tried minor fixes, now website doens't update to newer code
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7fa03c8dd4
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24de737a4b
3 changed files with 28 additions and 54 deletions
2
build.js
2
build.js
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@ -139,7 +139,7 @@ class Build{
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getMeleeStats(){
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const stats = this.statMap;
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// Array of neutral + ewtf damages. Each entry is a pair (min, max).
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// Array of neutral + ewtfa damages. Each entry is a pair (min, max).
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let damages = [];
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for (const damage_string of stats.get("damageRaw")) {
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const damage_vals = damage_string.split("-").map(Number);
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12
display.js
12
display.js
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@ -38,7 +38,17 @@ function expandItem(item){
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expandedItem.set("maxRolls",maxRolls);
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return expandedItem;
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}
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/*An independent helper function that rounds a rolled ID to the nearest integer OR brings the roll away from 0.
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* @param id
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*/
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function idRound(id){
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rounded = Math.round(id);
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if(rounded == 0){
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return 1;
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}else{
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return rounded;
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}
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}
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function displayExpandedItem(item, parent_id){
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// Commands to "script" the creation of nice formatting.
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// #commands create a new element.
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68
test.js
68
test.js
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@ -288,13 +288,12 @@ function calculateBuild(){
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setText("int-skp-base", "Original Value: " + skillpoints[2]);
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setText("def-skp-base", "Original Value: " + skillpoints[3]);
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setText("agi-skp-base", "Original Value: " + skillpoints[4]);
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console.log(skillpoints);
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setHTML("str-skp-pct", skillPointsToPercentage(skillpoints[0])*100 );
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setHTML("dex-skp-pct", skillPointsToPercentage(skillpoints[1])*100 );
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setHTML("int-skp-pct", skillPointsToPercentage(skillpoints[2])*100 );
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setHTML("def-skp-pct", skillPointsToPercentage(skillpoints[3])*100 );
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setHTML("agi-skp-pct", skillPointsToPercentage(skillpoints[4])*100 );
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console.log("????");
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setHTML("str-skp-pct", (skillPointsToPercentage(skillpoints[0])*100).toFixed(1).concat("% more damage dealt."));
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setHTML("dex-skp-pct", (skillPointsToPercentage(skillpoints[1])*100).toFixed(1).concat("% chance to crit."));
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setHTML("int-skp-pct", (skillPointsToPercentage(skillpoints[2])*100).toFixed(1).concat("% spell cost reduction."));
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setHTML("def-skp-pct", (skillPointsToPercentage(skillpoints[3])*100).toFixed(1).concat("% less damage taken."));
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setHTML("agi-skp-pct", (skillPointsToPercentage(skillpoints[4])*100).toFixed(1).concat("% chance to dodge."));
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setText("summary-box", "Summary: Assigned "+player_build.assigned_skillpoints+" skillpoints.");
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@ -313,44 +312,19 @@ function calculateBuild(){
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meleeSummary = meleeSummary.concat("<h1><u>Melee Stats</u></h1>");
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meleeSummary = meleeSummary.concat("<h2>Average DPS: ",Math.round(meleeStats[10]),"</h2> <br><br>");
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meleeSummary = meleeSummary.concat("<b>Non-Crit Stats: </b><br>");
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if(meleeStats[0][0] > 0){
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meleeSummary = meleeSummary.concat("Neutral Damage: ",meleeStats[0][0]," -> ",meleeStats[0][1],"<br>");
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}
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if(meleeStats[1][0] > 0){
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meleeSummary = meleeSummary.concat("Earth Damage: ",meleeStats[1][0]," -> ",meleeStats[1][1],"<br>");
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}
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if(meleeStats[2][0] > 0){
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meleeSummary = meleeSummary.concat("Thunder Damage: ",meleeStats[2][0]," -> ",meleeStats[2][1],"<br>");
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}
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if(meleeStats[3][0] > 0){
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meleeSummary = meleeSummary.concat("Water Damage: ",meleeStats[3][0]," -> ",meleeStats[3][1],"<br>");
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}
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if(meleeStats[4][0] > 0){
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meleeSummary = meleeSummary.concat("Fire Damage: ",meleeStats[4][0]," -> ",meleeStats[4][1],"<br>");
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}
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if(meleeStats[5][0] > 0){
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meleeSummary = meleeSummary.concat("Air Damage: ",meleeStats[5][0]," -> ",meleeStats[5][1],"<br>");
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let damagePrefixes = ["Neutral Damage: ","Earth Damage: ","Thunder Damage: ","Water Damage: ","Fire Damage: ","Air Damage: "];
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for (const i in meleeStats){
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if(meleeStats[i][0] > 0){
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meleeSummary = meleeSummary.concat(damagePrefixes[i],meleeStats[i][0]," -> ",meleeStats[i][1],"<br>");
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}
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}
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meleeSummary = meleeSummary.concat("<br>Total Damage: ",meleeStats[6][0]," -> ",meleeStats[6][1],"<br>");
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meleeSummary = meleeSummary.concat("Normal DPS: ",Math.round(meleeStats[8]),"<br><br>");
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meleeSummary = meleeSummary.concat("<b>Crit Stats: </b><br>");
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if(meleeStats[0][2] > 0){
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meleeSummary = meleeSummary.concat("Neutral Damage: ",meleeStats[0][2]," -> ",meleeStats[0][3],"<br>");
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}
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if(meleeStats[1][2] > 0){
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meleeSummary = meleeSummary.concat("Earth Damage: ",meleeStats[1][2]," -> ",meleeStats[1][3],"<br>");
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}
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if(meleeStats[2][2] > 0){
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meleeSummary = meleeSummary.concat("Thunder Damage: ",meleeStats[2][2]," -> ",meleeStats[2][3],"<br>");
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}
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if(meleeStats[3][2] > 0){
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meleeSummary = meleeSummary.concat("Water Damage: ",meleeStats[3][2]," -> ",meleeStats[3][3],"<br>");
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}
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if(meleeStats[4][2] > 0){
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meleeSummary = meleeSummary.concat("Fire Damage: ",meleeStats[4][2]," -> ",meleeStats[4][3],"<br>");
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}
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if(meleeStats[5][2] > 0){
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meleeSummary = meleeSummary.concat("Air Damage: ",meleeStats[5][2]," -> ",meleeStats[5][3],"<br>");
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for (const i in meleeStats){
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if(meleeStats[i][2] > 0){
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meleeSummary = meleeSummary.concat(damagePrefixes[i],meleeStats[i][2]," -> ",meleeStats[i][3],"<br>");
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}
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}
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meleeSummary = meleeSummary.concat("<br>Total Damage: ",meleeStats[7][0]," -> ",meleeStats[7][1],"<br>");
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meleeSummary = meleeSummary.concat("Crit DPS: ",Math.round(meleeStats[9]),"<br><br>");
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@ -358,17 +332,7 @@ function calculateBuild(){
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location.hash = encodeBuild();
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}
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/*An independent helper function that rounds a rolled ID to the nearest integer OR brings the roll away from 0.
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* @param id
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*/
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function idRound(id){
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rounded = Math.round(id);
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if(rounded == 0){
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return 1;
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}else{
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return rounded;
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}
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}
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