step 10.12: done
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@@ -2,6 +2,8 @@
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// Sell value = 40% of buy_price (materials with buy_price=0 use rarity default).
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const { getDb } = require('../db');
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const { AppError } = require('../utils/errors');
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const { getEquipmentBonuses } = require('../game/equipment');
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const { calcDerived } = require('../game/stats');
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// Rarity defaults for materials (buy_price = 0).
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const MATERIAL_SELL_DEFAULTS = { common: 2, uncommon: 4, rare: 8, epic: 16, legendary: 32 };
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@@ -278,22 +280,7 @@ function listInventory(characterId) {
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const rows = s.listInventory.all(characterId);
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// Calculate current derived stats including equipment bonuses.
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const equipBonuses = {
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bonus_str: 0, bonus_agi: 0, bonus_int: 0, bonus_vit: 0,
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bonus_attack: 0, bonus_defense: 0,
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};
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for (const row of rows) {
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if (row.equipped_slot) {
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equipBonuses.bonus_str += row.bonus_str || 0;
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equipBonuses.bonus_agi += row.bonus_agi || 0;
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equipBonuses.bonus_int += row.bonus_int || 0;
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equipBonuses.bonus_vit += row.bonus_vit || 0;
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equipBonuses.bonus_attack += row.bonus_attack || 0;
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equipBonuses.bonus_defense += row.bonus_defense || 0;
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}
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}
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const { calcDerived } = require('../game/stats');
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const equipBonuses = getEquipmentBonuses(characterId);
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const derived = calcDerived(
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{ str: ch.str, agi: ch.agi, int: ch.int, vit: ch.vit },
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ch.level,
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