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#!/usr/bin/env node
/**
* GRUDGE Item Database — Icon Reassignment Script
*
* Parses all items from GRUDGE_Item_Database.html and assigns the correct
* icon from the ObjectStore icon library based on item name + category keywords.
*
* Icon sources (all under https://molochdagod.github.io/ObjectStore/icons/):
* pack/weapons/ — Sword, Axe, Dagger, Hammer, Bow, Crossbow, Book, Spear, staff, shield, Scythe
* pack/armor/ — Helm, Shoulder, Chest, Belt, Boots, Pants, Gloves, Bracer, Back, necklace, Ring
* pack/potions/ — Potions
* pack/resources/ — Loot/Res/Quest items
* pack/misc/ — Buildings, mounts, effects
* 496_rpg_icons/ — RPG-style weapons (W_), skills (S_), items (I_), potions (P_), armor (A_), etc.
* consumables/ — Food, potions, herbs
* food/ — Prepared food icons
* materials/ — Crafting materials (ores, ingots, logs, thread, leather, gems, essences)
* abilities/ — Named ability icons
* skills/ — Skill icons
* skill_nobg/ — Skill icons (no background)
* loot/ — Loot bag/chest icons
*/
const fs = require('fs');
const path = require('path');
const HTML_PATH = path.join(__dirname, 'GRUDGE_Item_Database.html');
const ICON_BASE = 'https://molochdagod.github.io/ObjectStore/icons';
// ─── Icon inventories (gathered from the filesystem) ────────────────────────
// Build file lists from disk
function listIcons(dir) {
const full = path.join(__dirname, 'icons', dir);
if (!fs.existsSync(full)) return [];
return fs.readdirSync(full).filter(f => f.endsWith('.png'));
}
const PACK_WEAPONS = listIcons('pack/weapons');
const PACK_ARMOR = listIcons('pack/armor');
const PACK_POTIONS = listIcons('pack/potions');
const PACK_RESOURCES = listIcons('pack/resources');
const PACK_MISC = listIcons('pack/misc');
const RPG_ICONS = listIcons('496_rpg_icons');
const CONSUMABLE_ICONS = listIcons('consumables');
const FOOD_ICONS = listIcons('food');
const MATERIAL_ICONS = listIcons('materials');
const ABILITY_ICONS = listIcons('abilities');
const SKILL_ICONS = listIcons('skills');
const LOOT_ICONS = listIcons('loot');
// Helper: pick icons by prefix from a set
function byPrefix(list, prefix) {
return list.filter(f => f.startsWith(prefix)).sort();
}
// Helper: deterministic pick based on name hash (consistent per item)
function hashPick(arr, name) {
if (!arr.length) return null;
let h = 0;
for (let i = 0; i < name.length; i++) h = ((h << 5) - h + name.charCodeAt(i)) | 0;
return arr[Math.abs(h) % arr.length];
}
// Helper: tier-aware pick — use tier index to offset into the array
function tierPick(arr, name, tier) {
if (!arr.length) return null;
const t = parseInt(tier) || 0;
if (t > 0 && t <= arr.length) return arr[Math.min(t - 1, arr.length - 1)];
return hashPick(arr, name);
}
// Pre-sorted icon pools
const POOL = {
// pack/weapons
sword: byPrefix(PACK_WEAPONS, 'Sword_'),
axe: byPrefix(PACK_WEAPONS, 'Axe_'),
dagger: byPrefix(PACK_WEAPONS, 'Dagger_'),
hammer: byPrefix(PACK_WEAPONS, 'Hammer_'),
bow: byPrefix(PACK_WEAPONS, 'Bow_'),
crossbow: byPrefix(PACK_WEAPONS, 'Crossbow_'),
book: byPrefix(PACK_WEAPONS, 'Book_'),
spear: byPrefix(PACK_WEAPONS, 'Spear_'),
staff: byPrefix(PACK_WEAPONS, 'staff_'),
shield: byPrefix(PACK_WEAPONS, 'shield_'),
scythe: byPrefix(PACK_WEAPONS, 'Scythe_'),
arrow: byPrefix(PACK_WEAPONS, 'Arrow_'),
bolt: byPrefix(PACK_WEAPONS, 'Bolt_'),
// pack/armor
helm: byPrefix(PACK_ARMOR, 'Helm_'),
shoulder: byPrefix(PACK_ARMOR, 'Shoulder_'),
chest: byPrefix(PACK_ARMOR, 'Chest_'),
belt: byPrefix(PACK_ARMOR, 'Belt_'),
boots: byPrefix(PACK_ARMOR, 'Boots_'),
pants: byPrefix(PACK_ARMOR, 'Pants_'),
gloves: byPrefix(PACK_ARMOR, 'Gloves_'),
bracer: byPrefix(PACK_ARMOR, 'Bracer_'),
back: byPrefix(PACK_ARMOR, 'Back_'),
necklace: byPrefix(PACK_ARMOR, 'necklace_'),
ring: byPrefix(PACK_ARMOR, 'Ring_'),
// 496 rpg
rpg_sword: byPrefix(RPG_ICONS, 'W_Sword'),
rpg_axe: byPrefix(RPG_ICONS, 'W_Axe'),
rpg_dagger: byPrefix(RPG_ICONS, 'W_Dagger'),
rpg_bow: byPrefix(RPG_ICONS, 'W_Bow'),
rpg_mace: byPrefix(RPG_ICONS, 'W_Mace'),
rpg_spear: byPrefix(RPG_ICONS, 'W_Spear'),
rpg_staff: byPrefix(RPG_ICONS, 'W_Staff'),
rpg_book: byPrefix(RPG_ICONS, 'W_Book'),
rpg_gun: byPrefix(RPG_ICONS, 'W_Gun'),
rpg_fist: byPrefix(RPG_ICONS, 'W_Fist'),
rpg_throw: byPrefix(RPG_ICONS, 'W_Throw'),
// rpg skills
sk_fire: byPrefix(RPG_ICONS, 'S_Fire'),
sk_ice: byPrefix(RPG_ICONS, 'S_Ice'),
sk_holy: byPrefix(RPG_ICONS, 'S_Holy'),
sk_earth: byPrefix(RPG_ICONS, 'S_Earth'),
sk_thunder: byPrefix(RPG_ICONS, 'S_Thunder'),
sk_shadow: byPrefix(RPG_ICONS, 'S_Shadow'),
sk_water: byPrefix(RPG_ICONS, 'S_Water'),
sk_wind: byPrefix(RPG_ICONS, 'S_Wind'),
sk_light: byPrefix(RPG_ICONS, 'S_Light'),
sk_poison: byPrefix(RPG_ICONS, 'S_Poison'),
sk_magic: byPrefix(RPG_ICONS, 'S_Magic'),
sk_sword: byPrefix(RPG_ICONS, 'S_Sword'),
sk_axe: byPrefix(RPG_ICONS, 'S_Axe'),
sk_bow: byPrefix(RPG_ICONS, 'S_Bow'),
sk_dagger: byPrefix(RPG_ICONS, 'S_Dagger'),
sk_buff: byPrefix(RPG_ICONS, 'S_Buff'),
sk_physic: byPrefix(RPG_ICONS, 'S_Physic'),
// rpg items
rpg_crystal: RPG_ICONS.filter(f => f.startsWith('I_Crystal')),
rpg_gem: RPG_ICONS.filter(f => /^I_(Diamond|Ruby|Sapphire|Jade|Opal|Agate|Amethist)/.test(f)),
rpg_potion_red: byPrefix(RPG_ICONS, 'P_Red'),
rpg_potion_blue: byPrefix(RPG_ICONS, 'P_Blue'),
rpg_potion_green: byPrefix(RPG_ICONS, 'P_Green'),
rpg_potion_yellow: byPrefix(RPG_ICONS, 'P_Yellow'),
rpg_potion_white: byPrefix(RPG_ICONS, 'P_White'),
rpg_potion_orange: byPrefix(RPG_ICONS, 'P_Orange'),
rpg_potion_pink: byPrefix(RPG_ICONS, 'P_Pink'),
rpg_potion_med: byPrefix(RPG_ICONS, 'P_Medicine'),
rpg_metal: RPG_ICONS.filter(f => f.startsWith('E_Metal')),
rpg_wood: RPG_ICONS.filter(f => f.startsWith('E_Wood')),
rpg_bone: RPG_ICONS.filter(f => f.startsWith('E_Bones')),
rpg_gold: RPG_ICONS.filter(f => f.startsWith('E_Gold') || f.startsWith('I_GoldBar') || f.startsWith('I_GoldCoin')),
rpg_food: RPG_ICONS.filter(f => f.startsWith('I_C_')),
rpg_scroll: RPG_ICONS.filter(f => f.startsWith('I_Scroll')),
rpg_key: RPG_ICONS.filter(f => f.startsWith('I_Key')),
rpg_chest: RPG_ICONS.filter(f => f.startsWith('I_Chest')),
rpg_ring: RPG_ICONS.filter(f => f.startsWith('Ac_Ring')),
rpg_necklace: RPG_ICONS.filter(f => f.startsWith('Ac_Necklace')),
rpg_medal: RPG_ICONS.filter(f => f.startsWith('Ac_Medal')),
rpg_armor: RPG_ICONS.filter(f => f.startsWith('A_Arm')),
rpg_clothing: RPG_ICONS.filter(f => f.startsWith('A_Clothing')),
rpg_shoes: RPG_ICONS.filter(f => f.startsWith('A_Shoes')),
rpg_helm: RPG_ICONS.filter(f => f.startsWith('C_')),
};
// ─── Extract tier from name ──────────────────────────────────────────────────
function extractTier(name) {
const m = name.match(/\bT(\d)\b/);
return m ? parseInt(m[1]) : 0;
}
// Strip tier from name for base matching
function baseName(name) {
return name.replace(/\s+T\d\b/, '').replace(/\s+Vol\s+[IVX]+/i, '').trim();
}
// ─── Weapon icon resolver ────────────────────────────────────────────────────
function resolveWeapon(name, tier) {
const n = name.toLowerCase();
const bn = baseName(name);
// Swords
if (/sword|blade|saber|sabre|rapier|scimitar|cutlass|falchion/i.test(n))
return `pack/weapons/${tierPick(POOL.sword, bn, tier)}`;
// Daggers
if (/dagger|knife|shiv|dirk|kris|stiletto/i.test(n))
return `pack/weapons/${tierPick(POOL.dagger, bn, tier)}`;
// Axes
if (/\baxe\b|hatchet|cleaver|tomahawk/i.test(n))
return `pack/weapons/${tierPick(POOL.axe, bn, tier)}`;
// Hammers / Maces / Clubs
if (/hammer|mace|club|maul|flail|warhammer|morningstar/i.test(n))
return `pack/weapons/${tierPick(POOL.hammer, bn, tier)}`;
// Bows
if (/\bbow\b|longbow|shortbow/i.test(n))
return `pack/weapons/${tierPick(POOL.bow, bn, tier)}`;
// Crossbows
if (/crossbow|repeater/i.test(n))
return `pack/weapons/${tierPick(POOL.crossbow, bn, tier)}`;
// Guns
if (/\bgun\b|pistol|rifle|musket|blaster|blunderbuss|cannon/i.test(n))
return `496_rpg_icons/${hashPick(POOL.rpg_gun, bn)}`;
// Spears
if (/spear|lance|pike|halberd|trident|javelin/i.test(n))
return `pack/weapons/${tierPick(POOL.spear, bn, tier)}`;
// Staffs
if (/\bstaff\b|rod\b|scepter|wand/i.test(n))
return `pack/weapons/${tierPick(POOL.staff, bn, tier)}`;
// Books / Tomes
if (/\bbook\b|\btome\b|grimoire|codex|spell\s*book|scripture/i.test(n))
return `pack/weapons/${tierPick(POOL.book, bn, tier)}`;
// Scythes
if (/scythe|sickle/i.test(n))
return `pack/weapons/${tierPick(POOL.scythe, bn, tier)}`;
// Shields (some weapons are shields in uMMORPG)
if (/shield|buckler|bulwark|aegis/i.test(n))
return `pack/weapons/${tierPick(POOL.shield, bn, tier)}`;
// Arrows
if (/\barrow\b|quiver/i.test(n))
return `pack/weapons/${tierPick(POOL.arrow, bn, tier)}`;
// Bolt
if (/\bbolt\b/i.test(n))
return `pack/weapons/${tierPick(POOL.bolt, bn, tier)}`;
// Fist weapons
if (/fist|knuckle|claw|gauntlet/i.test(n))
return `496_rpg_icons/${hashPick(POOL.rpg_fist, bn)}`;
// Fallback: use rpg sword
return `pack/weapons/${hashPick(POOL.sword, bn)}`;
}
// ─── Armor icon resolver ─────────────────────────────────────────────────────
function resolveArmor(name, tier) {
const n = name.toLowerCase();
const bn = baseName(name);
if (/shoulder/i.test(n)) return `pack/armor/${tierPick(POOL.shoulder, bn, tier)}`;
if (/head\b|helm|helmet|crown|hood|mask|circlet|coif/i.test(n)) return `pack/armor/${tierPick(POOL.helm, bn, tier)}`;
if (/chest|robe|tunic|vest|jerkin|breastplate|cuirass|hauberk|mail\b/i.test(n)) return `pack/armor/${tierPick(POOL.chest, bn, tier)}`;
if (/belt|waist|sash|girdle/i.test(n)) return `pack/armor/${tierPick(POOL.belt, bn, tier)}`;
if (/feet|boot|shoes|greaves|sabatons/i.test(n)) return `pack/armor/${tierPick(POOL.boots, bn, tier)}`;
if (/legs|pants|legging|breeches|cuisses|tasset/i.test(n)) return `pack/armor/${tierPick(POOL.pants, bn, tier)}`;
if (/hand|glove|gauntlet|mitt/i.test(n)) return `pack/armor/${tierPick(POOL.gloves, bn, tier)}`;
if (/bracer|wrist|vambrace|cuff/i.test(n)) return `pack/armor/${tierPick(POOL.bracer, bn, tier)}`;
if (/back|cape|cloak|mantle/i.test(n)) return `pack/armor/${tierPick(POOL.back, bn, tier)}`;
if (/necklace|amulet|pendant|choker|chain\b/i.test(n)) return `pack/armor/${tierPick(POOL.necklace, bn, tier)}`;
// Cloth/Leather/Metal/Plate — try to infer slot from name patterns
// uMMORPG naming: "Apprentice Cloth Shoulders T1" — slot word is in name
// Already matched above, so this is a final fallback
return `pack/armor/${hashPick(POOL.chest, bn)}`;
}
// ─── Offhand icon resolver ──────────────────────────────────────────────────
function resolveOffhand(name, tier) {
const n = name.toLowerCase();
const bn = baseName(name);
if (/shield|buckler|bulwark|aegis|ward/i.test(n))
return `pack/weapons/${tierPick(POOL.shield, bn, tier)}`;
if (/\bbook\b|\btome\b|orb|relic|focus|crystal/i.test(n))
return `pack/weapons/${tierPick(POOL.book, bn, tier)}`;
// Default offhand → shield
return `pack/weapons/${tierPick(POOL.shield, bn, tier)}`;
}
// ─── Ring icon resolver ──────────────────────────────────────────────────────
function resolveRing(name, tier) {
const bn = baseName(name);
if (POOL.ring.length) return `pack/armor/${tierPick(POOL.ring, bn, tier)}`;
return `496_rpg_icons/${hashPick(POOL.rpg_ring, bn)}`;
}
// ─── Relic icon resolver ─────────────────────────────────────────────────────
function resolveRelic(name, tier) {
const n = name.toLowerCase();
const bn = baseName(name);
// Element-themed relics → matching crystal/gem
if (/frost|ice|cold|glacier/i.test(n)) return `496_rpg_icons/${hashPick(POOL.rpg_crystal.concat(RPG_ICONS.filter(f => /Sapphire/.test(f))), bn)}`;
if (/fire|fury|flame|ember|blaze/i.test(n)) return `496_rpg_icons/${hashPick(POOL.rpg_crystal.concat(RPG_ICONS.filter(f => /Ruby/.test(f))), bn)}`;
if (/nature|earth|verdant|growth/i.test(n)) return `496_rpg_icons/${hashPick(POOL.rpg_crystal.concat(RPG_ICONS.filter(f => /Jade/.test(f))), bn)}`;
if (/void|shadow|dark|chaos/i.test(n)) return `496_rpg_icons/${hashPick(POOL.rpg_crystal.concat(RPG_ICONS.filter(f => /Amethist/.test(f))), bn)}`;
if (/holy|light|divine|sacred/i.test(n)) return `496_rpg_icons/${hashPick(POOL.rpg_crystal.concat(RPG_ICONS.filter(f => /Diamond/.test(f))), bn)}`;
if (/lightning|thunder|storm/i.test(n)) return `496_rpg_icons/${hashPick(POOL.rpg_crystal.concat(RPG_ICONS.filter(f => /Opal/.test(f))), bn)}`;
// Generic relic → crystal
const allGems = POOL.rpg_crystal.concat(POOL.rpg_gem);
return `496_rpg_icons/${tierPick(allGems, bn, tier)}`;
}
// ─── Skill icon resolver ─────────────────────────────────────────────────────
function resolveSkill(name) {
const n = name.toLowerCase();
const bn = baseName(name);
// Named abilities (check abilities/ directory first)
const abilityMatch = ABILITY_ICONS.find(f => {
const abilName = f.replace('ability_', '').replace('.png', '').replace(/_/g, ' ');
return n.includes(abilName) || abilName.includes(n.replace(/[()]/g, '').trim());
});
if (abilityMatch) return `abilities/${abilityMatch}`;
// Element keywords → RPG skill icons
if (/fire|flame|burn|blaze|inferno|ember|scorch|ignite|immolat|pyro/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_fire, bn)}`;
if (/ice|frost|freeze|blizzard|glacier|cold|chill/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_ice, bn)}`;
if (/holy|heal|divine|smite|blessing|sacred|purif|resurrect|prayer|grace/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_holy, bn)}`;
if (/nature|earth|root|vine|thorn|entangle|growth|verdant|bloom/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_earth, bn)}`;
if (/lightning|thunder|storm|shock|bolt|electr|tempest/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_thunder, bn)}`;
if (/shadow|dark|void|curse|drain|fear|terror|death|necro|soul/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_shadow, bn)}`;
if (/water|wave|torrent|flood|tide|aqua|rain/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_water, bn)}`;
if (/wind|gust|cyclone|tornado|breeze|aerial/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_wind, bn)}`;
if (/light|radian|glow|flash|illumin/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_light, bn)}`;
if (/poison|venom|toxic|plague|disease|infect/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_poison, bn)}`;
// Weapon-themed skills
if (/sword|slash|cleave|strike|blade|cut\b|rend/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_sword, bn)}`;
if (/axe|chop|hew|split/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_axe, bn)}`;
if (/\bbow\b|arrow|shot|volley|barrage|snipe/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_bow, bn)}`;
if (/dagger|stab|backstab|ambush|stealth|assassin/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_dagger, bn)}`;
// Buff/debuff skills
if (/buff|aura|fortif|empower|strengthen|haste|berserk|rally|protect|ward|barrier/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_buff, bn)}`;
// Physical skills
if (/attack|charge|bash|smash|crush|punch|kick|whirl|spin|rush|stun|knockback|catapult|ballista|brute|siege/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_physic.concat(POOL.sk_sword), bn)}`;
// Mage/Arcane
if (/mage|arcane|magic|spell|archmage|blink|teleport|portal|mana|polymorph|enchant/i.test(n)) return `496_rpg_icons/${hashPick(POOL.sk_magic, bn)}`;
// Fallback
return `496_rpg_icons/${hashPick(POOL.sk_magic, bn)}`;
}
// ─── Consumable icon resolver ────────────────────────────────────────────────
function resolveConsumable(name, tier) {
const n = name.toLowerCase();
const bn = baseName(name);
// Many "consumables" in the uMMORPG export are actually ARMOR pieces
// Check for armor slot keywords first
if (/shoulder/i.test(n)) return resolveArmor(name, tier);
if (/head\b|helm|helmet|crown|hood|mask|circlet|coif/i.test(n)) return resolveArmor(name, tier);
if (/chest|robe|tunic|vest|jerkin|breastplate/i.test(n)) return resolveArmor(name, tier);
if (/belt|waist|sash|girdle/i.test(n)) return resolveArmor(name, tier);
if (/feet|boot|shoes|greaves/i.test(n)) return resolveArmor(name, tier);
if (/legs|pants|legging/i.test(n)) return resolveArmor(name, tier);
if (/hand|glove|gauntlet/i.test(n)) return resolveArmor(name, tier);
if (/bracer|wrist|vambrace/i.test(n)) return resolveArmor(name, tier);
if (/back|cape|cloak|mantle/i.test(n)) return resolveArmor(name, tier);
if (/necklace|amulet|pendant/i.test(n)) return resolveArmor(name, tier);
// Cloth/Leather/Metal armor pieces without explicit slot in name
if (/\bcloth\b|\bleather\b|\bplate\b|\bmail\b|\bmetal\b/i.test(n) && /\bT\d\b/.test(name))
return resolveArmor(name, tier);
// Rings
if (/\bring\b|\bband\b/i.test(n)) return resolveRing(name, tier);
// Shields
if (/shield|buckler/i.test(n)) return resolveOffhand(name, tier);
// Weapons that ended up in consumable
if (/sword|blade|dagger|axe|hammer|mace|bow|crossbow|staff|spear/i.test(n))
return resolveWeapon(name, tier);
// Potions
if (/health\s*potion|hp\s*potion|healing\s*potion|red\s*potion/i.test(n))
return `consumables/${hashPick(CONSUMABLE_ICONS.filter(f => /health_potion/.test(f)), bn) || 'health_potion01.png'}`;
if (/mana\s*potion|mp\s*potion|blue\s*potion/i.test(n))
return `consumables/${hashPick(CONSUMABLE_ICONS.filter(f => /mana_potion/.test(f)), bn) || 'mana_potion01.png'}`;
if (/potion|elixir|tonic|flask|vial|draught/i.test(n)) {
const allPotions = POOL.rpg_potion_red.concat(POOL.rpg_potion_blue, POOL.rpg_potion_green, POOL.rpg_potion_yellow, POOL.rpg_potion_orange);
return `496_rpg_icons/${hashPick(allPotions, bn)}`;
}
// Food
if (/bread|meat|fish|cheese|apple|pie|steak|chicken|mushroom|fruit|carrot|berry|grape|banana|cherry|nut|pear|lemon|orange|pepper|radish|strawberry|watermelon|pineapple/i.test(n)) {
// Try consumables/ food icons first
const foodConsumables = CONSUMABLE_ICONS.filter(f => /^food_/.test(f));
if (foodConsumables.length) return `consumables/${hashPick(foodConsumables, bn)}`;
// Then food/
if (FOOD_ICONS.length) return `food/${hashPick(FOOD_ICONS, bn)}`;
return `496_rpg_icons/${hashPick(POOL.rpg_food, bn)}`;
}
if (/meal|feast|soup|stew|curry|sushi|ramen|pizza|burger|sandwich|cookie|cake/i.test(n)) {
return `food/${hashPick(FOOD_ICONS, bn)}`;
}
// Herbs
if (/herb|plant|seed|flower|leaf|root|sprout|bouquet|lavender|seaweed/i.test(n)) {
const herbs = CONSUMABLE_ICONS.filter(f => /^herb_/.test(f));
if (herbs.length) return `consumables/${hashPick(herbs, bn)}`;
return `496_rpg_icons/${hashPick(RPG_ICONS.filter(f => /I_Leaf|I_Clover/.test(f)), bn)}`;
}
// Mounts / pets
if (/horse|mount|saber|raptor|wolf|bear|spider|warg|griffin|drake|wyvern|scorpion|boar/i.test(n)) {
// Use misc icons for mounts
const mountIcons = PACK_MISC.filter(f => /Icon|Ship|Boat|Copter|Glider|Skeeter|Mecha/i.test(f));
if (mountIcons.length) return `pack/misc/${hashPick(mountIcons, bn)}`;
return `loot/${hashPick(LOOT_ICONS, bn)}`;
}
// Scrolls
if (/scroll|recipe|blueprint|schematic/i.test(n))
return `496_rpg_icons/${hashPick(POOL.rpg_scroll, bn)}`;
// Keys
if (/\bkey\b/i.test(n)) return `496_rpg_icons/${hashPick(POOL.rpg_key, bn)}`;
// Chests / bags
if (/chest|box|bag|crate|satchel|pack\b/i.test(n))
return `496_rpg_icons/${hashPick(POOL.rpg_chest, bn)}`;
// Gold / Coins
if (/\bgold\b|coin|money|currency/i.test(n))
return `496_rpg_icons/${hashPick(POOL.rpg_gold, bn)}`;
// Arrows (ammo)
if (/\barrow\b|ammo|bolt|bullet/i.test(n))
return `pack/weapons/${hashPick(POOL.arrow, bn)}`;
// Crafting reagents that ended up as consumable
if (/ingot|ore|bar\b|plank|log\b|thread|leather|hide|cloth|gem|essence|dust|shard|fragment/i.test(n))
return resolveMaterial(name, tier);
// Skill books
if (/skill|spell|ability|technique|mastery/i.test(n))
return resolveSkill(name);
// Generic loot
return `loot/${hashPick(LOOT_ICONS, bn)}`;
}
// ─── Material icon resolver ──────────────────────────────────────────────────
function resolveMaterial(name, tier) {
const n = name.toLowerCase();
const bn = baseName(name);
// Ores
if (/ore|stone\b|rock/i.test(n)) {
const ores = MATERIAL_ICONS.filter(f => /ore/.test(f));
if (ores.length) return `materials/${tierPick(ores, bn, tier)}`;
return `496_rpg_icons/${hashPick(RPG_ICONS.filter(f => /I_Rock/.test(f)), bn)}`;
}
// Ingots / Bars / Metal
if (/ingot|bar\b|metal|iron|steel|copper|bronze|mithril|adamant|orichalcum|starmetal/i.test(n)) {
const ingots = MATERIAL_ICONS.filter(f => /ingot/.test(f));
if (ingots.length) return `materials/${hashPick(ingots, bn)}`;
return `496_rpg_icons/${hashPick(POOL.rpg_metal, bn)}`;
}
// Wood / Logs / Planks
if (/wood|log\b|plank|lumber|timber|pine|oak|maple|ash|ebony|driftwood|ironwood|wyrmwood|worldtree/i.test(n)) {
const woods = MATERIAL_ICONS.filter(f => /log|plank/.test(f));
if (woods.length) return `materials/${hashPick(woods, bn)}`;
return `496_rpg_icons/${hashPick(POOL.rpg_wood, bn)}`;
}
// Thread / Cloth / Fabric
if (/thread|cloth|fabric|linen|cotton|silk|wool|weave|arcane.*thread|celestial.*thread|divine.*thread|enchanted.*thread/i.test(n)) {
const threads = MATERIAL_ICONS.filter(f => /thread/.test(f));
if (threads.length) return `materials/${hashPick(threads, bn)}`;
return `496_rpg_icons/${hashPick(RPG_ICONS.filter(f => /I_Fabric/.test(f)), bn)}`;
}
// Leather / Hide
if (/leather|hide|rawhide|pelt|skin\b|fur\b|scale\b/i.test(n)) {
const leathers = MATERIAL_ICONS.filter(f => /leather|hide|rawhide/.test(f));
if (leathers.length) return `materials/${hashPick(leathers, bn)}`;
return `496_rpg_icons/${hashPick(RPG_ICONS.filter(f => /I_WolfFur|I_Fabric/.test(f)), bn)}`;
}
// Gems / Crystals
if (/gem|crystal|jewel|diamond|ruby|sapphire|emerald|topaz|amethyst/i.test(n)) {
const gems = MATERIAL_ICONS.filter(f => /gem/.test(f));
if (gems.length) return `materials/${tierPick(gems, bn, tier)}`;
return `496_rpg_icons/${hashPick(POOL.rpg_gem.concat(POOL.rpg_crystal), bn)}`;
}
// Essence
if (/essence|mana.*shard|soul.*shard|arcane.*dust|enchanting/i.test(n)) {
const essences = MATERIAL_ICONS.filter(f => /essence/.test(f));
if (essences.length) return `materials/${hashPick(essences, bn)}`;
return `496_rpg_icons/${hashPick(POOL.rpg_crystal, bn)}`;
}
// Bones
if (/bone|skull|skeleton/i.test(n))
return `496_rpg_icons/${hashPick(POOL.rpg_bone.concat(RPG_ICONS.filter(f => /I_Bone/.test(f))), bn)}`;
// Coal
if (/coal|charcoal/i.test(n))
return `496_rpg_icons/${hashPick(RPG_ICONS.filter(f => /I_Coal/.test(f)), bn)}`;
// Feathers
if (/feather|plume|quill/i.test(n))
return `496_rpg_icons/${hashPick(RPG_ICONS.filter(f => /I_Feather/.test(f)), bn)}`;
// Herbs/Plants
if (/herb|plant|flower|seed|leaf|root/i.test(n)) {
const herbs = CONSUMABLE_ICONS.filter(f => /herb/.test(f));
if (herbs.length) return `consumables/${hashPick(herbs, bn)}`;
return `496_rpg_icons/${hashPick(RPG_ICONS.filter(f => /I_Leaf|I_Clover/.test(f)), bn)}`;
}
// Scraps / Fragments
if (/scrap|fragment|shard|piece|chunk|remnant/i.test(n)) {
const scraps = MATERIAL_ICONS.filter(f => /scrap/.test(f));
if (scraps.length) return `materials/${hashPick(scraps, bn)}`;
return `496_rpg_icons/${hashPick(POOL.rpg_metal, bn)}`;
}
// Rope / String
if (/rope|string|twine|cord/i.test(n))
return `496_rpg_icons/${hashPick(RPG_ICONS.filter(f => /I_Fabric/.test(f)), bn)}`;
// Generic material → loot/resource
const resIcons = PACK_RESOURCES.filter(f => /^Res/.test(f));
if (resIcons.length) return `pack/resources/${hashPick(resIcons, bn)}`;
return `loot/${hashPick(LOOT_ICONS, bn)}`;
}
// ─── Master resolver ─────────────────────────────────────────────────────────
function resolveIcon(name, category) {
const tier = extractTier(name);
switch (category) {
case 'weapon': return resolveWeapon(name, tier);
case 'armor': return resolveArmor(name, tier);
case 'offhand': return resolveOffhand(name, tier);
case 'ring': return resolveRing(name, tier);
case 'relic': return resolveRelic(name, tier);
case 'skill': return resolveSkill(name);
case 'consumable': return resolveConsumable(name, tier);
case 'material': return resolveMaterial(name, tier);
default: return `loot/${hashPick(LOOT_ICONS, name)}`;
}
}
// ─── Main ────────────────────────────────────────────────────────────────────
let html = fs.readFileSync(HTML_PATH, 'utf-8');
// Match each item-card block and replace its icon
const itemCardRe = /(<div\s+class="item-card"\s+data-name="([^"]+)"\s+data-category="([^"]+)">\s*<div\s+class="item-icon">\s*)<img\s+[^>]*?(?:src="[^"]*")[^>]*?>/g;
let count = 0;
let stats = { weapon: 0, armor: 0, offhand: 0, ring: 0, relic: 0, skill: 0, consumable: 0, material: 0 };
html = html.replace(itemCardRe, (match, prefix, name, category) => {
const iconPath = resolveIcon(name, category);
if (!iconPath) return match; // safety
count++;
stats[category] = (stats[category] || 0) + 1;
const newImg = `<img src="${ICON_BASE}/${iconPath}" alt="${name.replace(/"/g, '"')}" loading="lazy">`;
return prefix + newImg;
});
fs.writeFileSync(HTML_PATH, html, 'utf-8');
console.log(`\n✅ Reassigned ${count} item icons`);
console.log('Category breakdown:');
for (const [cat, n] of Object.entries(stats)) {
if (n > 0) console.log(` ${cat}: ${n}`);
}
console.log('\nDone!');