ h2 {
margin-bottom: 4px;
}
.speed-badge {
background: var(--gold);
border: 2px solid #0a0b0e;
color: #21180a;
display: inline-block;
font-family: 'Press Start 2P', monospace;
font-size: 8px;
line-height: 1;
margin: 0 0 5px;
padding: 5px 7px;
text-transform: uppercase;
}
.action-panel .resource-row {
justify-content: flex-start;
}
@@ -7354,6 +7622,125 @@ h2 {
margin-top: 4px;
}
.workshop-shell .spell-effect-layout {
gap: 6px;
grid-template-columns: 172px minmax(0, 1fr);
margin-top: 5px;
overflow: hidden;
}
.workshop-shell .effect-slots-panel,
.workshop-shell .effect-pool-panel {
padding: 5px;
}
.workshop-shell .effect-slots-panel {
gap: 5px;
grid-auto-rows: minmax(43px, 1fr);
}
.workshop-shell .effect-slot {
min-height: 0;
overflow: hidden;
padding: 5px;
}
.workshop-shell .effect-slot span,
.workshop-shell .effect-pool > button i,
.workshop-shell .effect-panel-heading > span,
.workshop-shell .effect-pager span {
font-size: 6px;
}
.workshop-shell .effect-slot strong {
font-size: 6px;
line-height: 1.15;
margin-top: 3px;
}
.workshop-shell .effect-slot small {
font-size: 9px;
line-height: 1;
margin-top: 2px;
max-height: 18px;
overflow: hidden;
}
.workshop-shell .effect-panel-heading h2 {
font-size: 9px;
line-height: 1.1;
}
.workshop-shell .selected-effect-strip {
gap: 6px;
grid-template-columns: minmax(0, 1fr) auto;
margin-top: 5px;
padding: 5px;
}
.workshop-shell .selected-effect-strip .eyebrow {
display: none;
}
.workshop-shell .selected-effect-strip strong {
font-size: 7px;
line-height: 1.1;
margin-top: 0;
}
.workshop-shell .selected-effect-strip small {
font-size: 10px;
line-height: 1;
margin-top: 3px;
max-height: 20px;
overflow: hidden;
}
.workshop-shell .selected-effect-strip .primary-button {
font-size: 7px;
min-height: 25px;
min-width: 72px;
padding: 3px 6px;
}
.workshop-shell .effect-pool {
gap: 5px;
grid-template-columns: repeat(4, minmax(0, 1fr));
grid-template-rows: repeat(2, 52px);
margin-top: 5px;
}
.workshop-shell .effect-pool > button {
gap: 4px;
grid-template-columns: 22px minmax(0, 1fr);
padding: 4px;
}
.workshop-shell .effect-pool > button > span {
height: 22px;
}
.workshop-shell .effect-pool strong {
font-size: 6px;
line-height: 1.15;
}
.workshop-shell .effect-pool small {
font-size: 9px;
margin-top: 2px;
}
.workshop-shell .effect-pager {
gap: 5px;
margin-top: 4px;
}
.workshop-shell .effect-pager button {
font-size: 6px;
min-height: 22px;
padding: 2px 5px;
}
.workshop-shell .talent-tier {
gap: 6px;
grid-template-columns: 66px minmax(0, 1fr);
+100 -33
View File
@@ -105,18 +105,18 @@ function effectiveMaxHealth(member: PartyMember) {
return Math.max(1, Math.round(member.maxHealth * (member.maxHealthPenaltyTicks && member.maxHealthPenaltyTicks > 0 ? 0.75 : 1)))
}
function healAmount(member: PartyMember, amount: number) {
return Math.round(amount * (member.healingReductionTicks && member.healingReductionTicks > 0 ? 0.75 : 1))
function healAmount(member: PartyMember, amount: number, multiplier = 1) {
return Math.round(amount * (member.healingReductionTicks && member.healingReductionTicks > 0 ? 0.75 : 1) * multiplier)
}
function healMember(member: PartyMember, amount: number) {
return clamp(member.health + healAmount(member, amount), 0, effectiveMaxHealth(member))
function healMember(member: PartyMember, amount: number, multiplier = 1) {
return clamp(member.health + healAmount(member, amount, multiplier), 0, effectiveMaxHealth(member))
}
function memberHotEffects(member: PartyMember) {
if (member.hotEffects?.length) return member.hotEffects
return member.hotTicks > 0
? [{ id: 'legacy-renew', label: 'Renew', ticks: member.hotTicks, power: 6 }]
? [{ id: 'legacy-renew', spellId: 'legacy-renew', label: 'Renew', ticks: member.hotTicks, power: 6 }]
: []
}
@@ -125,15 +125,15 @@ function effectId(prefix: string) {
}
function addHotEffect(member: PartyMember, spell: Spell, ticks = 5) {
return [
...memberHotEffects(member),
{
const nextEffect = {
id: effectId(spell.id),
spellId: spell.id,
label: spell.name,
ticks,
power: Math.max(1, Math.round(spell.power / 2)),
},
]
}
const currentEffects = memberHotEffects(member).filter((effect) => effect.spellId !== spell.id)
return [...currentEffects, nextEffect]
}
function addBounceHeal(member: PartyMember, spell: Spell) {
@@ -418,6 +418,7 @@ export function CombatScreen({
const [encounterIndex, setEncounterIndex] = useState(initialEncounterIndex)
const [status, setStatus] = useState<'playing' | 'won' | 'lost' | 'part-complete' | 'upgrade-choice'>('playing')
const [paused, setPaused] = useState(false)
const [speedMultiplier, setSpeedMultiplier] = useState<1 | 2>(1)
const [targetGroup, setTargetGroup] = useState<0 | 1 | 2>(0)
const [log, setLog] = useState<CombatLogEntry[]>([
{ id: 1, text: `${dungeon.name} begins.`, tone: 'system' },
@@ -445,6 +446,7 @@ export function CombatScreen({
const lastCombatTickAtRef = useRef(performance.now())
const statusRef = useRef(status)
const pausedRef = useRef(paused)
const speedMultiplierRef = useRef<1 | 2>(speedMultiplier)
const { party, resource, enemyHealth, cooldowns, freeCastReady } = combatState
const encounter = encounters[encounterIndex]
const encounterMaxHealth = encounter.maxHealth * enemyCount
@@ -463,11 +465,21 @@ export function CombatScreen({
const playerHealer = party.find((member) => member.id === 'mira')
const playerIsAlive = Boolean(playerHealer && playerHealer.health > 0)
const upgradesEveryEncounter = roguelikeUpgradeTiming === 'encounter'
const activeSetEffects = useMemo(
() => isRoguelike
? new Set<string>()
: new Set(profile.setBonuses.filter((bonus) => bonus.active).map((bonus) => bonus.effectType)),
[isRoguelike, profile.setBonuses],
const activeEffects = useMemo(
() => {
const effects = new Set<string>(
gameClass.talents
.filter((talent) => talent.rank > 0)
.map((talent) => talent.effectType),
)
if (!isRoguelike) {
profile.setBonuses
.filter((bonus) => bonus.active)
.forEach((bonus) => effects.add(bonus.effectType))
}
return effects
},
[gameClass.talents, isRoguelike, profile.setBonuses],
)
const {
bindings,
@@ -481,6 +493,7 @@ export function CombatScreen({
statusRef.current = status
pausedRef.current = paused
speedMultiplierRef.current = speedMultiplier
useEffect(() => {
const now = Date.now()
@@ -619,6 +632,14 @@ export function CombatScreen({
const extraTarget = (blockedIds: string[]) => current.party
.filter((member) => member.health > 0 && !blockedIds.includes(member.id))
.sort((left, right) => (left.health / left.maxHealth) - (right.health / right.maxHealth))[0]
const effectSpell = (name: string) => {
const ability = gameClass.spells.find((candidate) => candidate.name === name)
return ability ? toCombatSpell(ability, `effect-${ability.id}`, healingPower) : null
}
const renewEffect = effectSpell('Renew')
const shieldEffect = effectSpell('Sun Ward')
const healingMultiplier = (member: PartyMember) =>
activeEffects.has('shielded_healing_bonus') && member.shield > 0 ? 1.2 : 1
const directTargets = new Set([targetId])
const hotTargets = new Set<string>()
const shieldTargets = new Set<string>()
@@ -630,15 +651,15 @@ export function CombatScreen({
)
if (spell.kind === 'hot' || spell.effectType === 'direct_hot') hotTargets.add(targetId)
if (spell.kind === 'shield') shieldTargets.add(targetId)
if (spell.name === 'Mend' && activeSetEffects.has('mend_extra_target')) {
if (spell.name === 'Mend' && activeEffects.has('mend_extra_target')) {
const extra = extraTarget([targetId])
if (extra) directTargets.add(extra.id)
}
if (spell.name === 'Renew' && activeSetEffects.has('renew_extra_target')) {
if (spell.name === 'Renew' && activeEffects.has('renew_extra_target')) {
const extra = extraTarget([targetId])
if (extra) hotTargets.add(extra.id)
}
if (spell.name === 'Mend' && activeSetEffects.has('mend_applies_renew')) {
if (spell.name === 'Mend' && activeEffects.has('mend_applies_renew')) {
hotTargets.add(targetId)
}
for (let index = 0; index < extraTargets; index += 1) {
@@ -673,9 +694,20 @@ export function CombatScreen({
}
}
const power = Math.round(spell.power * (1.25 ** upgradeStackCount(roguelikeUpgrades, 'group-heal-boost')))
const nextHealth = healMember(member, power)
const nextHealth = healMember(member, power, healingMultiplier(member))
addFloatingHeal(member.id, Math.max(0, nextHealth - member.health))
return { ...member, health: nextHealth }
const nextShield = spell.name === 'Radiance' && activeEffects.has('radiance_applies_shield')
? Math.max(member.shield, Math.round((shieldEffect?.power ?? spell.power) * 0.3))
: member.shield
return {
...member,
health: nextHealth,
shield: nextShield,
hotTicks: spell.name === 'Radiance' && activeEffects.has('radiance_applies_renew') ? 0 : member.hotTicks,
hotEffects: spell.name === 'Radiance' && activeEffects.has('radiance_applies_renew') && renewEffect
? addHotEffect(member, renewEffect, 3)
: member.hotEffects,
}
}
if (
!directTargets.has(member.id)
@@ -685,7 +717,14 @@ export function CombatScreen({
) return member
if (spell.kind === 'shield') {
const power = Math.round(spell.power * (1.25 ** upgradeStackCount(roguelikeUpgrades, 'shield-boost')))
return { ...member, shield: Math.max(member.shield, power) }
return {
...member,
hotTicks: activeEffects.has('shield_applies_renew') && renewEffect ? 0 : member.hotTicks,
hotEffects: activeEffects.has('shield_applies_renew') && renewEffect
? addHotEffect(member, renewEffect)
: member.hotEffects,
shield: Math.max(member.shield, power),
}
}
if (spell.kind === 'damage_reduction') {
return { ...member, damageReductionTicks: 12 }
@@ -696,7 +735,7 @@ export function CombatScreen({
if (spell.kind === 'cleanse') {
return {
...member,
health: healMember(member, spell.power),
health: healMember(member, spell.power, healingMultiplier(member)),
debuff: undefined,
debuffTicks: undefined,
poisonStacks: undefined,
@@ -705,14 +744,23 @@ export function CombatScreen({
}
}
const nextHealth = directTargets.has(member.id)
? healMember(member, spell.power)
? healMember(member, spell.power, healingMultiplier(member))
: member.health
if (nextHealth > member.health) addFloatingHeal(member.id, nextHealth - member.health)
const nextShield = spell.name === 'Mend' && directTargets.has(member.id) && activeEffects.has('mend_applies_shield')
? Math.max(member.shield, Math.round((shieldEffect?.power ?? spell.power) * 0.5))
: member.shield
const appliedHotSpell = spell.name === 'Mend' && activeEffects.has('mend_applies_renew') && renewEffect
? renewEffect
: spell
return {
...member,
health: nextHealth,
shield: nextShield,
hotTicks: 0,
hotEffects: hotTargets.has(member.id) ? addHotEffect(member, spell) : member.hotEffects,
hotEffects: hotTargets.has(member.id)
? addHotEffect(member, appliedHotSpell)
: member.hotEffects,
}
})
const freeCastStacks = upgradeStackCount(roguelikeUpgrades, 'fifth-cast-free')
@@ -730,20 +778,26 @@ export function CombatScreen({
&& !current.freeCastReady
&& current.castsTowardFree + 1 >= 5
resourceSpentRef.current += effectiveCost
const nextCooldowns = {
...current.cooldowns,
}
if (spell.name === 'Mend' && activeEffects.has('mend_reduces_radiance_cooldown')) {
const radiance = spells.find((candidate) => candidate.name === 'Radiance')
if (radiance) nextCooldowns[radiance.id] = Math.max(0, (nextCooldowns[radiance.id] ?? 0) - 2)
}
nextCooldowns[spell.id] = spell.cooldown * cooldownMultiplier(spell, roguelikeUpgrades)
setCombat({
...current,
party: nextParty,
resource: current.resource - effectiveCost,
cooldowns: {
...current.cooldowns,
[spell.id]: spell.cooldown * cooldownMultiplier(spell, roguelikeUpgrades),
},
cooldowns: nextCooldowns,
castsTowardFree: nextCastsTowardFree,
freeCastReady: gainedFreeCast || nextFreeCastReady,
})
addLog(`${spell.name} cast on ${spell.kind === 'group' ? 'the party' : selected.name}${effectiveCost === 0 ? ' for free' : ''}.`, 'heal')
},
[activeSetEffects, addFloatingHeal, addLog, roguelikeUpgrades, setCombat, status],
[activeEffects, addFloatingHeal, addLog, gameClass.spells, healingPower, roguelikeUpgrades, setCombat, spells, status],
)
const finishRun = useCallback(
@@ -909,6 +963,10 @@ export function CombatScreen({
}, [addLog, difficulty, encounterIndex, encounters, enemyCount, maxResource, roguelikeMode, roguelikePool, roguelikeStage, setCombat])
useGameAction((action, device) => {
if (action === 'toggleSpeed') {
if (status === 'playing') setSpeedMultiplier((value) => (value === 1 ? 2 : 1))
return
}
if (action === 'pause' || (action === 'back' && device === 'pc')) {
if (status === 'playing') setPaused((value) => !value)
return
@@ -1021,13 +1079,17 @@ export function CombatScreen({
if ((member.damageReductionTicks ?? 0) > 0) {
damage = Math.round(damage * 0.5)
}
if (member.shield > 0 && activeEffects.has('shielded_damage_reduction')) {
damage = Math.round(damage * 0.8)
}
const absorbed = Math.min(member.shield, damage)
const hotEffects = memberHotEffects(member)
let healing = hotEffects.reduce((total, effect) => total + healAmount(member, effect.power), 0)
const healingMultiplier = member.shield > 0 && activeEffects.has('shielded_healing_bonus') ? 1.2 : 1
let healing = hotEffects.reduce((total, effect) => total + healAmount(member, effect.power, healingMultiplier), 0)
let nextBounceHeals = [...(member.bounceHeals ?? [])]
if (damage > 0 && nextBounceHeals.length > 0) {
nextBounceHeals = nextBounceHeals.flatMap((effect) => {
healing += healAmount(member, effect.power)
healing += healAmount(member, effect.power, healingMultiplier)
const nextCharges = effect.charges - 1
if (nextCharges <= 0) return []
const jumpTargets = current.party.filter((candidate) => candidate.health > 0 && candidate.id !== member.id)
@@ -1192,6 +1254,7 @@ export function CombatScreen({
})
addLog(`${encounter.enemyName} defeated. ${nextEncounter.enemyName} approaches.`, 'system')
}, [
activeEffects,
addLog,
addFloatingHeal,
difficulty.damageMultiplier,
@@ -1239,9 +1302,10 @@ export function CombatScreen({
|| pausedRef.current
) return
const now = performance.now()
const dueTicks = Math.min(4, Math.floor((now - lastCombatTickAtRef.current) / TICK_MS))
const tickMs = TICK_MS / speedMultiplierRef.current
const dueTicks = Math.min(8, Math.floor((now - lastCombatTickAtRef.current) / tickMs))
if (dueTicks <= 0) return
lastCombatTickAtRef.current += dueTicks * TICK_MS
lastCombatTickAtRef.current += dueTicks * tickMs
for (let index = 0; index < dueTicks; index += 1) {
if (statusRef.current !== 'playing' || pausedRef.current) return
runCombatTickRef.current()
@@ -1310,6 +1374,7 @@ export function CombatScreen({
directPartyTargeting,
paused,
targetGroup,
speedMultiplier,
}), [
bindings,
controllerIconStyle,
@@ -1340,6 +1405,7 @@ export function CombatScreen({
spells,
freeCastReady,
roguelikeUpgrades,
speedMultiplier,
status,
targetGroup,
])
@@ -1403,6 +1469,7 @@ export function CombatScreen({
? `${gameClass.resourceName} ${Math.floor(resource)} / ${maxResource}`
: `${profile.character.name} is defeated`}
</span>
{speedMultiplier === 2 && <strong className="speed-badge">2x speed</strong>}
<div className="bar mana-bar"><span style={{ width: `${(resource / maxResource) * 100}%` }} /></div>
</div>
</div>
+78 -18
View File
@@ -251,13 +251,13 @@ function outgoingHealMultiplier(debuffs: OpponentDebuffId[]) {
return 0.85 ** buffStacks(debuffs, 'opp-healing-reduced')
}
function healAmount(member: PartyMember, amount: number, debuffs: OpponentDebuffId[]) {
function healAmount(member: PartyMember, amount: number, debuffs: OpponentDebuffId[], multiplier = 1) {
const healingReduction = member.healingReductionTicks && member.healingReductionTicks > 0 ? 0.75 : 1
return Math.round(amount * healingReduction * outgoingHealMultiplier(debuffs))
return Math.round(amount * healingReduction * outgoingHealMultiplier(debuffs) * multiplier)
}
function healMember(member: PartyMember, amount: number, debuffs: OpponentDebuffId[]) {
return clamp(member.health + healAmount(member, amount, debuffs), 0, effectiveMaxHealth(member))
function healMember(member: PartyMember, amount: number, debuffs: OpponentDebuffId[], multiplier = 1) {
return clamp(member.health + healAmount(member, amount, debuffs, multiplier), 0, effectiveMaxHealth(member))
}
function cooldownMultiplier(spell: Spell, buffs: SelfBuffId[], debuffs: OpponentDebuffId[]) {
@@ -446,6 +446,7 @@ export function PvPRoguelikeScreen({
const [cpuSide, setCpuSide] = useState<SideState>(() => starterSide(cpuPartyTemplate, maxResource))
const [selectedId, setSelectedId] = useState(partyTemplate[0].id)
const selectedIdRef = useRef(partyTemplate[0].id)
const [speedMultiplier, setSpeedMultiplier] = useState<1 | 2>(1)
const [elapsedTicks, setElapsedTicks] = useState(0)
const [cpuDifficulty, setCpuDifficulty] = useState<CpuDifficulty | null>(null)
const [queueMessage, setQueueMessage] = useState('')
@@ -483,6 +484,14 @@ export function PvPRoguelikeScreen({
? Math.max(encountersCleared, encounterIndex + 1)
: encountersCleared
const cpuBehavior = cpuDifficulty ? CPU_BEHAVIOR[cpuDifficulty] : CPU_BEHAVIOR[1]
const activeSpellEffects = useMemo(
() => new Set(
gameClass.talents
.filter((talent) => talent.rank > 0)
.map((talent) => talent.effectType),
),
[gameClass.talents],
)
const playerDone = playerSide.enemyHealth <= 0
const cpuDone = cpuSide.enemyHealth <= 0
const playerAlive = playerSide.party.some((member) => member.health > 0)
@@ -677,6 +686,12 @@ export function PvPRoguelikeScreen({
const extraTarget = (blockedIds: string[]) => livingTargets
.filter((member) => !blockedIds.includes(member.id))
.sort((left, right) => (left.health / left.maxHealth) - (right.health / right.maxHealth))[0]
const hasSpellEffect = (effectType: string) => sideName === 'player' && activeSpellEffects.has(effectType)
const renewEffect = starterSpells.find((candidate) => candidate.kind === 'hot')
const shieldEffect = starterSpells.find((candidate) => candidate.kind === 'shield')
const radianceEffect = starterSpells.find((candidate) => candidate.kind === 'group')
const healingMultiplier = (member: PartyMember) =>
hasSpellEffect('shielded_healing_bonus') && member.shield > 0 ? 1.2 : 1
const directTargets = new Set([targetId])
const hotTargets = new Set(spell.kind === 'hot' ? [targetId] : [])
const shieldTargets = new Set(spell.kind === 'shield' ? [targetId] : [])
@@ -701,22 +716,45 @@ export function PvPRoguelikeScreen({
const extra = extraTarget([...directTargets])
if (extra) directTargets.add(extra.id)
}
if (spell.kind === 'direct' && hasSpellEffect('mend_applies_renew') && renewEffect) {
directTargets.forEach((id) => hotTargets.add(id))
}
if (spell.kind === 'direct' && hasSpellEffect('mend_applies_shield') && shieldEffect) {
directTargets.forEach((id) => shieldTargets.add(id))
}
if (spell.kind === 'shield' && hasSpellEffect('shield_applies_renew') && renewEffect) {
shieldTargets.forEach((id) => hotTargets.add(id))
}
const nextParty = current.party.map((member) => {
if (member.health <= 0) return member
if (spell.kind === 'group') {
if (!groupTargets.has(member.id)) return member
const groupPower = Math.round(spell.power * (1.25 ** buffStacks(buffs, 'group-heal-boost')))
const nextHealth = healMember(member, groupPower, debuffs)
const nextHealth = healMember(member, groupPower, debuffs, healingMultiplier(member))
addFloatingHeal(sideName, member.id, Math.max(0, nextHealth - member.health))
return { ...member, health: nextHealth }
const nextShield = hasSpellEffect('radiance_applies_shield')
? Math.max(member.shield, Math.round((shieldEffect?.power ?? spell.power) * 0.3))
: member.shield
return {
...member,
health: nextHealth,
shield: nextShield,
hotTicks: hasSpellEffect('radiance_applies_renew') && renewEffect
? Math.max(member.hotTicks, 3)
: member.hotTicks,
}
}
if (!directTargets.has(member.id) && !hotTargets.has(member.id) && !shieldTargets.has(member.id)) return member
if (spell.kind === 'shield') {
const shieldPower = Math.round(spell.power * (1.25 ** buffStacks(buffs, 'shield-boost')))
return { ...member, shield: Math.max(member.shield, shieldPower) }
return {
...member,
shield: Math.max(member.shield, shieldPower),
hotTicks: hotTargets.has(member.id) ? 5 : member.hotTicks,
}
}
if (spell.kind === 'cleanse') {
const nextHealth = healMember(member, spell.power, debuffs)
const nextHealth = healMember(member, spell.power, debuffs, healingMultiplier(member))
addFloatingHeal(sideName, member.id, Math.max(0, nextHealth - member.health))
return {
...member,
@@ -728,11 +766,17 @@ export function PvPRoguelikeScreen({
healingReductionTicks: undefined,
}
}
const nextHealth = directTargets.has(member.id) ? healMember(member, spell.power, debuffs) : member.health
const nextHealth = directTargets.has(member.id)
? healMember(member, spell.power, debuffs, healingMultiplier(member))
: member.health
if (nextHealth > member.health) addFloatingHeal(sideName, member.id, nextHealth - member.health)
const nextShield = shieldTargets.has(member.id) && spell.kind === 'direct' && hasSpellEffect('mend_applies_shield')
? Math.max(member.shield, Math.round((shieldEffect?.power ?? spell.power) * 0.5))
: member.shield
return {
...member,
health: nextHealth,
shield: nextShield,
hotTicks: hotTargets.has(member.id) ? 5 : member.hotTicks,
}
})
@@ -746,20 +790,24 @@ export function PvPRoguelikeScreen({
: current.castsTowardFree + 1
: current.castsTowardFree
const gainedFreeCast = freeCastStacks > 0 && !current.freeCastReady && current.castsTowardFree + 1 >= 5
const nextCooldowns = {
...current.cooldowns,
}
if (spell.kind === 'direct' && hasSpellEffect('mend_reduces_radiance_cooldown') && radianceEffect) {
nextCooldowns[radianceEffect.id] = Math.max(0, (nextCooldowns[radianceEffect.id] ?? 0) - 2)
}
nextCooldowns[spell.id] = spell.cooldown * cooldownMultiplier(spell, buffs, debuffs)
const nextState: SideState = {
...current,
party: nextParty,
resource: current.resource - effectiveCost,
cooldowns: {
...current.cooldowns,
[spell.id]: spell.cooldown * cooldownMultiplier(spell, buffs, debuffs),
},
cooldowns: nextCooldowns,
castsTowardFree: nextCastsTowardFree,
freeCastReady: gainedFreeCast || nextFreeCastReady,
}
setCurrent(nextState)
return true
}, [addFloatingHeal])
}, [activeSpellEffects, addFloatingHeal, starterSpells])
const castPlayerSpell = useCallback((spell: Spell) => {
if (status !== 'playing' || playerDone || !playerAlive) return
@@ -867,6 +915,7 @@ export function PvPRoguelikeScreen({
const appliesHealingReduction = encounterValue.isBoss && elapsedTicks > 0 && elapsedTicks % 9 === 0 && mechanics.includes('healing-reduction')
const appliesPoison = encounterValue.isBoss && elapsedTicks > 0 && elapsedTicks % 12 === 0 && mechanics.includes('ramping-poison')
const damageMultiplier = incomingDamageMultiplier(side.debuffs)
const hasSpellEffect = (effectType: string) => sideName === 'player' && activeSpellEffects.has(effectType)
const tankPressure = tankPressureTargets(side.party)
const tankPressureIds = new Set(tankPressure.targets.map((member) => member.id))
const nextParty = side.party.map((member) => {
@@ -882,8 +931,12 @@ export function PvPRoguelikeScreen({
: member.poisonStacks ?? 0
if (nextPoisonStacks > 0) damage += 3 + nextPoisonStacks * 3
damage = Math.round(damage * damageMultiplier)
if (member.shield > 0 && hasSpellEffect('shielded_damage_reduction')) {
damage = Math.round(damage * 0.8)
}
const absorbed = Math.min(member.shield, damage)
const healing = member.hotTicks > 0 ? healAmount(member, 6, side.debuffs) : 0
const healingMultiplier = member.shield > 0 && hasSpellEffect('shielded_healing_bonus') ? 1.2 : 1
const healing = member.hotTicks > 0 ? healAmount(member, 6, side.debuffs, healingMultiplier) : 0
if (healing > 0) addFloatingHeal(sideName, member.id, healing)
const nextMaxHealthPenaltyTicks = appliesMaxHealthCut && member.id === primaryTarget.id
? 14
@@ -925,7 +978,7 @@ export function PvPRoguelikeScreen({
),
enemyHealth: Math.max(0, side.enemyHealth - partyDamageOutput(nextParty, encounterValue.partyDamage)),
}
}, [addFloatingHeal, elapsedTicks, maxResource])
}, [activeSpellEffects, addFloatingHeal, elapsedTicks, maxResource])
const beginUpgradePhase = useCallback(() => {
setPlayerBuffChoices(chooseRandom(selfBuffChoicesCatalog, 3))
@@ -985,9 +1038,9 @@ export function PvPRoguelikeScreen({
addLog(`${encounter.enemyName} cleared. Choose your next edge.`, 'loot')
beginUpgradePhase()
}
}, TICK_MS)
}, TICK_MS / speedMultiplier)
return () => window.clearInterval(timer)
}, [addLog, advanceSide, awardBossReward, beginUpgradePhase, checkpointStage, contentType, cpuDifficulty, cpuTakeTurn, encounter, encounterIndex, encountersCleared, finishRoguelikeRun, paused, profile.character.id, stage, status])
}, [addLog, advanceSide, awardBossReward, beginUpgradePhase, checkpointStage, contentType, cpuDifficulty, cpuTakeTurn, encounter, encounterIndex, encountersCleared, finishRoguelikeRun, paused, profile.character.id, speedMultiplier, stage, status])
useEffect(() => {
if ((status !== 'won' && status !== 'lost') || recordedRunRef.current || !cpuDifficulty) return
@@ -1104,6 +1157,10 @@ export function PvPRoguelikeScreen({
}, [addLog, contentType, cpuDifficulty, encounter, encounterIndex, encounterPool, encounters, finishRoguelikeRun, maxResource, opponentDebuffChoicesCatalog, selectedBuff, selectedDebuff, selfBuffChoicesCatalog, stage, starterSpells])
useGameAction((action) => {
if (action === 'toggleSpeed') {
if (status === 'playing') setSpeedMultiplier((value) => (value === 1 ? 2 : 1))
return
}
if (action === 'pause' || action === 'back') {
if (status === 'playing') setPaused((value) => !value)
return
@@ -1175,6 +1232,7 @@ export function PvPRoguelikeScreen({
directPartyTargeting,
paused,
targetGroup,
speedMultiplier,
}), [
bindings,
controllerIconStyle,
@@ -1199,6 +1257,7 @@ export function PvPRoguelikeScreen({
playerSide.party,
playerSide.resource,
selectedId,
speedMultiplier,
stage,
starterSpells,
status,
@@ -1237,6 +1296,7 @@ export function PvPRoguelikeScreen({
<div className="resource-row pvp-resource-row">
<div className="pvp-resource-wrap">
<span>{gameClass.resourceName} {Math.floor(playerSide.resource)} / {maxResource}</span>
{speedMultiplier === 2 && <strong className="speed-badge">2x speed</strong>}
<div className="bar mana-bar"><span style={{ width: `${(playerSide.resource / maxResource) * 100}%` }} /></div>
</div>
</div>
+185 -97
View File
@@ -1,10 +1,11 @@
import { useEffect, useRef, useState } from 'react'
import { useEffect, useMemo, useRef, useState } from 'react'
import {
allocateTalent,
resetTalents,
type CharacterProfile,
type Talent,
} from '../profile'
import { useDualScreen, useDualScreenWorkshopPublisher, type DualScreenWorkshopState } from '../dualScreen'
type Props = {
profile: CharacterProfile
@@ -13,199 +14,286 @@ type Props = {
embedded?: boolean
}
const EFFECT_SLOT_LEVELS = [5, 10, 15, 20] as const
const EFFECT_CLASS_ID = 1
const EFFECTS_PER_PAGE = 8
const EFFECT_SOURCE_LABELS: Record<string, string> = {
mend: 'Mend',
radiance: 'Radiance',
shield: 'Shield',
}
function effectSource(effectType: string) {
if (effectType.startsWith('mend_')) return 'mend'
if (effectType.startsWith('radiance_')) return 'radiance'
if (effectType.startsWith('shield_') || effectType.startsWith('shielded_')) return 'shield'
return effectType
}
function effectCapacity(level: number) {
return EFFECT_SLOT_LEVELS.filter((slotLevel) => level >= slotLevel).length
}
function activeEffects(talents: Talent[]) {
return talents.filter((talent) => talent.rank > 0)
}
export function TalentScreen({ profile, onBack, onUpdated, embedded = false }: Props) {
const { enabled: dualScreenEnabled } = useDualScreen()
const [busyTalentId, setBusyTalentId] = useState<number | null>(null)
const [talentPage, setTalentPage] = useState(0)
const [resetting, setResetting] = useState(false)
const [selectedTalentId, setSelectedTalentId] = useState<number | null>(null)
const [effectPage, setEffectPage] = useState(0)
const [message, setMessage] = useState('')
const scrollRef = useRef<number>(0)
const gameClass = profile.classes.find(
(candidate) => candidate.id === profile.character.classId,
)!
const classPointsSpent = gameClass.talents.reduce(
(total, talent) => total + talent.rank,
0,
const isEffectClass = gameClass.id === EFFECT_CLASS_ID
const capacity = isEffectClass ? effectCapacity(profile.character.level) : 0
const selectedEffects = activeEffects(gameClass.talents)
const selectedTalent = gameClass.talents.find((talent) => talent.id === selectedTalentId)
?? selectedEffects[0]
?? gameClass.talents[0]
?? null
const effectPageCount = Math.max(1, Math.ceil(gameClass.talents.length / EFFECTS_PER_PAGE))
const visibleTalents = gameClass.talents.slice(
effectPage * EFFECTS_PER_PAGE,
effectPage * EFFECTS_PER_PAGE + EFFECTS_PER_PAGE,
)
const tiers = Array.from(
new Set(gameClass.talents.map((talent) => talent.tier)),
).sort((a, b) => a - b)
const tierPages = Array.from(
{ length: Math.ceil(tiers.length / 2) },
(_, index) => tiers.slice(index * 2, index * 2 + 2),
)
const visibleTiers = tierPages[talentPage] ?? tierPages[0] ?? []
useEffect(() => {
window.scrollTo(0, scrollRef.current)
}, [profile])
useEffect(() => {
if (selectedTalentId && gameClass.talents.some((talent) => talent.id === selectedTalentId)) return
setSelectedTalentId(selectedTalent?.id ?? null)
}, [gameClass.talents, selectedTalent?.id, selectedTalentId])
useEffect(() => {
setEffectPage((page) => Math.min(page, effectPageCount - 1))
}, [effectPageCount])
function saveScroll() {
scrollRef.current = window.scrollY
}
function lowerTierPoints(talent: Talent) {
return gameClass.talents
.filter((candidate) => candidate.tier < talent.tier)
.reduce((total, candidate) => total + candidate.rank, 0)
}
function lockReason(talent: Talent) {
if (talent.rank >= talent.maxRank) return 'Maximum rank'
const requiredTierPoints = (talent.tier - 1) * 5
if (lowerTierPoints(talent) < requiredTierPoints) {
return `Requires ${requiredTierPoints} earlier-tier points`
if (!isEffectClass) return 'Coming soon'
if (talent.rank > 0) return ''
const source = effectSource(talent.effectType)
const sourceConflict = selectedEffects.find((effect) => effectSource(effect.effectType) === source)
if (sourceConflict) return `${EFFECT_SOURCE_LABELS[source] ?? source} already selected`
if (capacity <= 0) return 'Unlocks at level 5'
if (selectedEffects.length >= capacity) {
return `Active slots full (${capacity}/${capacity})`
}
if (talent.prerequisiteTalentId) {
const prerequisite = gameClass.talents.find(
(candidate) => candidate.id === talent.prerequisiteTalentId,
)
if ((prerequisite?.rank ?? 0) < talent.prerequisiteRank) {
return `Requires ${talent.prerequisiteName} rank ${talent.prerequisiteRank}`
}
}
if (profile.character.talentPoints <= 0) return 'No points available'
return ''
}
async function purchaseRank(talent: Talent) {
async function toggleEffect(talent: Talent) {
saveScroll()
setBusyTalentId(talent.id)
setMessage('')
try {
const updated = await allocateTalent(talent.id)
onUpdated(updated)
setMessage(`${talent.name} increased to rank ${talent.rank + 1}.`)
setSelectedTalentId(talent.id)
setMessage(talent.rank > 0 ? `${talent.name} removed.` : `${talent.name} activated.`)
} catch (reason) {
setMessage(reason instanceof Error ? reason.message : 'Unable to allocate talent.')
setMessage(reason instanceof Error ? reason.message : 'Unable to update spell effect.')
} finally {
setBusyTalentId(null)
}
}
async function refundTree() {
async function clearEffects() {
saveScroll()
setResetting(true)
setMessage('')
try {
const updated = await resetTalents()
onUpdated(updated)
setMessage('All points in this talent tree were refunded.')
setMessage('Spell effects cleared.')
} catch (reason) {
setMessage(reason instanceof Error ? reason.message : 'Unable to reset talents.')
setMessage(reason instanceof Error ? reason.message : 'Unable to clear spell effects.')
} finally {
setResetting(false)
}
}
const workshopState = useMemo<DualScreenWorkshopState | null>(() => {
if (!isEffectClass) return null
return {
mode: 'talents',
title: 'Spell Effects',
subtitle: `${selectedEffects.length}/${capacity} active`,
summary: selectedTalent
? `${selectedTalent.name}: ${selectedTalent.description}`
: 'Choose effects to modify your spells.',
items: gameClass.talents.map((talent) => ({
glyph: talent.glyph,
title: talent.name,
meta: talent.rank > 0 ? 'Active' : lockReason(talent) || 'Available',
detail: talent.description,
status: talent.rank > 0 ? 'Selected' : '',
})),
}
}, [capacity, gameClass.talents, isEffectClass, selectedEffects.length, selectedTalent])
useDualScreenWorkshopPublisher(workshopState, dualScreenEnabled)
const content = (
<>
{!embedded && (
<div className="screen-heading">
<div>
<p className="eyebrow">Character Growth</p>
<h1>Talents</h1>
<h1>Spell Effects</h1>
</div>
<button className="back-button" onClick={onBack} type="button">Back</button>
</div>
)}
<div className="talent-toolbar">
<div className="talent-toolbar spell-effect-toolbar">
<div className="talent-class-summary">
<span style={{ borderColor: gameClass.themeColor, color: gameClass.themeColor }}>
{gameClass.name[0]}
</span>
<div>
<p className="eyebrow">{gameClass.name} Tree</p>
<h2>Shape Your Healing Style</h2>
<p className="eyebrow">{gameClass.name} Effects</p>
<h2>Modify Your Spells</h2>
</div>
</div>
<div className="talent-points">
<strong>{profile.character.talentPoints}</strong>
<span>Available</span>
<small>{classPointsSpent} spent in this tree</small>
<strong>{selectedEffects.length}/{capacity}</strong>
<span>Active</span>
<small>Slots unlock at levels 5, 10, 15, 20</small>
</div>
</div>
<nav className="talent-page-tabs" role="tablist" aria-label="Talent tier pages">
{tierPages.map((pageTiers, index) => (
{!isEffectClass ? (
<div className="talent-empty-state">
<h2>Spell effects coming soon for {gameClass.name}.</h2>
<p>This replacement system starts with the first class.</p>
</div>
) : (
<div className="spell-effect-layout">
<section className="effect-slots-panel">
<p className="eyebrow">Active Slots</p>
{EFFECT_SLOT_LEVELS.map((level, index) => {
const effect = selectedEffects[index]
const unlocked = profile.character.level >= level
return (
<button
aria-selected={talentPage === index}
className={talentPage === index ? 'active' : ''}
key={pageTiers.join('-')}
onClick={() => setTalentPage(index)}
role="tab"
className={`effect-slot ${effect ? 'filled' : ''} ${unlocked ? '' : 'locked'}`}
disabled={!effect}
key={level}
onClick={() => effect && setSelectedTalentId(effect.id)}
type="button"
>
Tiers {pageTiers[0]}-{pageTiers[pageTiers.length - 1]}
<span>Lv {level}</span>
<strong>{effect?.name ?? (unlocked ? 'Empty Slot' : 'Locked')}</strong>
<small>{effect?.description ?? (unlocked ? 'Choose an effect from the pool.' : `Reach level ${level}.`)}</small>
</button>
))}
</nav>
)
})}
</section>
<div className="talent-tree">
{visibleTiers.map((tier) => {
const requiredPoints = (tier - 1) * 5
return (
<section className="talent-tier" key={tier}>
<div className="tier-label">
<span>Tier {tier}</span>
<small>
{tier === 1 ? 'Open' : `${requiredPoints} earlier-tier points`}
</small>
<section className="effect-pool-panel">
<div className="effect-panel-heading">
<div>
<p className="eyebrow">Effect Pool</p>
<h2>Choose and Swap</h2>
</div>
<div className="tier-talents">
{gameClass.talents
.filter((talent) => talent.tier === tier)
.sort((a, b) => a.branch - b.branch)
.map((talent) => {
<span>{selectedEffects.length}/{capacity} active</span>
</div>
<div className="selected-effect-strip">
<div>
<p className="eyebrow">Selected Effect</p>
{selectedTalent ? (
<>
<strong>{selectedTalent.name}</strong>
<small>{selectedTalent.description}</small>
</>
) : (
<small>No effect selected.</small>
)}
</div>
{selectedTalent && (
<button
className="primary-button"
disabled={Boolean(lockReason(selectedTalent)) || busyTalentId === selectedTalent.id}
onClick={() => toggleEffect(selectedTalent)}
type="button"
>
{busyTalentId === selectedTalent.id
? 'Saving...'
: selectedTalent.rank > 0
? 'Remove'
: 'Activate'}
</button>
)}
</div>
<div className="effect-pool">
{visibleTalents.map((talent) => {
const reason = lockReason(talent)
const active = talent.rank > 0
const selected = selectedTalent?.id === talent.id
const isBusy = busyTalentId === talent.id
return (
<article
className={`talent-node ${reason ? 'locked' : 'available'} ${talent.rank > 0 ? 'invested' : ''}`}
<button
className={`${active ? 'active' : ''} ${selected ? 'selected' : ''}`}
disabled={Boolean(reason) || isBusy}
key={talent.id}
style={{ gridColumn: talent.branch }}
onClick={() => {
setSelectedTalentId(talent.id)
void toggleEffect(talent)
}}
type="button"
>
<div className="talent-node-header">
<span>{talent.glyph}</span>
<div>
<strong>{talent.name}</strong>
<small>Rank {talent.rank}/{talent.maxRank}</small>
<small>{EFFECT_SOURCE_LABELS[effectSource(talent.effectType)] ?? 'Spell'}</small>
</div>
<i>{isBusy ? 'Saving' : active ? 'Active' : reason || 'Available'}</i>
</button>
)
})}
</div>
<p>{talent.description}</p>
<div className="rank-pips">
{Array.from({ length: talent.maxRank }, (_, index) => (
<i className={index < talent.rank ? 'filled' : ''} key={index} />
))}
</div>
{effectPageCount > 1 && (
<div className="effect-pager">
<button
disabled={Boolean(reason) || isBusy}
onClick={() => purchaseRank(talent)}
disabled={effectPage === 0}
onClick={() => setEffectPage((page) => Math.max(0, page - 1))}
type="button"
>
{isBusy ? 'Saving...' : reason || 'Add Rank'}
Prev
</button>
<span>{effectPage + 1}/{effectPageCount}</span>
<button
disabled={effectPage >= effectPageCount - 1}
onClick={() => setEffectPage((page) => Math.min(effectPageCount - 1, page + 1))}
type="button"
>
Next
</button>
</article>
)
})}
</div>
)}
</section>
)
})}
</div>
)}
<footer className="talent-footer">
<span>{message || 'Talent changes are saved immediately.'}</span>
<span>{message || 'Spell effect changes are saved immediately.'}</span>
<button
className="text-button"
disabled={classPointsSpent === 0 || resetting}
onClick={refundTree}
disabled={selectedEffects.length === 0 || resetting}
onClick={clearEffects}
type="button"
>
{resetting ? 'Refunding...' : 'Reset Tree'}
{resetting ? 'Clearing...' : 'Clear Effects'}
</button>
</footer>
</>
+3 -1
View File
@@ -54,6 +54,7 @@ export type DualScreenCombatState = {
directPartyTargeting: boolean
paused: boolean
targetGroup: 0 | 1 | 2
speedMultiplier: 1 | 2
}
export type DualScreenWorkshopState = {
@@ -121,7 +122,7 @@ function loadRecentSnapshot() {
function memberHotEffects(member: PartyMember) {
if (member.hotEffects?.length) return member.hotEffects
return member.hotTicks > 0
? [{ id: 'legacy-renew', label: 'Renew', ticks: member.hotTicks }]
? [{ id: 'legacy-renew', spellId: 'legacy-renew', label: 'Renew', ticks: member.hotTicks, power: 6 }]
: []
}
@@ -445,6 +446,7 @@ export function DualScreenBottomDisplay() {
</div>
<div className="dual-controls-mana">
<span>{state.resourceName} {Math.floor(state.resource)} / {state.maxResource}</span>
{state.speedMultiplier === 2 && <strong className="speed-badge">2x speed</strong>}
<div className="bar mana-bar">
<span style={{ width: `${(state.resource / state.maxResource) * 100}%` }} />
</div>
+1
View File
@@ -10,6 +10,7 @@ export type PartyMember = {
hotTicks: number
hotEffects?: Array<{
id: string
spellId: string
label: string
ticks: number
power: number
+41
View File
@@ -428,6 +428,17 @@ function scaledPvpBossExperience(
return { experience, level }
}
function talentEffectCapacity(level: number) {
return Math.min(4, Math.max(0, Math.floor(level / 5)))
}
function talentEffectSource(effectType: string) {
if (effectType.startsWith('mend_')) return 'Mend'
if (effectType.startsWith('radiance_')) return 'Radiance'
if (effectType.startsWith('shield_') || effectType.startsWith('shielded_')) return 'Shield'
return effectType
}
type ComponentTemplate = { id: number; slug: string; name: string; itemLevel: number; glyph: string; description: string }
const COMPONENT_ITEMS: Record<number, ComponentTemplate> = {
1: { id: 600, slug: 'minor-component', name: 'Minor Component', itemLevel: 1, glyph: '◆', description: 'A basic crafting component.' },
@@ -1102,6 +1113,34 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
)!
const talent = gameClass.talents.find((candidate) => candidate.id === talentId)
if (!talent) throw new Error('That talent does not belong to the active class.')
if (save.activeClassId === 1) {
if ((cd.talentRanks[String(talentId)] ?? 0) > 0) {
cd.talentRanks[String(talentId)] = 0
} else {
const capacity = talentEffectCapacity(cd.level)
if (capacity <= 0) throw new Error('Spell effects unlock at level 5.')
const source = talentEffectSource(talent.effectType)
const sourceConflict = gameClass.talents.find(
(candidate) =>
candidate.id !== talentId
&& (cd.talentRanks[String(candidate.id)] ?? 0) > 0
&& talentEffectSource(candidate.effectType) === source,
)
if (sourceConflict) {
throw new Error(`Only one ${source} spell effect can be active.`)
}
const activeCount = gameClass.talents.reduce(
(total, candidate) => total + ((cd.talentRanks[String(candidate.id)] ?? 0) > 0 ? 1 : 0),
0,
)
if (activeCount >= capacity) {
throw new Error(`Level ${cd.level} allows ${capacity} active spell effect${capacity === 1 ? '' : 's'}.`)
}
cd.talentRanks[String(talentId)] = 1
}
store.writeSave(save)
return buildProfile(save)
}
if (cd.talentPoints <= 0) {
throw new Error('No talent points are available.')
}
@@ -1144,10 +1183,12 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
for (const talent of gameClass.talents) {
cd.talentRanks[String(talent.id)] = 0
}
if (save.activeClassId !== 1) {
cd.talentPoints = Math.min(
profile.maxTalentPoints,
cd.talentPoints + refunded,
)
}
store.writeSave(save)
return buildProfile(save)
},
+18 -2
View File
@@ -35,6 +35,7 @@ export const INPUT_ACTIONS = [
'targetParty5',
'targetParty6',
'toggleTargetGroup',
'toggleSpeed',
'pause',
] as const
@@ -63,6 +64,7 @@ export const ACTION_LABELS: Record<InputAction, string> = {
targetParty5: 'Target Party Member 5',
targetParty6: 'Target Party Member 6',
toggleTargetGroup: 'Switch Raid Target Group',
toggleSpeed: 'Toggle 2x Speed',
pause: 'Pause Menu',
}
@@ -89,6 +91,7 @@ export const DEFAULT_BINDINGS: Record<InputDevice, InputBindings> = {
targetParty5: 'F5',
targetParty6: 'F6',
toggleTargetGroup: 'Tab',
toggleSpeed: 'Backquote',
pause: 'Escape',
},
controller: {
@@ -111,8 +114,9 @@ export const DEFAULT_BINDINGS: Record<InputDevice, InputBindings> = {
targetParty3: 'Button15',
targetParty4: 'Button13',
targetParty5: 'Button4',
targetParty6: 'Button11',
targetParty6: 'Button10',
toggleTargetGroup: 'Button6',
toggleSpeed: 'Button11',
pause: 'Button9',
},
}
@@ -145,7 +149,8 @@ const InputContext = createContext<InputContextValue | null>(null)
function loadBindings(): Record<InputDevice, InputBindings> {
try {
const saved = JSON.parse(localStorage.getItem(STORAGE_KEY) ?? '{}') as Partial<Record<InputDevice, Partial<InputBindings>>>
const controller = { ...DEFAULT_BINDINGS.controller, ...saved.controller }
const savedController = saved.controller
const controller = { ...DEFAULT_BINDINGS.controller, ...savedController }
const usesLegacyAbilityDefaults = [
'Button2',
'Button3',
@@ -166,6 +171,15 @@ function loadBindings(): Record<InputDevice, InputBindings> {
ability6: DEFAULT_BINDINGS.controller.ability6,
})
}
if (savedController?.toggleSpeed === 'Button7') {
controller.toggleSpeed = DEFAULT_BINDINGS.controller.toggleSpeed
}
if (savedController?.ability6 === 'Button10') {
controller.ability6 = DEFAULT_BINDINGS.controller.ability6
}
if (savedController?.targetParty6 === 'Button11') {
controller.targetParty6 = DEFAULT_BINDINGS.controller.targetParty6
}
return {
pc: { ...DEFAULT_BINDINGS.pc, ...saved.pc },
controller,
@@ -504,9 +518,11 @@ export function InputProvider({ children }: { children: ReactNode }) {
'targetParty5',
'targetParty6',
'toggleTargetGroup',
'toggleSpeed',
] satisfies InputAction[]
const combatPriority = [
'pause',
'toggleSpeed',
'ability1',
'ability2',
'ability3',
+78 -95
View File
@@ -147,154 +147,137 @@
{
"id": 1,
"classId": 1,
"slug": "bright-reserves",
"name": "Bright Reserves",
"maxRank": 5,
"slug": "shield-applies-renew",
"name": "Shield applies Renew",
"maxRank": 1,
"tier": 1,
"branch": 1,
"prerequisiteTalentId": null,
"prerequisiteRank": 0,
"prerequisiteName": null,
"effectType": "max_resource",
"effectValuePerRank": 2,
"glyph": "M",
"description": "Increases maximum Mana by 2 per rank.",
"effectType": "shield_applies_renew",
"effectValuePerRank": 0,
"glyph": "~",
"description": "Sun Ward also applies Renew to the target.",
"rank": 0
},
{
"id": 2,
"classId": 1,
"slug": "gentle-dawn",
"name": "Gentle Dawn",
"maxRank": 5,
"slug": "mend-applies-renew",
"name": "Mend applies Renew",
"maxRank": 1,
"tier": 1,
"branch": 2,
"prerequisiteTalentId": null,
"prerequisiteRank": 0,
"prerequisiteName": null,
"effectType": "hot_power_percent",
"effectValuePerRank": 2,
"effectType": "mend_applies_renew",
"effectValuePerRank": 0,
"glyph": "~",
"description": "Increases healing-over-time power by 2% per rank.",
"description": "Mend also applies Renew to the target.",
"rank": 0
},
{
"id": 10,
"classId": 1,
"slug": "steady-hands",
"name": "Steady Hands",
"maxRank": 5,
"slug": "mend-adds-shield",
"name": "Mend adds Shield",
"maxRank": 1,
"tier": 1,
"branch": 3,
"prerequisiteTalentId": null,
"prerequisiteRank": 0,
"prerequisiteName": null,
"effectType": "direct_heal_percent",
"effectValuePerRank": 2,
"glyph": "+",
"description": "Increases direct healing by 2% per rank.",
"effectType": "mend_applies_shield",
"effectValuePerRank": 0,
"glyph": "O",
"description": "Mend also applies a shield at 50% strength to the target.",
"rank": 0
},
{
"id": 11,
"classId": 1,
"slug": "overflowing-light",
"name": "Overflowing Light",
"maxRank": 5,
"tier": 2,
"branch": 1,
"prerequisiteTalentId": 1,
"prerequisiteRank": 3,
"prerequisiteName": "Bright Reserves",
"effectType": "resource_regen_percent",
"effectValuePerRank": 2,
"slug": "radiance-adds-shield",
"name": "Radiance adds Shield",
"maxRank": 1,
"tier": 1,
"branch": 4,
"prerequisiteTalentId": null,
"prerequisiteRank": 0,
"prerequisiteName": null,
"effectType": "radiance_applies_shield",
"effectValuePerRank": 0,
"glyph": "O",
"description": "Improves Mana regeneration by 2% per rank. Requires Bright Reserves rank 3.",
"description": "Radiance applies a shield at 30% strength to affected party members.",
"rank": 0
},
{
"id": 12,
"classId": 1,
"slug": "lingering-rays",
"name": "Lingering Rays",
"maxRank": 5,
"tier": 2,
"branch": 2,
"prerequisiteTalentId": 2,
"prerequisiteRank": 3,
"prerequisiteName": "Gentle Dawn",
"effectType": "hot_duration_percent",
"effectValuePerRank": 4,
"glyph": "L",
"description": "Extends healing-over-time duration by 4% per rank. Requires Gentle Dawn rank 3.",
"slug": "radiance-applies-renew",
"name": "Radiance applies Renew",
"maxRank": 1,
"tier": 1,
"branch": 5,
"prerequisiteTalentId": null,
"prerequisiteRank": 0,
"prerequisiteName": null,
"effectType": "radiance_applies_renew",
"effectValuePerRank": 0,
"glyph": "~",
"description": "Radiance applies Renew at 50% duration to affected party members.",
"rank": 0
},
{
"id": 13,
"classId": 1,
"slug": "radiant-precision",
"name": "Radiant Precision",
"maxRank": 5,
"tier": 2,
"branch": 3,
"prerequisiteTalentId": 10,
"prerequisiteRank": 3,
"prerequisiteName": "Steady Hands",
"effectType": "critical_heal_percent",
"effectValuePerRank": 1,
"glyph": "!",
"description": "Adds 1% healing critical chance per rank. Requires Steady Hands rank 3.",
"slug": "shielded-damage-reduction",
"name": "Shielded takes less",
"maxRank": 1,
"tier": 1,
"branch": 6,
"prerequisiteTalentId": null,
"prerequisiteRank": 0,
"prerequisiteName": null,
"effectType": "shielded_damage_reduction",
"effectValuePerRank": 0,
"glyph": "D",
"description": "While shielded, the target receives 20% less damage.",
"rank": 0
},
{
"id": 14,
"classId": 1,
"slug": "sunlit-aegis",
"name": "Sunlit Aegis",
"maxRank": 3,
"tier": 3,
"branch": 1,
"prerequisiteTalentId": 11,
"prerequisiteRank": 5,
"prerequisiteName": "Overflowing Light",
"effectType": "absorb_power_percent",
"effectValuePerRank": 5,
"glyph": "A",
"description": "Strengthens absorb effects by 5% per rank. Requires Overflowing Light rank 5.",
"slug": "shielded-healing-bonus",
"name": "Shielded healing boost",
"maxRank": 1,
"tier": 1,
"branch": 7,
"prerequisiteTalentId": null,
"prerequisiteRank": 0,
"prerequisiteName": null,
"effectType": "shielded_healing_bonus",
"effectValuePerRank": 0,
"glyph": "+",
"description": "While shielded, the target receives 20% more healing.",
"rank": 0
},
{
"id": 15,
"classId": 1,
"slug": "shared-dawn",
"name": "Shared Dawn",
"maxRank": 3,
"tier": 3,
"branch": 2,
"prerequisiteTalentId": 12,
"prerequisiteRank": 5,
"prerequisiteName": "Lingering Rays",
"effectType": "party_heal_percent",
"effectValuePerRank": 5,
"glyph": "*",
"description": "Increases party-wide healing by 5% per rank. Requires Lingering Rays rank 5.",
"rank": 0
},
{
"id": 16,
"classId": 1,
"slug": "miracle-worker",
"name": "Miracle Worker",
"slug": "mend-reduces-radiance",
"name": "Mend lowers Radiance",
"maxRank": 1,
"tier": 4,
"branch": 2,
"prerequisiteTalentId": 15,
"prerequisiteRank": 3,
"prerequisiteName": "Shared Dawn",
"effectType": "cooldown_reduction_percent",
"effectValuePerRank": 10,
"glyph": "S",
"description": "Reduces major healing cooldowns by 10%. Requires Shared Dawn rank 3.",
"tier": 1,
"branch": 8,
"prerequisiteTalentId": null,
"prerequisiteRank": 0,
"prerequisiteName": null,
"effectType": "mend_reduces_radiance_cooldown",
"effectValuePerRank": 0,
"glyph": "*",
"description": "Casting Mend reduces the cooldown of Radiance by 2 seconds.",
"rank": 0
}
]