fix: update Steady Hand prestige upgrade with real enchantment power effect
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@@ -29,12 +29,14 @@ export function useGameLoop() {
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export function useUnifiedEffects() {
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const equippedInstances = useCraftingStore((s) => s.equippedInstances);
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const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
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const prestigeUpgrades = usePrestigeStore((s) => s.prestigeUpgrades);
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const disciplineEffects = computeDisciplineEffects();
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return {
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...getUnifiedEffects({
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equippedInstances,
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equipmentInstances,
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prestigeUpgrades,
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}),
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disciplineEffects,
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};
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@@ -55,6 +57,7 @@ export function useManaStats() {
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const upgradeEffects = getUnifiedEffects({
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equippedInstances,
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equipmentInstances,
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prestigeUpgrades,
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});
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const maxMana = computeMaxMana(
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@@ -105,12 +108,14 @@ export function useManaStats() {
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*/
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export function useCombatStats() {
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const signedPacts = usePrestigeStore((s) => s.signedPacts);
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const prestigeUpgrades = usePrestigeStore((s) => s.prestigeUpgrades);
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const equippedInstances = useCraftingStore((s) => s.equippedInstances);
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const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
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const upgradeEffects = getUnifiedEffects({
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equippedInstances,
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equipmentInstances,
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prestigeUpgrades,
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});
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return {
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@@ -95,9 +95,12 @@ export const useGameStore = create<GameCoordinatorStore>()(
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const addLog = (msg: string) => writes.logs.push(msg);
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// Compute equipment and discipline effects
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const steadyHandLevel = ctx.prestige.prestigeUpgrades.steadyHand || 0;
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const enchantmentPowerMultiplier = 1 + steadyHandLevel * 0.15;
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const equipmentEffects = computeEquipmentEffects(
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ctx.crafting.equipmentInstances || {},
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ctx.crafting.equippedInstances || {}
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ctx.crafting.equippedInstances || {},
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enchantmentPowerMultiplier,
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);
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const disciplineEffects = computeDisciplineEffects();
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const allSpecials = new Set<string>([
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