export const DEFAULT_AUGMENTS = [ { id: "force", name: "Kinetic Amplifier", effect: "+1 Damage on Melee attacks", cost: "2 Iron", precompile: 1 }, { id: "fire", name: "Thermal Core", effect: "Deals Fire damage instead of Physical", cost: "1 Blaze Glass", precompile: 1 }, { id: "shock", name: "Static Coil", effect: "Targets hit are Dazed", cost: "3 Copper", precompile: 2 }, { id: "shield", name: "Reactive Plating", effect: "+1 Armor while equipped", cost: "2 Steel", precompile: 1 }, { id: "range", name: "Long-Range Optics", effect: "Increases Range by 1 step", cost: "1 Lens", precompile: 2 }, { id: "crit", name: "Precision Chip", effect: "+1 to Crit range", cost: "1 Gold", precompile: 3 }, { id: "multi", name: "Burst Module", effect: "Can target 2 enemies (Half damage)", cost: "2 Gears", precompile: 4 }, { id: "drain", name: "Siphon Link", effect: "Recover 1 Hope on kill", cost: "1 Soul Gem", precompile: 4 }, { id: "weight", name: "Gravity Plate", effect: "Weapon is Heavy (more damage)", cost: "4 Lead", precompile: 2 } ]; // Global caches for resolved features to keep getters fast const _featureCache = new Map(); /** * Scans the Daggerheart system config for any weapon features starting with "Ikonis:". * These are treated as available augments for our slot system. */ export function getAugments() { // We get the resolved features from CONFIG.DH.ITEM which includes system + homebrew const allFeatures = CONFIG.DH.ITEM.allWeaponFeatures() || {}; const augments = []; for (const [id, feature] of Object.entries(allFeatures)) { const name = feature.label || feature.name || ""; if (name.startsWith("Ikonis:")) { const desc = feature.description ? feature.description.replace(/<[^>]*>?/gm, '').trim() : ""; const lines = desc.split(/\n|\r/).map(l => l.trim()).filter(l => l.length > 0); const costLine = lines.find(l => l.toLowerCase().startsWith("cost:")); const effectLine = lines.find(l => !l.toLowerCase().startsWith("cost:")); augments.push({ id: id, name: name.replace("Ikonis:", "").trim(), fullName: name, effect: effectLine || "Native Feature", cost: costLine || "" }); } } return augments; } export function getSlotCount(item) { const flags = item.getFlag('dh-ikonis') || {}; if (typeof flags.slotOverride === "number") return flags.slotOverride; let tier = item.system?.tier?.value; if (tier === undefined) tier = item.system?.tier; const tierNum = parseInt(tier) || 1; const settingKey = `slotsTier${tierNum}`; try { return game.settings.get('dh-ikonis', settingKey); } catch (e) { return tierNum >= 2 ? 3 : 2; } } /** * Patches the system's weapon data preparation to handle slot counts. */ export function patchIkonisLogic() { // Current slot logic is handled via getSlotCount in the sheet context } /** * Placeholder for character patching - no longer needed for virtual items */ export function patchDhCharacter(DhCharacter) { // Injection is deprecated in favor of native weapon features } export function patchDHWeapon() { // Future: Add damage type override logic here }