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| 79d4e76090 | |||
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| 7bac55ca43 |
@@ -15,6 +15,9 @@ This file is my notes from exploring the database.
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- 119 is scenario full titles (e.g. The Beginning: URA Finale), 120 is scenario descriptions, 237 is scenario names (e.g. URA Finale)
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- 130 is epithet names, 131 is epithet descriptions
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in the decomp, text data categories are named in `public enum MasterString.Category`.
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some categories seem to be missing, though.
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# succession factor (sparks)
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tables are succession_factor and succession_factor_effect
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@@ -317,6 +320,37 @@ so, it doesn't seem like there's a particular flag that identifies maiden races,
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- card_talent_hint_upgrade has costs to raise hint levels, but it's actually universal, only six rows
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- single_mode_route_race is career goals (not only races)
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- available_skill_set has starting skills including those unlocked by potential level given under need_rank (0 for pl1, 2 for pl2)
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- single_mode_special_chara is scenario links
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# gl
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single_mode_live_song_list has the song list for lives ha ha.
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this is defined from the perspective of bonuses they grant when you have them, not the shop per se.
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- text_data category for song names is 210, look up by live_id; for post-concert effect text, category 208 indexed by song list id
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- command_id and live_id are always equal
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- level is 1 for all songs except the two instances of girls' legend u
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- master_bonus_content_text_id corresponds to text_data categories 207 for pickup effect text and 209 for song name
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- live_bonus_type is 1 for specialty prio, 2 for chain frequency, 3 for fb
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- girls' legend u is defined twice as ids 22 and 24
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costs are in single_mode_live_square.
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- square_type is 1 for stat up, 2 for skill up, 3 for energy up, 4 for live
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- perf_type_n is token type: 1 for dance, 2 for passion, 3 for vocals, 4 for visuals, 5 for composure
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- perf_value_n is number of tokens
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immediate bonuses are in single_mode_live_master_bonus.
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- master_bonus_type is 1 for stat up, 2 for skill hint, 3 for energy up, 4 for song
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- master_bonus_type_value is 1 for type 1, live id for type 4, 0 otherwise
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- master_bonus_gain_type_n is 1 for stat, 2 for skill hint, 3 for energy, 5 for permanent training bonus
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+ 1 for stat: then master_bonus_gain_value_n_1 is 1-5 for stat id or 6 for sp, n_2 is 1 for fixed or 2 for random (not actually in the game), n_3 is lower bound on gain, n_4 is 0 for fixed or upper bound for random
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+ 2 for skill hint: then gain_value_n_1 is 3(*), n_2 is skill tag, n_3 is hint level
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+ 3 for energy: then gain_value_n_1 is amount
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+ 5 for permanent training bonus: then gain_value_n_1 is stat id (6 for sp), n_2 is amount
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(*) MasterSingleModeLiveMasterBonus.SingleModeLiveMasterBonus.GainSkillHintTypeEnum defines values of Random = 1 and SkillId = 2, but they are unused in the db.
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there is some ostensibly unused data.
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- master bonus ids 12001-12206 grant random amounts of stats
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- id 20000 corresponds to "Group Lesson" "Skill hint appropriate for aptitude"
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# lobby conversations!!!
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@@ -14,4 +14,4 @@ SELECT
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FROM single_mode_scenario sc
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JOIN scenario_name n ON sc.id = n.id
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JOIN scenario_title t ON sc.id = t.id
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ORDER BY sc.id
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ORDER BY sc.sort_id
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@@ -0,0 +1,37 @@
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<script lang="ts">
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import type { SvelteHTMLElements } from 'svelte/elements';
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const sizes = [256, 64, 32, 16] as const;
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interface Props {
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chara_id: number | null | undefined;
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size: (typeof sizes)[number];
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}
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let { chara_id, size, ...rest }: Props & SvelteHTMLElements['picture'] = $props();
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const icon = $derived(chara_id ?? 0);
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const avifs = $derived(
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sizes
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.filter((sz) => sz >= size)
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.map((sz) => `/img/chara/${icon}/${sz}x${sz}.avif ${sz / size}x`)
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.join(', '),
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);
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const pngs = $derived(
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sizes
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.filter((sz) => sz >= size)
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.map((sz) => `/img/chara/${icon}/${sz}x${sz}.png ${sz / size}x`)
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.join(', '),
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);
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const src = $derived(icon !== 0 ? `/img/chara/${icon}/${sizes[0]}x${sizes[0]}.png` : `/img/skill/10011`);
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</script>
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{#if icon !== 0}
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<picture {...rest}>
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<source srcset={avifs} type="image/avif" />
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<source srcset={pngs} type="image/png" />
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<img {src} alt={`Icon for character ID ${chara_id}`} class="inline" width={size} height={size} loading="lazy" />
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</picture>
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{:else}
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<div class={`w-[${size}px] h-[${size}px]`}></div>
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{/if}
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@@ -1,23 +1,29 @@
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<script lang="ts">
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import type { Character } from '$lib/data/character';
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import type { Snippet } from 'svelte';
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import type { ClassValue } from 'svelte/elements';
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import Pick from './Pick.svelte';
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import CharaIcon from './CharaIcon.svelte';
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interface Props {
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id: string;
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characters: Character[] | null;
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value: Character | undefined;
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class?: ClassValue | null;
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option?: Snippet<[Character]>;
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required?: boolean;
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}
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let { id, characters, value = $bindable(), class: className, option, required = false }: Props = $props();
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let { id, characters, value = $bindable(), class: className, required = false }: Props = $props();
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const charas = $derived(characters ?? []);
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const key = (v: Character) => ({ id: v.chara_id, name: v.name });
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</script>
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<Pick {id} items={charas} {key} bind:value {option} class={className} {required} />
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<Pick {id} items={charas} {key} bind:value class={className} {required}>
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{#snippet option(c: Character)}
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<span>
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<CharaIcon chara_id={c.chara_id} size={32} />
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{c.name}
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</span>
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{/snippet}
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</Pick>
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@@ -9,6 +9,7 @@
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type Ability,
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type Skill,
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} from './data/skill';
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import SkillIcon from './SkillIcon.svelte';
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interface Props {
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skill: Skill | null | undefined;
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@@ -63,9 +64,13 @@
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<span class="group relative inline-block hyphens-none">
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<span
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class="skill-tip invisible absolute bottom-4 -left-1/2 flex w-80 flex-col rounded-lg border px-2 text-center opacity-0 shadow-lg transition-all group-hover:visible group-hover:bottom-6 group-hover:opacity-100"
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class="skill-tip invisible absolute bottom-4 -left-1/2 flex min-w-80 flex-col rounded-lg border px-2 pt-2 text-center opacity-0 shadow-lg transition-all group-hover:visible group-hover:bottom-6 group-hover:opacity-100"
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role="tooltip"
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>
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<span class="block text-xl">
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<SkillIcon icon_id={skill?.icon_id} size={32} class="inline" />
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{s.name}
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</span>
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<span class="block border-b py-1 hyphens-auto">
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{s.description}
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</span>
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@@ -92,5 +97,6 @@
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</span>
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{/each}
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</span>
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<SkillIcon icon_id={skill?.icon_id} size={16} class="inline max-h-lh align-text-bottom" />
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<span class={[spanClass, 'cursor-pointer']}>{s.name}</span>
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</span>
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@@ -0,0 +1,37 @@
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<script lang="ts">
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import type { SvelteHTMLElements } from 'svelte/elements';
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const sizes = [64, 32, 16] as const;
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interface Props {
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icon_id: number | null | undefined;
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size: (typeof sizes)[number];
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}
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let { icon_id, size, ...rest }: Props & SvelteHTMLElements['picture'] = $props();
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const icon = $derived(icon_id ?? 0);
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const avifs = $derived(
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sizes
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.filter((sz) => sz >= size)
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.map((sz) => `/img/skill/${icon}/${sz}x${sz}.avif ${sz / size}x`)
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.join(', '),
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);
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const pngs = $derived(
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sizes
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.filter((sz) => sz >= size)
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.map((sz) => `/img/skill/${icon}/${sz}x${sz}.png ${sz / size}x`)
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.join(', '),
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);
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const src = $derived(icon !== 0 ? `/img/skill/${icon}/${sizes[0]}x${sizes[0]}.png` : `/img/skill/10011`);
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</script>
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{#if icon !== 0}
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<picture {...rest}>
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<source srcset={avifs} type="image/avif" />
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<source srcset={pngs} type="image/png" />
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<img {src} alt={`Skill icon ID ${icon_id}`} class="inline" width={size} height={size} loading="lazy" />
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</picture>
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{:else}
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<div class={`w-[${size}px] h-[${size}px]`}></div>
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{/if}
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@@ -1,6 +1,7 @@
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<script lang="ts">
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import { onMount } from 'svelte';
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import * as skill from '$lib/data/skill';
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import SkillIcon from '$lib/SkillIcon.svelte';
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let rare = $state(false);
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let unique = $state(false);
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@@ -94,7 +95,10 @@
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<div class="grid max-w-7xl grid-cols-1 gap-2 md:grid-cols-3">
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{#each skills as s (s.skill_id)}
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<div class="rounded-md border px-2 pt-1 pb-2 text-center shadow-sm transition-shadow hover:shadow-md">
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<span class="block text-xl">{s.name}</span>
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<span class="block text-xl">
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<SkillIcon icon_id={s?.icon_id} size={32} />
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{s.name}
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</span>
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<span class="block italic">{s.description}</span>
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{#each s.activations as act, i (i)}
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<span class="my-2 block rounded-md border">
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@@ -39,6 +39,9 @@ export default defineConfig({
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'/api': {
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target: 'http://localhost:13669',
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},
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'/img': {
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target: 'http://localhost:13669',
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},
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},
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},
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});
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Reference in New Issue
Block a user