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For each backpack magic item, compute the per-stat diff against whatever occupies the slot it would equip into (mi.Slot — the same slot the web Equip button targets, so the card describes the trade that actually happens). The verdict is strict dominance: all-gain is an upgrade, all-loss a downgrade, mixed a sidegrade with no winner claimed (the case the two opaque effect strings could never show). Empty slot reads 'new'; an attunement item with no free bond reads 'inert', which overrides the stat verdict because wearing it does nothing. The diff is over tempered effects on both sides and reuses the engine's own magicItemEffectFor, so nothing here re-derives power math that could drift from the game. Rides an additive Compare object on the private backpack ItemView — no migration, no endpoint, no public surface. Rings collapse to the same path: every ring equips to ring_1 (ring_2 is declared but never assigned by any live code), so a backpack ring simply compares against the ring_1 occupant.
31 KiB
31 KiB