583 lines
23 KiB
TypeScript
Executable File
583 lines
23 KiB
TypeScript
Executable File
'use client';
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import { useMemo, useState } from 'react';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import { Button } from '@/components/ui/button';
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import { Badge } from '@/components/ui/badge';
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import { Progress } from '@/components/ui/progress';
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import { ScrollArea } from '@/components/ui/scroll-area';
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import { Separator } from '@/components/ui/separator';
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import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
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import { Input } from '@/components/ui/input';
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import {
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Sparkles, Heart, Zap, Star, Shield, Flame, Droplet, Wind, Mountain, Sun, Moon, Leaf, Skull,
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Brain, Link, Wind as Force, Droplets, TreeDeciduous, Hourglass, Gem, CircleDot, Circle,
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Sword, Wand2, ShieldCheck, TrendingUp, Clock, Crown
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} from 'lucide-react';
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import type { GameState, FamiliarInstance, FamiliarDef, FamiliarAbilityType } from '@/lib/game/types';
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import { FAMILIARS_DEF, getFamiliarXpRequired, getFamiliarAbilityValue } from '@/lib/game/data/familiars';
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import { ELEMENTS } from '@/lib/game/constants';
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// Element icon mapping
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const ELEMENT_ICONS: Record<string, typeof Flame> = {
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fire: Flame,
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water: Droplet,
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air: Wind,
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earth: Mountain,
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light: Sun,
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dark: Moon,
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life: Leaf,
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death: Skull,
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mental: Brain,
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transference: Link,
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force: Force,
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blood: Droplets,
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metal: Shield,
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wood: TreeDeciduous,
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sand: Hourglass,
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crystal: Gem,
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stellar: Star,
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void: CircleDot,
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raw: Circle,
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};
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// Rarity colors
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const RARITY_COLORS: Record<string, string> = {
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common: 'text-gray-400 border-gray-600',
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uncommon: 'text-green-400 border-green-600',
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rare: 'text-blue-400 border-blue-600',
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epic: 'text-purple-400 border-purple-600',
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legendary: 'text-amber-400 border-amber-600',
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};
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const RARITY_BG: Record<string, string> = {
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common: 'bg-gray-900/50',
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uncommon: 'bg-green-900/20',
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rare: 'bg-blue-900/20',
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epic: 'bg-purple-900/20',
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legendary: 'bg-amber-900/20',
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};
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// Role icons
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const ROLE_ICONS: Record<string, typeof Sword> = {
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combat: Sword,
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mana: Sparkles,
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support: Heart,
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guardian: ShieldCheck,
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};
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// Ability type icons
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const ABILITY_ICONS: Record<FamiliarAbilityType, typeof Zap> = {
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damageBonus: Sword,
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manaRegen: Sparkles,
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autoGather: Zap,
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critChance: Star,
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castSpeed: Clock,
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manaShield: Shield,
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elementalBonus: Flame,
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lifeSteal: Heart,
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bonusGold: TrendingUp,
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autoConvert: Wand2,
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thorns: ShieldCheck,
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};
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interface FamiliarTabProps {
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store: GameState & {
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setActiveFamiliar: (index: number, active: boolean) => void;
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setFamiliarNickname: (index: number, nickname: string) => void;
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summonFamiliar: (familiarId: string) => void;
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upgradeFamiliarAbility: (index: number, abilityType: FamiliarAbilityType) => void;
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getActiveFamiliarBonuses: () => ReturnType<typeof import('@/lib/game/familiar-slice').createFamiliarSlice>['getActiveFamiliarBonuses'] extends () => infer R ? R : never;
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getAvailableFamiliars: () => string[];
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};
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}
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export function FamiliarTab({ store }: FamiliarTabProps) {
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const [selectedFamiliar, setSelectedFamiliar] = useState<number | null>(null);
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const [nicknameInput, setNicknameInput] = useState('');
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const familiars = store.familiars;
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const activeFamiliarSlots = store.activeFamiliarSlots;
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const activeCount = familiars.filter(f => f.active).length;
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const availableFamiliars = store.getAvailableFamiliars();
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const familiarBonuses = store.getActiveFamiliarBonuses();
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// Format XP display
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const formatXp = (current: number, level: number) => {
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const required = getFamiliarXpRequired(level);
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return `${current}/${required}`;
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};
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// Get familiar definition
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const getFamiliarDef = (instance: FamiliarInstance): FamiliarDef | undefined => {
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return FAMILIARS_DEF[instance.familiarId];
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};
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// Render a single familiar card
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const renderFamiliarCard = (instance: FamiliarInstance, index: number) => {
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const def = getFamiliarDef(instance);
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if (!def) return null;
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const ElementIcon = ELEMENT_ICONS[def.element] || Circle;
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const RoleIcon = ROLE_ICONS[def.role] || Sparkles;
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const xpRequired = getFamiliarXpRequired(instance.level);
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const xpPercent = Math.min(100, (instance.experience / xpRequired) * 100);
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const bondPercent = instance.bond;
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const isSelected = selectedFamiliar === index;
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return (
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<Card
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key={`${instance.familiarId}-${index}`}
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className={`cursor-pointer transition-all ${RARITY_BG[def.rarity]} ${
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isSelected ? 'ring-2 ring-amber-500' : ''
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} ${instance.active ? 'ring-1 ring-green-500/50' : ''} border ${RARITY_COLORS[def.rarity]}`}
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onClick={() => setSelectedFamiliar(isSelected ? null : index)}
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>
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<CardHeader className="pb-2">
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<div className="flex items-center justify-between">
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<div className="flex items-center gap-2">
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<div className="w-10 h-10 rounded-full bg-black/30 flex items-center justify-center">
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<ElementIcon className="w-6 h-6" style={{ color: ELEMENTS[def.element]?.color || '#fff' }} />
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</div>
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<div>
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<CardTitle className={`text-sm ${RARITY_COLORS[def.rarity]}`}>
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{instance.nickname || def.name}
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</CardTitle>
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<div className="flex items-center gap-1 text-xs text-gray-400">
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<RoleIcon className="w-3 h-3" />
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<span>Lv.{instance.level}</span>
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{instance.active && (
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<Badge className="ml-1 bg-green-900/50 text-green-300 text-xs py-0">Active</Badge>
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)}
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</div>
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</div>
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</div>
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<Badge variant="outline" className={`${RARITY_COLORS[def.rarity]} text-xs`}>
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{def.rarity}
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</Badge>
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</div>
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</CardHeader>
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<CardContent className="space-y-2">
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{/* XP Bar */}
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<div className="space-y-0.5">
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<div className="flex justify-between text-xs text-gray-400">
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<span>XP</span>
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<span>{formatXp(instance.experience, instance.level)}</span>
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</div>
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<Progress value={xpPercent} className="h-1.5 bg-gray-800" />
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</div>
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{/* Bond Bar */}
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<div className="space-y-0.5">
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<div className="flex justify-between text-xs text-gray-400">
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<span className="flex items-center gap-1">
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<Heart className="w-3 h-3" /> Bond
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</span>
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<span>{bondPercent.toFixed(0)}%</span>
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</div>
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<Progress value={bondPercent} className="h-1.5 bg-gray-800" />
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</div>
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{/* Abilities Preview */}
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<div className="flex flex-wrap gap-1 mt-2">
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{instance.abilities.slice(0, 3).map(ability => {
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const abilityDef = def.abilities.find(a => a.type === ability.type);
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if (!abilityDef) return null;
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const AbilityIcon = ABILITY_ICONS[ability.type] || Zap;
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const value = getFamiliarAbilityValue(abilityDef, instance.level, ability.level);
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return (
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<Tooltip key={ability.type}>
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<TooltipTrigger asChild>
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<Badge variant="outline" className="text-xs py-0 flex items-center gap-1">
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<AbilityIcon className="w-3 h-3" />
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{ability.type === 'damageBonus' || ability.type === 'elementalBonus' ||
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ability.type === 'castSpeed' || ability.type === 'critChance' ||
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ability.type === 'lifeSteal' || ability.type === 'thorns' ||
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ability.type === 'bonusGold'
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? `+${value.toFixed(1)}%`
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: `+${value.toFixed(1)}`}
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</Badge>
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</TooltipTrigger>
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<TooltipContent>
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<p className="text-sm">{abilityDef.desc}</p>
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<p className="text-xs text-gray-400">Level {ability.level}/10</p>
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</TooltipContent>
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</Tooltip>
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);
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})}
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</div>
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</CardContent>
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</Card>
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);
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};
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// Render selected familiar details
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const renderFamiliarDetails = () => {
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if (selectedFamiliar === null || selectedFamiliar >= familiars.length) return null;
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const instance = familiars[selectedFamiliar];
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const def = getFamiliarDef(instance);
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if (!def) return null;
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const ElementIcon = ELEMENT_ICONS[def.element] || Circle;
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return (
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<Card className="bg-gray-900/80 border-gray-700">
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<CardHeader className="pb-2">
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<div className="flex items-center justify-between">
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<CardTitle className="text-amber-400 text-sm">Familiar Details</CardTitle>
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<Button
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variant="ghost"
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size="sm"
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className="h-6 w-6 p-0"
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onClick={() => setSelectedFamiliar(null)}
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>
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✕
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</Button>
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</div>
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</CardHeader>
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<CardContent className="space-y-4">
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{/* Name and nickname */}
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<div className="space-y-2">
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<div className="flex items-center gap-2">
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<div className="w-12 h-12 rounded-full bg-black/30 flex items-center justify-center">
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<ElementIcon className="w-8 h-8" style={{ color: ELEMENTS[def.element]?.color || '#fff' }} />
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</div>
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<div>
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<h3 className={`text-lg font-bold ${RARITY_COLORS[def.rarity]}`}>
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{def.name}
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</h3>
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{instance.nickname && (
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<p className="text-sm text-gray-400">"{instance.nickname}"</p>
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)}
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</div>
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</div>
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{/* Nickname input */}
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<div className="flex gap-2">
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<Input
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value={nicknameInput}
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onChange={(e) => setNicknameInput(e.target.value)}
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placeholder="Set nickname..."
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className="h-8 text-sm bg-gray-800 border-gray-600"
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/>
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<Button
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size="sm"
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variant="outline"
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onClick={() => {
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store.setFamiliarNickname(selectedFamiliar, nicknameInput);
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setNicknameInput('');
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}}
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disabled={!nicknameInput.trim()}
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>
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Set
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</Button>
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</div>
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</div>
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{/* Description */}
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<div className="text-sm text-gray-300 italic">
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{def.desc}
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</div>
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{/* Stats */}
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<div className="grid grid-cols-2 gap-2 text-sm">
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<div className="flex justify-between">
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<span className="text-gray-400">Level:</span>
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<span className="text-white">{instance.level}/100</span>
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</div>
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<div className="flex justify-between">
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<span className="text-gray-400">Bond:</span>
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<span className="text-white">{instance.bond.toFixed(0)}%</span>
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</div>
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<div className="flex justify-between">
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<span className="text-gray-400">Role:</span>
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<span className="text-white capitalize">{def.role}</span>
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</div>
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<div className="flex justify-between">
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<span className="text-gray-400">Element:</span>
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<span style={{ color: ELEMENTS[def.element]?.color }}>{def.element}</span>
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</div>
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</div>
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<Separator className="bg-gray-700" />
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{/* Abilities */}
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<div className="space-y-2">
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<h4 className="text-sm font-semibold text-gray-300">Abilities</h4>
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{instance.abilities.map(ability => {
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const abilityDef = def.abilities.find(a => a.type === ability.type);
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if (!abilityDef) return null;
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const AbilityIcon = ABILITY_ICONS[ability.type] || Zap;
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const value = getFamiliarAbilityValue(abilityDef, instance.level, ability.level);
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const upgradeCost = ability.level * 100;
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const canUpgrade = instance.experience >= upgradeCost && ability.level < 10;
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return (
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<div key={ability.type} className="p-2 rounded bg-gray-800/50 border border-gray-700">
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<div className="flex items-center justify-between mb-1">
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<div className="flex items-center gap-2">
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<AbilityIcon className="w-4 h-4 text-amber-400" />
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<span className="text-sm font-medium capitalize">
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{ability.type.replace(/([A-Z])/g, ' $1').trim()}
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</span>
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</div>
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<Badge variant="outline" className="text-xs">Lv.{ability.level}/10</Badge>
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</div>
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<p className="text-xs text-gray-400 mb-2">{abilityDef.desc}</p>
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<div className="flex items-center justify-between">
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<span className="text-sm text-green-400">
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Current: +{value.toFixed(2)}
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{ability.type === 'damageBonus' || ability.type === 'elementalBonus' ||
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ability.type === 'castSpeed' || ability.type === 'critChance' ||
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ability.type === 'lifeSteal' || ability.type === 'thorns' ||
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ability.type === 'bonusGold' ? '%' : ''}
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</span>
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{ability.level < 10 && (
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<Button
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size="sm"
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variant="outline"
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className="h-6 text-xs"
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disabled={!canUpgrade}
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onClick={() => store.upgradeFamiliarAbility(selectedFamiliar, ability.type)}
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>
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Upgrade ({upgradeCost} XP)
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</Button>
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)}
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</div>
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</div>
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);
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})}
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</div>
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{/* Activate/Deactivate */}
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<Button
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className={`w-full ${instance.active ? 'bg-red-900/50 hover:bg-red-800/50' : 'bg-green-900/50 hover:bg-green-800/50'}`}
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onClick={() => store.setActiveFamiliar(selectedFamiliar, !instance.active)}
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disabled={!instance.active && activeCount >= activeFamiliarSlots}
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>
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{instance.active ? 'Deactivate' : 'Activate'}
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</Button>
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{/* Flavor text */}
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{def.flavorText && (
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<p className="text-xs text-gray-500 italic text-center">
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"{def.flavorText}"
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</p>
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)}
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</CardContent>
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</Card>
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);
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};
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// Render summonable familiars
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const renderSummonableFamiliars = () => {
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if (availableFamiliars.length === 0) return null;
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return (
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<Card className="bg-gray-900/80 border-gray-700">
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<CardHeader className="pb-2">
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<CardTitle className="text-cyan-400 text-sm flex items-center gap-2">
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<Sparkles className="w-4 h-4" />
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Available to Summon ({availableFamiliars.length})
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</CardTitle>
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</CardHeader>
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<CardContent>
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<ScrollArea className="h-48">
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<div className="space-y-2">
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{availableFamiliars.map(familiarId => {
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const def = FAMILIARS_DEF[familiarId];
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if (!def) return null;
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const ElementIcon = ELEMENT_ICONS[def.element] || Circle;
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const RoleIcon = ROLE_ICONS[def.role] || Sparkles;
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return (
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<div
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key={familiarId}
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className={`p-2 rounded border ${RARITY_COLORS[def.rarity]} ${RARITY_BG[def.rarity]} flex items-center justify-between`}
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>
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<div className="flex items-center gap-2">
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<ElementIcon className="w-5 h-5" style={{ color: ELEMENTS[def.element]?.color || '#fff' }} />
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<div>
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<div className={`text-sm font-medium ${RARITY_COLORS[def.rarity]}`}>
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{def.name}
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</div>
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<div className="text-xs text-gray-400 flex items-center gap-1">
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<RoleIcon className="w-3 h-3" />
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{def.role}
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</div>
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</div>
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</div>
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<Button
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size="sm"
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variant="outline"
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className="h-7"
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onClick={() => store.summonFamiliar(familiarId)}
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>
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Summon
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</Button>
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</div>
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);
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})}
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</div>
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</ScrollArea>
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</CardContent>
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</Card>
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);
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};
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// Render active bonuses
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const renderActiveBonuses = () => {
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const hasBonuses = Object.entries(familiarBonuses).some(([key, value]) => {
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if (key === 'damageMultiplier' || key === 'castSpeedMultiplier' ||
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key === 'elementalDamageMultiplier' || key === 'insightMultiplier') {
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return value > 1;
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}
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return value > 0;
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});
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if (!hasBonuses) return null;
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return (
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<Card className="bg-gray-900/80 border-gray-700">
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<CardHeader className="pb-2">
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<CardTitle className="text-green-400 text-sm flex items-center gap-2">
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<TrendingUp className="w-4 h-4" />
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Active Familiar Bonuses
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</CardTitle>
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</CardHeader>
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<CardContent>
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<div className="grid grid-cols-2 sm:grid-cols-3 gap-2 text-sm">
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{familiarBonuses.damageMultiplier > 1 && (
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<div className="flex items-center gap-2">
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<Sword className="w-4 h-4 text-red-400" />
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<span>+{((familiarBonuses.damageMultiplier - 1) * 100).toFixed(0)}% DMG</span>
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</div>
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)}
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{familiarBonuses.manaRegenBonus > 0 && (
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<div className="flex items-center gap-2">
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<Sparkles className="w-4 h-4 text-blue-400" />
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<span>+{familiarBonuses.manaRegenBonus.toFixed(1)} regen</span>
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</div>
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)}
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{familiarBonuses.autoGatherRate > 0 && (
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<div className="flex items-center gap-2">
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<Zap className="w-4 h-4 text-yellow-400" />
|
|
<span>+{familiarBonuses.autoGatherRate.toFixed(1)}/hr gather</span>
|
|
</div>
|
|
)}
|
|
{familiarBonuses.critChanceBonus > 0 && (
|
|
<div className="flex items-center gap-2">
|
|
<Star className="w-4 h-4 text-amber-400" />
|
|
<span>+{familiarBonuses.critChanceBonus.toFixed(1)}% crit</span>
|
|
</div>
|
|
)}
|
|
{familiarBonuses.castSpeedMultiplier > 1 && (
|
|
<div className="flex items-center gap-2">
|
|
<Clock className="w-4 h-4 text-cyan-400" />
|
|
<span>+{((familiarBonuses.castSpeedMultiplier - 1) * 100).toFixed(0)}% speed</span>
|
|
</div>
|
|
)}
|
|
{familiarBonuses.elementalDamageMultiplier > 1 && (
|
|
<div className="flex items-center gap-2">
|
|
<Flame className="w-4 h-4 text-orange-400" />
|
|
<span>+{((familiarBonuses.elementalDamageMultiplier - 1) * 100).toFixed(0)}% elem</span>
|
|
</div>
|
|
)}
|
|
{familiarBonuses.lifeStealPercent > 0 && (
|
|
<div className="flex items-center gap-2">
|
|
<Heart className="w-4 h-4 text-red-400" />
|
|
<span>+{familiarBonuses.lifeStealPercent.toFixed(0)}% lifesteal</span>
|
|
</div>
|
|
)}
|
|
{familiarBonuses.insightMultiplier > 1 && (
|
|
<div className="flex items-center gap-2">
|
|
<TrendingUp className="w-4 h-4 text-purple-400" />
|
|
<span>+{((familiarBonuses.insightMultiplier - 1) * 100).toFixed(0)}% insight</span>
|
|
</div>
|
|
)}
|
|
</div>
|
|
</CardContent>
|
|
</Card>
|
|
);
|
|
};
|
|
|
|
return (
|
|
<TooltipProvider>
|
|
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
|
{/* Owned Familiars */}
|
|
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
|
<CardHeader className="pb-2">
|
|
<div className="flex items-center justify-between">
|
|
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
|
|
<Heart className="w-4 h-4" />
|
|
Your Familiars ({familiars.length})
|
|
</CardTitle>
|
|
<div className="text-xs text-gray-400">
|
|
Active Slots: {activeCount}/{activeFamiliarSlots}
|
|
</div>
|
|
</div>
|
|
</CardHeader>
|
|
<CardContent>
|
|
{familiars.length > 0 ? (
|
|
<div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-3 gap-3">
|
|
{familiars.map((instance, index) => renderFamiliarCard(instance, index))}
|
|
</div>
|
|
) : (
|
|
<div className="text-center p-8 text-gray-500">
|
|
No familiars yet. Progress through the game to summon companions!
|
|
</div>
|
|
)}
|
|
</CardContent>
|
|
</Card>
|
|
|
|
{/* Active Bonuses */}
|
|
{renderActiveBonuses()}
|
|
|
|
{/* Selected Familiar Details */}
|
|
{renderFamiliarDetails()}
|
|
|
|
{/* Summonable Familiars */}
|
|
{renderSummonableFamiliars()}
|
|
|
|
{/* Familiar Guide */}
|
|
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
|
<CardHeader className="pb-2">
|
|
<CardTitle className="text-purple-400 text-sm flex items-center gap-2">
|
|
<Crown className="w-4 h-4" />
|
|
Familiar Guide
|
|
</CardTitle>
|
|
</CardHeader>
|
|
<CardContent>
|
|
<div className="grid grid-cols-1 sm:grid-cols-2 gap-4 text-sm text-gray-300">
|
|
<div>
|
|
<h4 className="font-semibold text-amber-400 mb-1">Acquiring Familiars</h4>
|
|
<p>Familiars become available to summon as you progress through floors, gather mana, and sign pacts with guardians. Higher rarity familiars are unlocked later.</p>
|
|
</div>
|
|
<div>
|
|
<h4 className="font-semibold text-amber-400 mb-1">Leveling & Bond</h4>
|
|
<p>Active familiars gain XP from combat, gathering, and time. Higher bond increases their power and XP gain. Upgrade abilities using XP to boost their effects.</p>
|
|
</div>
|
|
<div>
|
|
<h4 className="font-semibold text-amber-400 mb-1">Roles</h4>
|
|
<p>
|
|
<span className="text-red-400">Combat</span> - Damage and crit bonuses<br/>
|
|
<span className="text-blue-400">Mana</span> - Regeneration and auto-gathering<br/>
|
|
<span className="text-green-400">Support</span> - Speed and utility<br/>
|
|
<span className="text-amber-400">Guardian</span> - Defense and shields
|
|
</p>
|
|
</div>
|
|
<div>
|
|
<h4 className="font-semibold text-amber-400 mb-1">Active Slots</h4>
|
|
<p>You can have 1 familiar active by default. Upgrade through prestige to unlock more active slots for stacking bonuses.</p>
|
|
</div>
|
|
</div>
|
|
</CardContent>
|
|
</Card>
|
|
</div>
|
|
</TooltipProvider>
|
|
);
|
|
}
|