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4 changed files with 13 additions and 5 deletions
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@ -2,14 +2,16 @@
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* @param skp - the integer skillpoint count to be converted
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* @param skp - the integer skillpoint count to be converted
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*/
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*/
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function skillPointsToPercentage(skp){
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function skillPointsToPercentage(skp){
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if (skp<=0){
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/*if (skp<=0){
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return 0.0;
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return 0.0;
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}else if(skp>=150){
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}else if(skp>=150){
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return 0.808;
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return 0.808;
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}else{
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}else{
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return (-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771);
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return (-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771);
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//return(-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771).toFixed(3);
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//return(-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771).toFixed(3);
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}
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}*/
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//return Math.min(Math.max(0.00,(-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771)),.808);
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return clamp((-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771), 0.00, 0.808);
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}
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}
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/*Turns the input amount of levels into skillpoints available.
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/*Turns the input amount of levels into skillpoints available.
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4
craft.js
4
craft.js
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@ -178,7 +178,7 @@ class Craft{
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}
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}
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if (statMap.get("category") === "weapon") {
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if (statMap.get("category") === "weapon") {
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//attack damages oh boy
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//attack damages oh boy
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let ratio = 2.05; //UNSURE IF THIS IS HOW IT'S DONE.
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let ratio = 2.05;
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if (this['atkSpd'] === "SLOW") {
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if (this['atkSpd'] === "SLOW") {
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ratio /= 1.5;
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ratio /= 1.5;
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} else if (this['atkSpd'] === "NORMAL") {
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} else if (this['atkSpd'] === "NORMAL") {
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@ -248,7 +248,7 @@ class Craft{
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}
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}
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/* END SECTION */
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/* END SECTION */
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//calc ingredient effectivenesses -> see https://wynndata.tk/cr/585765168
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let eff = [[100,100],[100,100],[100,100]];
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let eff = [[100,100],[100,100],[100,100]];
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for (let n in this.ingreds) {
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for (let n in this.ingreds) {
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let ingred = this.ingreds[n];
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let ingred = this.ingreds[n];
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@ -43,8 +43,10 @@ function calculateSpellDamage(stats, spellConversions, rawModifier, pctModifier,
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}
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}
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//console.log(damages);
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//console.log(damages);
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let rawBoosts = [[0, 0], [0, 0], [0, 0], [0, 0], [0, 0]];
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let rawBoosts = [[0, 0], [0, 0], [0, 0], [0, 0], [0, 0]];
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//Double powder apply for weapons
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let powders = weapon.get("powders").slice();
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let powders = weapon.get("powders").slice();
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//Double powder apply for weapons - this implementation is wrong
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if (weapon.get("tier") === "Crafted") {
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if (weapon.get("tier") === "Crafted") {
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powders = powders.flatMap(x => [x,x]);
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powders = powders.flatMap(x => [x,x]);
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}
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}
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4
utils.js
4
utils.js
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@ -14,6 +14,10 @@ let consumableTypes = [ "potion", "scroll", "food"];
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let elementIcons = ["\u2724","\u2726", "\u2749", "\u2739", "\u274b" ];
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let elementIcons = ["\u2724","\u2726", "\u2749", "\u2739", "\u274b" ];
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let skpReqs = skp_order.map(x => x + "Req");
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let skpReqs = skp_order.map(x => x + "Req");
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function clamp(num, low, high){
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return Math.min(Math.max(num, low), high);
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}
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// Permutations in js reference (also cool algorithm):
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// Permutations in js reference (also cool algorithm):
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// https://stackoverflow.com/a/41068709
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// https://stackoverflow.com/a/41068709
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function perm(a){
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function perm(a){
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