update components to use 'no_augment' default
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2 changed files with 2 additions and 2 deletions
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@ -114,7 +114,7 @@
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const keySlotCount = $derived(seriesSlug ? (WEAPON_KEY_SLOTS[seriesSlug] ?? 2) : 0)
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const keySlotCount = $derived(seriesSlug ? (WEAPON_KEY_SLOTS[seriesSlug] ?? 2) : 0)
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// Augment type from series determines AX skills vs befoulment
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// Augment type from series determines AX skills vs befoulment
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const augmentType = $derived(series?.augmentType ?? 'none')
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const augmentType = $derived(series?.augmentType ?? 'no_augment')
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const hasAxSkills = $derived(augmentType === 'ax')
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const hasAxSkills = $derived(augmentType === 'ax')
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const hasBefoulment = $derived(augmentType === 'befoulment')
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const hasBefoulment = $derived(augmentType === 'befoulment')
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const hasAwakening = $derived((weaponData?.maxAwakeningLevel ?? 0) > 0)
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const hasAwakening = $derived((weaponData?.maxAwakeningLevel ?? 0) > 0)
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@ -82,7 +82,7 @@
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const keySlotCount = $derived(seriesSlug ? (WEAPON_KEY_SLOTS[seriesSlug] ?? 2) : 0)
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const keySlotCount = $derived(seriesSlug ? (WEAPON_KEY_SLOTS[seriesSlug] ?? 2) : 0)
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// Augment type from series determines AX skills vs befoulment
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// Augment type from series determines AX skills vs befoulment
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const augmentType = $derived(series?.augmentType ?? 'none')
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const augmentType = $derived(series?.augmentType ?? 'no_augment')
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const hasAxSkills = $derived(augmentType === 'ax')
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const hasAxSkills = $derived(augmentType === 'ax')
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const hasBefoulment = $derived(augmentType === 'befoulment')
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const hasBefoulment = $derived(augmentType === 'befoulment')
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const hasAwakening = $derived((weaponData?.maxAwakeningLevel ?? 0) > 0)
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const hasAwakening = $derived((weaponData?.maxAwakeningLevel ?? 0) > 0)
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