/*Turns the input amount of skill points into a float precision percentage. * @param skp - the integer skillpoint count to be converted */ function skillPointsToPercentage(skp){ if (skp<=0) { return 0.0; } else if (skp>=150) { skp = 150; } const r = 0.9908; return ((1 - Math.pow(r, skp + 1)) / (1 - r) - 1) / 100.0; //return (-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771); //return(-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771).toFixed(3); //return Math.min(Math.max(0.00,(-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771)),.808); //return clamp((-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771), 0.00, 0.808); } /*Turns the input amount of levels into skillpoints available. * * @param level - the integer level count to be converted */ function levelToSkillPoints(level){ if(level < 1){ return 0; }else if(level >= 101){ return 200; }else{ return (level - 1) * 2; } } /*Turns the input amount of levels in to base HP. * @param level - the integer level count to be converted */ function levelToHPBase(level){ if(level < 1){ //bad level return this.levelToHPBase(1); }else if (level > 106){ //also bad level return this.levelToHPBase(106); }else{ //good level return 5*level + 5; } } const skp_order = ["str","dex","int","def","agi"]; const skill = ["Strength", "Dexterity", "Intelligence", "Defense", "Agility"]; const skp_elements = ["e","t","w","f","a"]; const damageClasses = ["Neutral","Earth","Thunder","Water","Fire","Air"]; // Set up item lists for quick access later. const armorTypes = [ "helmet", "chestplate", "leggings", "boots" ]; const accessoryTypes = [ "ring", "bracelet", "necklace" ]; const weaponTypes = [ "wand", "spear", "bow", "dagger", "relik" ]; const consumableTypes = [ "potion", "scroll", "food"]; const tome_types = ['weaponTome', 'armorTome', 'guildTome']; const attackSpeeds = ["SUPER_SLOW", "VERY_SLOW", "SLOW", "NORMAL", "FAST", "VERY_FAST", "SUPER_FAST"]; const baseDamageMultiplier = [ 0.51, 0.83, 1.5, 2.05, 2.5, 3.1, 4.3 ]; //0.51, 0.82, 1.50, 2.05, 2.50, 3.11, 4.27 const classes = ["Warrior", "Assassin", "Mage", "Archer", "Shaman"]; const wep_to_class = new Map([["dagger", "Assassin"], ["spear", "Warrior"], ["wand", "Mage"], ["bow", "Archer"], ["relik", "Shaman"]]) const tiers = ["Normal", "Unique", "Rare", "Legendary", "Fabled", "Mythic", "Set", "Crafted"] //I'm not sure why you would make a custom crafted but if you do you should be able to use it w/ the correct powder formula const all_types = armorTypes.concat(accessoryTypes).concat(weaponTypes).concat(consumableTypes).concat(tome_types).map(x => x.substring(0,1).toUpperCase() + x.substring(1)); //weaponTypes.push("sword"); //console.log(types) let itemTypes = armorTypes.concat(accessoryTypes).concat(weaponTypes).concat(tome_types); let elementIcons = ["\u2724","\u2726", "\u2749", "\u2739", "\u274b" ]; let skpReqs = skp_order.map(x => x + "Req"); let item_fields = [ "name", "displayName", "lore", "color", "tier", "set", "slots", "type", "material", "drop", "quest", "restrict", "nDam", "fDam", "wDam", "aDam", "tDam", "eDam", "atkSpd", "hp", "fDef", "wDef", "aDef", "tDef", "eDef", "lvl", "classReq", "strReq", "dexReq", "intReq", "defReq", "agiReq", "hprPct", "mr", "sdPct", "mdPct", "ls", "ms", "xpb", "lb", "ref", "str", "dex", "int", "agi", "def", "thorns", "expd", "spd", "atkTier", "poison", "hpBonus", "spRegen", "eSteal", "hprRaw", "sdRaw", "mdRaw", "fDamPct", "wDamPct", "aDamPct", "tDamPct", "eDamPct", "fDefPct", "wDefPct", "aDefPct", "tDefPct", "eDefPct", "fixID", "category", "spPct1", "spRaw1", "spPct2", "spRaw2", "spPct3", "spRaw3", "spPct4", "spRaw4", "rSdRaw", "sprint", "sprintReg", "jh", "lq", "gXp", "gSpd", "id", "majorIds", "damMobs", "defMobs", // wynn2 damages. "eMdPct","eMdRaw","eSdPct","eSdRaw",/*"eDamPct"*/,"eDamRaw","eDamAddMin","eDamAddMax", "tMdPct","tMdRaw","tSdPct","tSdRaw",/*"tDamPct"*/,"tDamRaw","tDamAddMin","tDamAddMax", "wMdPct","wMdRaw","wSdPct","wSdRaw",/*"wDamPct"*/,"wDamRaw","wDamAddMin","wDamAddMax", "fMdPct","fMdRaw","fSdPct","fSdRaw",/*"fDamPct"*/,"fDamRaw","fDamAddMin","fDamAddMax", "aMdPct","aMdRaw","aSdPct","aSdRaw",/*"aDamPct"*/,"aDamRaw","aDamAddMin","aDamAddMax", "nMdPct","nMdRaw","nSdPct","nSdRaw","nDamPct","nDamRaw","nDamAddMin","nDamAddMax", // neutral which is now an element /*"mdPct","mdRaw","sdPct","sdRaw",*/"damPct","damRaw","damAddMin","damAddMax", // These are the old ids. Become proportional. "rMdPct","rMdRaw","rSdPct",/*"rSdRaw",*/"rDamPct","rDamRaw","rDamAddMin","rDamAddMax" // rainbow (the "element" of all minus neutral). rSdRaw is rainraw ]; let str_item_fields = [ "name", "displayName", "lore", "color", "tier", "set", "type", "material", "drop", "quest", "restrict", "category", "atkSpd" ] //File reading for ID translations for JSON purposes let reversetranslations = new Map(); let translations = new Map([["name", "name"], ["displayName", "displayName"], ["tier", "tier"], ["set", "set"], ["sockets", "slots"], ["type", "type"], ["dropType", "drop"], ["quest", "quest"], ["restrictions", "restrict"], ["damage", "nDam"], ["fireDamage", "fDam"], ["waterDamage", "wDam"], ["airDamage", "aDam"], ["thunderDamage", "tDam"], ["earthDamage", "eDam"], ["attackSpeed", "atkSpd"], ["health", "hp"], ["fireDefense", "fDef"], ["waterDefense", "wDef"], ["airDefense", "aDef"], ["thunderDefense", "tDef"], ["earthDefense", "eDef"], ["level", "lvl"], ["classRequirement", "classReq"], ["strength", "strReq"], ["dexterity", "dexReq"], ["intelligence", "intReq"], ["agility", "agiReq"], ["defense", "defReq"], ["healthRegen", "hprPct"], ["manaRegen", "mr"], ["spellDamage", "sdPct"], ["damageBonus", "mdPct"], ["lifeSteal", "ls"], ["manaSteal", "ms"], ["xpBonus", "xpb"], ["lootBonus", "lb"], ["reflection", "ref"], ["strengthPoints", "str"], ["dexterityPoints", "dex"], ["intelligencePoints", "int"], ["agilityPoints", "agi"], ["defensePoints", "def"], ["thorns", "thorns"], ["exploding", "expd"], ["speed", "spd"], ["attackSpeedBonus", "atkTier"], ["poison", "poison"], ["healthBonus", "hpBonus"], ["soulPoints", "spRegen"], ["emeraldStealing", "eSteal"], ["healthRegenRaw", "hprRaw"], ["spellDamageRaw", "sdRaw"], ["damageBonusRaw", "mdRaw"], ["bonusFireDamage", "fDamPct"], ["bonusWaterDamage", "wDamPct"], ["bonusAirDamage", "aDamPct"], ["bonusThunderDamage", "tDamPct"], ["bonusEarthDamage", "eDamPct"], ["bonusFireDefense", "fDefPct"], ["bonusWaterDefense", "wDefPct"], ["bonusAirDefense", "aDefPct"], ["bonusThunderDefense", "tDefPct"], ["bonusEarthDefense", "eDefPct"], ["type", "type"], ["identified", "fixID"], ["skin", "skin"], ["category", "category"], ["spellCostPct1", "spPct1"], ["spellCostRaw1", "spRaw1"], ["spellCostPct2", "spPct2"], ["spellCostRaw2", "spRaw2"], ["spellCostPct3", "spPct3"], ["spellCostRaw3", "spRaw3"], ["spellCostPct4", "spPct4"], ["spellCostRaw4", "spRaw4"], ["rainbowSpellDamageRaw", "rSdRaw"], ["sprint", "sprint"], ["sprintRegen", "sprintReg"], ["jumpHeight", "jh"], ["lootQuality", "lq"], ["gatherXpBonus", "gXp"], ["gatherSpeed", "gSpd"]]); //does not include dmgMobs (wep tomes) and defMobs (armor tomes) for (const [k, v] of translations) { reversetranslations.set(v, k); } let nonRolledIDs = [ "name", "lore", "displayName", "tier", "set", "slots", "type", "material", "drop", "quest", "restrict", "nDam", "fDam", "wDam", "aDam", "tDam", "eDam", "atkSpd", "hp", "fDef", "wDef", "aDef", "tDef", "eDef", "lvl", "classReq", "strReq", "dexReq", "intReq", "defReq", "agiReq", "str", "dex", "int", "agi", "def", "fixID", "category", "id", "skillpoints", "reqs", "nDam_", "fDam_", "wDam_", "aDam_", "tDam_", "eDam_", "majorIds", // wynn2 damages. "eDamAddMin","eDamAddMax", "tDamAddMin","tDamAddMax", "wDamAddMin","wDamAddMax", "fDamAddMin","fDamAddMax", "aDamAddMin","aDamAddMax", "nDamAddMin","nDamAddMax", // neutral which is now an element "damAddMin","damAddMax", // all "rDamAddMin","rDamAddMax" // rainbow (the "element" of all minus neutral). ]; let rolledIDs = [ "hprPct", "mr", "sdPct", "mdPct", "ls", "ms", "xpb", "lb", "ref", "thorns", "expd", "spd", "atkTier", "poison", "hpBonus", "spRegen", "eSteal", "hprRaw", "sdRaw", "mdRaw", "fDamPct", "wDamPct", "aDamPct", "tDamPct", "eDamPct", "fDefPct", "wDefPct", "aDefPct", "tDefPct", "eDefPct", "spPct1", "spRaw1", "spPct2", "spRaw2", "spPct3", "spRaw3", "spPct4", "spRaw4", "pDamRaw", "sprint", "sprintReg", "jh", "lq", "gXp", "gSpd", // wynn2 damages. "eMdPct","eMdRaw","eSdPct","eSdRaw",/*"eDamPct"*/,"eDamRaw","eDamAddMin","eDamAddMax", "tMdPct","tMdRaw","tSdPct","tSdRaw",/*"tDamPct"*/,"tDamRaw","tDamAddMin","tDamAddMax", "wMdPct","wMdRaw","wSdPct","wSdRaw",/*"wDamPct"*/,"wDamRaw","wDamAddMin","wDamAddMax", "fMdPct","fMdRaw","fSdPct","fSdRaw",/*"fDamPct"*/,"fDamRaw","fDamAddMin","fDamAddMax", "aMdPct","aMdRaw","aSdPct","aSdRaw",/*"aDamPct"*/,"aDamRaw","aDamAddMin","aDamAddMax", "nMdPct","nMdRaw","nSdPct","nSdRaw","nDamPct","nDamRaw","nDamAddMin","nDamAddMax", // neutral which is now an element /*"mdPct","mdRaw","sdPct","sdRaw",*/"damPct","damRaw","damAddMin","damAddMax", // These are the old ids. Become proportional. "rMdPct","rMdRaw","rSdPct",/*"rSdRaw",*/"rDamPct","rDamRaw","rDamAddMin","rDamAddMax" // rainbow (the "element" of all minus neutral). rSdRaw is rainraw ]; let reversedIDs = [ "spPct1", "spRaw1", "spPct2", "spRaw2", "spPct3", "spRaw3", "spPct4", "spRaw4" ]; /** * Take an item with id list and turn it into a set of minrolls and maxrolls. */ function expandItem(item) { let minRolls = new Map(); let maxRolls = new Map(); let expandedItem = new Map(); if (item.fixID) { //The item has fixed IDs. expandedItem.set("fixID",true); for (const id of rolledIDs) { //all rolled IDs are numerical let val = (item[id] || 0); minRolls.set(id,val); maxRolls.set(id,val); } } else { //The item does not have fixed IDs. for (const id of rolledIDs) { let val = (item[id] || 0); if (val > 0) { // positive rolled IDs if (reversedIDs.includes(id)) { maxRolls.set(id,idRound(val*0.3)); minRolls.set(id,idRound(val*1.3)); } else { maxRolls.set(id,idRound(val*1.3)); minRolls.set(id,idRound(val*0.3)); } } else if (val < 0) { //negative rolled IDs if (reversedIDs.includes(id)) { maxRolls.set(id,idRound(val*1.3)); minRolls.set(id,idRound(val*0.7)); } else { maxRolls.set(id,idRound(val*0.7)); minRolls.set(id,idRound(val*1.3)); } } else { // if val == 0 // NOTE: DO NOT remove this case! idRound behavior does not round to 0! maxRolls.set(id,0); minRolls.set(id,0); } } } for (const id of nonRolledIDs) { expandedItem.set(id,item[id]); } expandedItem.set("minRolls",minRolls); expandedItem.set("maxRolls",maxRolls); expandedItem.set("powders", []); return expandedItem; } class Item { constructor(item_obj) { this.statMap = expandItem(item_obj); } } /* Takes in an ingredient object and returns an equivalent Map(). */ function expandIngredient(ing) { let expandedIng = new Map(); let mapIds = ['consumableIDs', 'itemIDs', 'posMods']; for (const id of mapIds) { let idMap = new Map(); for (const key of Object.keys(ing[id])) { idMap.set(key, ing[id][key]); } expandedIng.set(id, idMap); } let normIds = ['lvl','name', 'displayName','tier','skills','id']; for (const id of normIds) { expandedIng.set(id, ing[id]); } if (ing['isPowder']) { expandedIng.set("isPowder",ing['isPowder']); expandedIng.set("pid",ing['pid']); } //now the actually hard one let idMap = new Map(); idMap.set("minRolls", new Map()); idMap.set("maxRolls", new Map()); for (const field of ingFields) { let val = (ing['ids'][field] || 0); idMap.get("minRolls").set(field, val['minimum']); idMap.get("maxRolls").set(field, val['maximum']); } expandedIng.set("ids",idMap); return expandedIng; } /* Takes in a recipe object and returns an equivalent Map(). */ function expandRecipe(recipe) { let expandedRecipe = new Map(); let normIDs = ["name", "skill", "type","id"]; for (const id of normIDs) { expandedRecipe.set(id,recipe[id]); } let rangeIDs = ["durability","lvl", "healthOrDamage", "duration", "basicDuration"]; for (const id of rangeIDs) { if(recipe[id]){ expandedRecipe.set(id, [recipe[id]['minimum'], recipe[id]['maximum']]); } else { expandedRecipe.set(id, [0,0]); } } expandedRecipe.set("materials", [ new Map([ ["item", recipe['materials'][0]['item']], ["amount", recipe['materials'][0]['amount']] ]) , new Map([ ["item", recipe['materials'][1]['item']], ["amount",recipe['materials'][1]['amount'] ] ]) ]); return expandedRecipe; } /*An independent helper function that rounds a rolled ID to the nearest integer OR brings the roll away from 0. * @param id */ function idRound(id){ rounded = Math.round(id); if(rounded == 0){ return 1; //this is a hack, will need changing along w/ rest of ID system if anything changes }else{ return rounded; } }