510 lines
20 KiB
JavaScript
510 lines
20 KiB
JavaScript
/*
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* TESTING SECTION
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*/
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const url_base = location.href.split("#")[0];
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const url_tag = location.hash.slice(1);
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console.log(url_base);
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console.log(url_tag);
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/*
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* END testing section
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*/
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const BUILD_VERSION = "1.3";
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document.getElementById("header").textContent = "Wynn build calculator "+BUILD_VERSION+" (db version "+DB_VERSION+")";
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let player_build;
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// Set up item lists for quick access later.
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let armorTypes = [ "helmet", "chestplate", "leggings", "boots" ];
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let accessoryTypes = [ "ring", "bracelet", "necklace" ];
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let weaponTypes = [ "wand", "spear", "bow", "dagger", "relik" ];
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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", "defReq", "agiReq", "hprPct", "mr", "sdPct", "mdPct", "ls", "ms", "xpb", "lb", "ref", "str", "dex", "int", "agi", "def", "thorns", "exploding", "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", "rainbowRaw", "sprint", "sprintReg", "jh", "lq", "gXp", "gSpd", "id" ];
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let skpReqs = ["strReq", "dexReq", "intReq", "defReq", "agiReq"];
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let powderIDs = new Map();
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let powderNames = new Map();
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let _powderID = 0;
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for (const x of ['e', 't', 'w', 'f', 'a']) {
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for (let i = 1; i <= 6; ++i) {
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// Support both upper and lowercase, I guess.
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powderIDs.set(x.toUpperCase()+i, _powderID);
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powderIDs.set(x+i, _powderID);
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powderNames.set(_powderID, x+i);
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_powderID++;
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}
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}
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let powderInputs = [
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"helmet-powder",
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"chestplate-powder",
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"leggings-powder",
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"boots-powder",
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"weapon-powder",
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];
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// Ordering: [dmgMin, dmgMax, convert, defPlus, defMinus (+6 mod 5)]
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let powderStats = [
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[3,6,17,2,1], [6,9,21,4,2], [8,14,25,8,3], [11,16,31,14,5], [15,18,38,22,9], [18,22,46,30,13],
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[1,8,9,3,1], [1,13,11,5,1], [2,18,14,9,2], [3,24,17,14,4], [3,32,22,20,7], [5,40,28,28,10],
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[3,4,13,3,1], [4,7,15,6,1], [6,10,17,11,2], [8,12,21,18,4], [11,14,26,28,7], [13,17,32,40,10],
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[2,5,14,3,1], [4,8,16,5,2], [6,10,19,9,3], [9,13,24,16,5], [12,16,30,25,9], [15,19,37,36,13],
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[2,6,11,3,1], [4,9,14,6,2], [7,10,17,10,3], [9,13,22,16,5], [13,18,28,24,9], [16,18,35,34,13]
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];
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let itemTypes = armorTypes.concat(accessoryTypes).concat(weaponTypes);
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let itemLists = new Map();
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for (const it of itemTypes) {
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itemLists.set(it, []);
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}
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let itemMap = new Map();
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let idMap = new Map();
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/*
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* Function that takes an item list and populates its corresponding dropdown.
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* Used for armors and bracelet/necklace.
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*/
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function populateItemList(type) {
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let item_list = document.getElementById(type+"-items");
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for (const item of itemLists.get(type)) {
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let el = document.createElement("option");
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el.value = item;
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item_list.appendChild(el);
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}
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}
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/*
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* Populate dropdowns, add listeners, etc.
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*/
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function init() {
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let noneItems = [
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["armor", "helmet", "No Helmet"],
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["armor", "chestplate", "No Chestplate"],
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["armor", "leggings", "No Leggings"],
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["armor", "boots", "No Boots"],
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["accessory", "ring", "No Ring 1"],
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["accessory", "ring", "No Ring 2"],
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["accessory", "bracelet", "No Bracelet"],
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["accessory", "necklace", "No Necklace"],
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["weapon", "wand", "No Weapon"],
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];
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for (let i = 0; i < 9; i++) {
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let item = Object();
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for (const field of item_fields) {
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item[field] = 0;
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}
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item.category = noneItems[i][0];
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item.type = noneItems[i][1];
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item.name = noneItems[i][2];
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item.displayName = item.name;
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item.set = null;
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item.quest = null;
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item.skillpoints = [0, 0, 0, 0, 0];
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item.has_negstat = false;
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item.reqs = [0, 0, 0, 0, 0];
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item.fixID = true;
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item.tier = " ";//do not get rid of this @hpp
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item.id = 10000 + i;
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item.nDam = "0-0";
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item.eDam = "0-0";
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item.tDam = "0-0";
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item.wDam = "0-0";
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item.fDam = "0-0";
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item.aDam = "0-0";
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noneItems[i] = item;
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}
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items = items.concat(noneItems);
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console.log(items);
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for (const item of items) {
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itemLists.get(item.type).push(item.displayName);
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itemMap.set(item.displayName, item);
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idMap.set(item.id, item.displayName);
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}
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/*for (const item of noneItems){
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itemLists.get(item.type).push(item.name);
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itemMap.set(item.name, item);
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}*/
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for (const armorType of armorTypes) {
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populateItemList(armorType);
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// Add change listener to update armor slots.
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document.getElementById(armorType+"-choice").addEventListener("change", (event) => {
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let item = itemMap.get(event.target.value);
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if (item !== undefined) {
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document.getElementById(armorType+"-slots").textContent = item.slots + " slots";
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}
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else {
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document.getElementById(armorType+"-slots").textContent = "X slots";
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}
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});
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}
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let ring1_list = document.getElementById("ring1-items");
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let ring2_list = document.getElementById("ring2-items");
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for (const ring of itemLists.get("ring")) {
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let el1 = document.createElement("option");
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let el2 = document.createElement("option");
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el1.value = ring;
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el2.value = ring;
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ring1_list.appendChild(el1);
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ring2_list.appendChild(el2);
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}
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populateItemList("bracelet");
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populateItemList("necklace");
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let weapon_list = document.getElementById("weapon-items");
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for (const weaponType of weaponTypes) {
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for (const weapon of itemLists.get(weaponType)) {
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let el = document.createElement("option");
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el.value = weapon;
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weapon_list.appendChild(el);
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}
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}
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// Add change listener to update weapon slots.
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document.getElementById("weapon-choice").addEventListener("change", (event) => {
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let item = itemMap.get(event.target.value);
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if (item !== undefined) {
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document.getElementById("weapon-slots").textContent = item.slots + " slots";
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}
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else {
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document.getElementById("weapon-slots").textContent = "X slots";
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}
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});
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populateFromURL();
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}
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/*
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* Populate fields based on url, and calculate build.
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*/
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function populateFromURL() {
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if (url_tag) {
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let helmet;
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let chestplate;
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let leggings;
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let boots;
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let ring1;
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let ring2;
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let bracelet;
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let necklace;
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let weapon;
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let powdering = ["", "", "", "", ""];
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let info = url_tag.split("_");
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let version = info[0];
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if (version === "0" || version === "1") {
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let equipments = info[1];
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helmet = idMap.get(Base64.toInt(equipments.slice(0,3)));
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chestplate = idMap.get(Base64.toInt(equipments.slice(3,6)));
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leggings = idMap.get(Base64.toInt(equipments.slice(6,9)));
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boots = idMap.get(Base64.toInt(equipments.slice(9,12)));
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ring1 = idMap.get(Base64.toInt(equipments.slice(12,15)));
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ring2 = idMap.get(Base64.toInt(equipments.slice(15,18)));
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bracelet = idMap.get(Base64.toInt(equipments.slice(18,21)));
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necklace = idMap.get(Base64.toInt(equipments.slice(21,24)));
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weapon = idMap.get(Base64.toInt(equipments.slice(24,27)));
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}
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if (version === "1") {
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let powder_info = info[1].slice(27);
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console.log(powder_info);
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// TODO: Make this run in linear instead of quadratic time...
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for (let i = 0; i < 5; ++i) {
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let powders = "";
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let n_blocks = Base64.toInt(powder_info.charAt(0));
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console.log(n_blocks + " blocks");
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powder_info = powder_info.slice(1);
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for (let j = 0; j < n_blocks; ++j) {
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let block = powder_info.slice(0,5);
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console.log(block);
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let six_powders = Base64.toInt(block);
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for (let k = 0; k < 6 && six_powders != 0; ++k) {
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powders += powderNames.get((six_powders & 0x1f) - 1);
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six_powders >>>= 5;
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}
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powder_info = powder_info.slice(5);
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}
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powdering[i] = powders;
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}
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}
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setValue("helmet-choice", helmet);
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setValue("helmet-powder", powdering[0]);
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setValue("chestplate-choice", chestplate);
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setValue("chestplate-powder", powdering[1]);
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setValue("leggings-choice", leggings);
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setValue("leggings-powder", powdering[2]);
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setValue("boots-choice", boots);
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setValue("boots-powder", powdering[3]);
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setValue("ring1-choice", ring1);
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setValue("ring2-choice", ring2);
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setValue("bracelet-choice", bracelet);
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setValue("necklace-choice", necklace);
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setValue("weapon-choice", weapon);
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setValue("weapon-powder", powdering[4]);
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setValue("str-skp", "0");
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setValue("dex-skp", "0");
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setValue("int-skp", "0");
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setValue("def-skp", "0");
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setValue("agi-skp", "0");
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calculateBuild();
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}
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}
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function encodeBuild() {
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if (player_build) {
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// let build_string = "0_" + Base64.fromIntN(player_build.helmet.id, 3) +
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// Base64.fromIntN(player_build.chestplate.id, 3) +
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// Base64.fromIntN(player_build.leggings.id, 3) +
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// Base64.fromIntN(player_build.boots.id, 3) +
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// Base64.fromIntN(player_build.ring1.id, 3) +
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// Base64.fromIntN(player_build.ring2.id, 3) +
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// Base64.fromIntN(player_build.bracelet.id, 3) +
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// Base64.fromIntN(player_build.necklace.id, 3) +
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// Base64.fromIntN(player_build.weapon.id, 3);
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let build_string = "1_" + Base64.fromIntN(player_build.helmet.id, 3) +
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Base64.fromIntN(player_build.chestplate.id, 3) +
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Base64.fromIntN(player_build.leggings.id, 3) +
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Base64.fromIntN(player_build.boots.id, 3) +
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Base64.fromIntN(player_build.ring1.id, 3) +
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Base64.fromIntN(player_build.ring2.id, 3) +
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Base64.fromIntN(player_build.bracelet.id, 3) +
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Base64.fromIntN(player_build.necklace.id, 3) +
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Base64.fromIntN(player_build.weapon.id, 3);
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for (const _powderset of player_build.powders) {
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let n_bits = Math.ceil(_powderset.length / 6);
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build_string += Base64.fromIntN(n_bits, 1); // Hard cap of 378 powders.
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// Slice copy.
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let powderset = _powderset.slice();
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while (powderset.length != 0) {
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let firstSix = powderset.slice(0,6).reverse();
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let powder_hash = 0;
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for (const powder of firstSix) {
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powder_hash = (powder_hash << 5) + 1 + powder; // LSB will be extracted first.
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}
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build_string += Base64.fromIntN(powder_hash, 5);
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powderset = powderset.slice(6);
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}
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}
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return build_string;
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}
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return "";
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}
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function calculateBuild(){
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/* TODO: implement level changing
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Make this entire function prettier
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*/
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let helmet = getValue("helmet-choice");
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let chestplate = getValue("chestplate-choice");
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let leggings = getValue("leggings-choice");
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let boots = getValue("boots-choice");
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let ring1 = getValue("ring1-choice");
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let ring2 = getValue("ring2-choice");
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let bracelet = getValue("bracelet-choice");
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let necklace = getValue("necklace-choice");
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let weapon = getValue("weapon-choice");
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if(helmet===""){
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helmet = "No Helmet";
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}
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if(chestplate===""){
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chestplate = "No Chestplate";
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}
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if(leggings===""){
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leggings = "No Leggings";
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}
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if(boots===""){
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boots = "No Boots";
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}
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if(ring1===""){
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ring1 = "No Ring 1";
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}
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if(ring2===""){
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ring2 = "No Ring 2";
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}
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if(bracelet===""){
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bracelet = "No Bracelet";
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}
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if(necklace===""){
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necklace = "No Necklace";
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}
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if(weapon===""){
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weapon = "No Weapon";
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}
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let powderings = [];
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for (const i in powderInputs) {
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// read in two characters at a time.
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// TODO: make this more robust.
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let input = getValue(powderInputs[i]);
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let powdering = [];
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while (input) {
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let first = input.slice(0, 2);
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powdering.push(powderIDs.get(first));
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input = input.slice(2);
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}
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powderings.push(powdering);
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}
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player_build = new Build(
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106,
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itemMap.get(helmet),
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itemMap.get(chestplate),
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itemMap.get(leggings),
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itemMap.get(boots),
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itemMap.get(ring1),
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itemMap.get(ring2),
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itemMap.get(bracelet),
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itemMap.get(necklace),
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itemMap.get(weapon),
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powderings
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);
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console.log(player_build.toString());
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let equip_order_text = "Equip order: <br>";
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for (const item of player_build.equip_order) {
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equip_order_text += item.displayName + "<br>";
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}
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setHTML("build-order", equip_order_text);
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const assigned = player_build.base_skillpoints;
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setText("str-skp-assign", "Before Boosts: " + assigned[0]);
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setText("dex-skp-assign", "Before Boosts: " + assigned[1]);
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setText("int-skp-assign", "Before Boosts: " + assigned[2]);
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setText("def-skp-assign", "Before Boosts: " + assigned[3]);
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setText("agi-skp-assign", "Before Boosts: " + assigned[4]);
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const skillpoints = player_build.total_skillpoints;
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setValue("str-skp", skillpoints[0]);
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setValue("dex-skp", skillpoints[1]);
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setValue("int-skp", skillpoints[2]);
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setValue("def-skp", skillpoints[3]);
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setValue("agi-skp", skillpoints[4]);
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setText("str-skp-base", "Original Value: " + skillpoints[0]);
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setText("dex-skp-base", "Original Value: " + skillpoints[1]);
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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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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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setText("summary-box", "Summary: Assigned "+player_build.assigned_skillpoints+" skillpoints.");
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displayExpandedItem(expandItem(player_build.helmet), "build-helmet");
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displayExpandedItem(expandItem(player_build.chestplate), "build-chestplate");
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displayExpandedItem(expandItem(player_build.leggings), "build-leggings");
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displayExpandedItem(expandItem(player_build.boots), "build-boots");
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displayExpandedItem(expandItem(player_build.ring1), "build-ring1");
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displayExpandedItem(expandItem(player_build.ring2), "build-ring2");
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displayExpandedItem(expandItem(player_build.bracelet), "build-bracelet");
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displayExpandedItem(expandItem(player_build.necklace), "build-necklace");
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displayExpandedItem(expandItem(player_build.weapon), "build-weapon");
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calculateBuildStats();
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}
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function calculateBuildStats() {
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let meleeStats = player_build.getMeleeStats();
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//nDamAdj,eDamAdj,tDamAdj,wDamAdj,fDamAdj,aDamAdj,totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS
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for (let i = 0; i < 6; ++i) {
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for (let j in meleeStats[i]) {
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meleeStats[i][j] = Math.round(meleeStats[i][j]);
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}
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}
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for (let i = 6; i < 8; ++i) {
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for (let j in meleeStats[i]) {
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meleeStats[i][j] = Math.round(meleeStats[i][j]);
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}
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}
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let meleeSummary = "";
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meleeSummary = meleeSummary.concat("<h1><u>Melee Stats</u></h1>");
|
|
meleeSummary = meleeSummary.concat("<h2>Average DPS: ",Math.round(meleeStats[10]),"</h2> <br><br>");
|
|
meleeSummary = meleeSummary.concat("<b>Non-Crit Stats: </b><br>");
|
|
if(meleeStats[0][0] > 0){
|
|
meleeSummary = meleeSummary.concat("Neutral Damage: ",meleeStats[0][0]," -> ",meleeStats[0][1],"<br>");
|
|
}
|
|
if(meleeStats[1][0] > 0){
|
|
meleeSummary = meleeSummary.concat("Earth Damage: ",meleeStats[1][0]," -> ",meleeStats[1][1],"<br>");
|
|
}
|
|
if(meleeStats[2][0] > 0){
|
|
meleeSummary = meleeSummary.concat("Thunder Damage: ",meleeStats[2][0]," -> ",meleeStats[2][1],"<br>");
|
|
}
|
|
if(meleeStats[3][0] > 0){
|
|
meleeSummary = meleeSummary.concat("Water Damage: ",meleeStats[3][0]," -> ",meleeStats[3][1],"<br>");
|
|
}
|
|
if(meleeStats[4][0] > 0){
|
|
meleeSummary = meleeSummary.concat("Fire Damage: ",meleeStats[4][0]," -> ",meleeStats[4][1],"<br>");
|
|
}
|
|
if(meleeStats[5][0] > 0){
|
|
meleeSummary = meleeSummary.concat("Air Damage: ",meleeStats[5][0]," -> ",meleeStats[5][1],"<br>");
|
|
}
|
|
meleeSummary = meleeSummary.concat("<br>Total Damage: ",meleeStats[6][0]," -> ",meleeStats[6][1],"<br>");
|
|
meleeSummary = meleeSummary.concat("Normal DPS: ",Math.round(meleeStats[8]),"<br><br>");
|
|
meleeSummary = meleeSummary.concat("<b>Crit Stats: </b><br>");
|
|
if(meleeStats[0][2] > 0){
|
|
meleeSummary = meleeSummary.concat("Neutral Damage: ",meleeStats[0][2]," -> ",meleeStats[0][3],"<br>");
|
|
}
|
|
if(meleeStats[1][2] > 0){
|
|
meleeSummary = meleeSummary.concat("Earth Damage: ",meleeStats[1][2]," -> ",meleeStats[1][3],"<br>");
|
|
}
|
|
if(meleeStats[2][2] > 0){
|
|
meleeSummary = meleeSummary.concat("Thunder Damage: ",meleeStats[2][2]," -> ",meleeStats[2][3],"<br>");
|
|
}
|
|
if(meleeStats[3][2] > 0){
|
|
meleeSummary = meleeSummary.concat("Water Damage: ",meleeStats[3][2]," -> ",meleeStats[3][3],"<br>");
|
|
}
|
|
if(meleeStats[4][2] > 0){
|
|
meleeSummary = meleeSummary.concat("Fire Damage: ",meleeStats[4][2]," -> ",meleeStats[4][3],"<br>");
|
|
}
|
|
if(meleeStats[5][2] > 0){
|
|
meleeSummary = meleeSummary.concat("Air Damage: ",meleeStats[5][2]," -> ",meleeStats[5][3],"<br>");
|
|
}
|
|
meleeSummary = meleeSummary.concat("<br>Total Damage: ",meleeStats[7][0]," -> ",meleeStats[7][1],"<br>");
|
|
meleeSummary = meleeSummary.concat("Crit DPS: ",Math.round(meleeStats[9]),"<br><br>");
|
|
setHTML("build-cumulative-stats", "".concat(meleeSummary)); //Incomplete function
|
|
location.hash = encodeBuild();
|
|
}
|
|
|
|
/*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;
|
|
}else{
|
|
return rounded;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
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", "0");
|
|
setValue("dex-skp", "0");
|
|
setValue("int-skp", "0");
|
|
setValue("def-skp", "0");
|
|
setValue("agi-skp", "0");
|
|
location.hash = "";
|
|
}
|
|
|
|
load_init(init);
|
|
|