/* * TESTING SECTION */ console.log(location.href); /* * END testing section */ let player_build; // Set up item lists for quick access later. let armorTypes = [ "helmet", "chestplate", "leggings", "boots" ]; let accessoryTypes = [ "ring", "bracelet", "necklace" ]; let weaponTypes = [ "wand", "spear", "bow", "dagger", "relik" ]; let item_fields = [ "name", "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", "agiReq", "defReq", "hprPct", "mr", "sdPct", "mdPct", "ls", "ms", "xpb", "lb", "ref", "str", "dex", "int", "agi", "def", "thorns", "expoding", "spd", "atkTier", "poison", "hpBonus", "spRegen", "eSteal", "hprRaw", "sdRaw", "mdRaw", "fDamPct", "wDamPct", "aDamPct", "tDamPct", "eDamPct", "fDefPct", "wDefPct", "aDefPct", "tDefPct", "eDefPct", "type", "fixID", "category", "spPct1", "spRaw1", "spPct2", "spRaw2", "spPct3", "spRaw3", "spPct4", "spRaw4", "rainbowRaw", "sprint", "sprintReg", "jh", "lq", "gXp", "gSpd" ]; let itemTypes = armorTypes.concat(accessoryTypes).concat(weaponTypes); let itemLists = new Map(); for (const it of itemTypes) { itemLists.set(it, []); } let itemMap = new Map(); /* * Function that takes an item list and populates its corresponding dropdown. * Used for armors and bracelet/necklace. */ function populateItemList(type) { let item_list = document.getElementById(type+"-items"); for (const item of itemLists.get(type)) { let el = document.createElement("option"); el.value = item; item_list.appendChild(el); } } /* * Populate dropdowns, add listeners, etc. */ function init() { let noneItems = [ ["helmet", "No Helmet"], ["chestplate", "No Chestplate"], ["leggings", "No Leggings"], ["boots", "No Boots"], ["ring", "No Ring 1"], ["ring", "No Ring 2"], ["bracelet", "No Bracelet"], ["necklace", "No Necklace"], ["wand", "No Weapon"], ]; for (let i = 0; i < 9; i++) { let item = Object(); for (const field of item_fields) { item[field] = 0; } item.type = noneItems[i][0]; item.name = noneItems[i][1]; item.displayName = item.name; item.set = null; item.quest = null; item.skillpoints = [0, 0, 0, 0, 0]; item.has_negstat = false; item.reqs = [0, 0, 0, 0, 0]; noneItems[i] = item; } items = items.concat(noneItems); console.log(items); for (const item of items) { itemLists.get(item.type).push(item.displayName); itemMap.set(item.displayName, item); } /*for (const item of noneItems){ itemLists.get(item.type).push(item.name); itemMap.set(item.name, item); }*/ for (const armorType of armorTypes) { populateItemList(armorType); // Add change listener to update armor slots. document.getElementById(armorType+"-choice").addEventListener("change", (event) => { let item = itemMap.get(event.target.value); if (item !== undefined) { document.getElementById(armorType+"-slots").textContent = item.slots + " slots"; } else { document.getElementById(armorType+"-slots").textContent = "X slots"; } }); } let ring1_list = document.getElementById("ring1-items"); let ring2_list = document.getElementById("ring2-items"); for (const ring of itemLists.get("ring")) { let el1 = document.createElement("option"); let el2 = document.createElement("option"); el1.value = ring; el2.value = ring; ring1_list.appendChild(el1); ring2_list.appendChild(el2); } populateItemList("bracelet"); populateItemList("necklace"); let weapon_list = document.getElementById("weapon-items"); for (const weaponType of weaponTypes) { for (const weapon of itemLists.get(weaponType)) { let el = document.createElement("option"); el.value = weapon; weapon_list.appendChild(el); } } // Add change listener to update weapon slots. document.getElementById("weapon-choice").addEventListener("change", (event) => { let item = itemMap.get(event.target.value); if (item !== undefined) { document.getElementById("weapon-slots").textContent = item.slots + " slots"; } else { document.getElementById("weapon-slots").textContent = "X slots"; } }); } function calculateBuild(){ /* TODO: implement level changing Make this entire function prettier */ let helmet = document.getElementById("helmet-choice").value; let chestplate = document.getElementById("chestplate-choice").value; let leggings = document.getElementById("leggings-choice").value; let boots = document.getElementById("boots-choice").value; let ring1 = document.getElementById("ring1-choice").value; let ring2 = document.getElementById("ring2-choice").value; let bracelet = document.getElementById("bracelet-choice").value; let necklace = document.getElementById("necklace-choice").value; let weapon = document.getElementById("weapon-choice").value; if(helmet===""){ helmet = "No Helmet"; } if(chestplate===""){ chestplate = "No Chestplate"; } if(leggings===""){ leggings = "No Leggings"; } if(boots===""){ boots = "No Boots"; } if(ring1===""){ ring1 = "No Ring 1"; } if(ring2===""){ ring2 = "No Ring 2"; } if(bracelet===""){ bracelet = "No Bracelet"; } if(necklace===""){ necklace = "No Necklace"; } if(weapon===""){ weapon = "No Weapon"; } player_build = new Build( 106, itemMap.get(helmet), itemMap.get(chestplate), itemMap.get(leggings), itemMap.get(boots), itemMap.get(ring1), itemMap.get(ring2), itemMap.get(bracelet), itemMap.get(necklace), itemMap.get(weapon), ); console.log(player_build.toString()); player_build.equip_order; player_build.base_skillpoints; let skillpoints = player_build.total_skillpoints; setValue("str-skp", skillpoints[0]); setValue("dex-skp", skillpoints[1]); setValue("int-skp", skillpoints[2]); setValue("def-skp", skillpoints[3]); setValue("agi-skp", skillpoints[4]); console.log(skillpoints); player_build.assigned_skillpoints; setHTML("build-helmet", player_build.helmet.name); setHTML("build-chestplate", player_build.chestplate.name); setHTML("build-leggings", player_build.helmet.name); setHTML("build-boots", player_build.helmet.name); setHTML("build-ring1", player_build.ring1.name); setHTML("build-ring2", player_build.ring2.name); setHTML("build-bracelet", player_build.bracelet.name); setHTML("build-necklace", player_build.necklace.name); setHTML("build-weapon", player_build.weapon.name); } function resetFields(){ setValue("helmet-choice", ""); setValue("helmet-powder", ""); setValue("chestplate-choice", ""); setValue("chestplate-powder", ""); setValue("leggings-choice", ""); setValue("leggings-powder", ""); setValue("boots-choice", ""); setValue("boots-powder", ""); setValue("ring1-choice", ""); setValue("ring2-choice", ""); setValue("bracelet-choice", ""); setValue("necklace-choice", ""); setValue("weapon-choice", ""); setValue("weapon-powder", ""); setValue("str-skp", ""); setValue("dex-skp", ""); setValue("int-skp", ""); setValue("def-skp", ""); setValue("agi-skp", ""); } load_init(init);