wynnbuilder-idk/test.js

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/*
* TESTING SECTION
*/
console.log(location.href);
/*
* END testing section
*/
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let player_build;
// Set up item lists for quick access later.
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let armorTypes = [ "helmet", "chestplate", "leggings", "boots" ];
let accessoryTypes = [ "ring", "bracelet", "necklace" ];
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", "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" ];
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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.
*/
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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.
*/
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function init() {
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let noneItems = [
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["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;
}
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items = items.concat(noneItems);
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console.log(items);
for (const item of items) {
itemLists.get(item.type).push(item.displayName);
itemMap.set(item.displayName, item);
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}
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/*for (const item of noneItems){
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itemLists.get(item.type).push(item.name);
itemMap.set(item.name, item);
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}*/
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for (const armorType of armorTypes) {
populateItemList(armorType);
// Add change listener to update armor slots.
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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.
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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";
}
});
}
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function calculateBuild(){
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/* 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";
}
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player_build = new Build(
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106,
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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),
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);
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console.log(player_build.toString());
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let equip_order_text = "Equip order: <br>";
for (const item of player_build.equip_order) {
equip_order_text += item.displayName + "<br>";
}
setHTML("build-order", equip_order_text);
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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;
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setHTML("summary-box", "Summary: Assigned " + player_build.assigned_skillpoints + " skillpoints.");
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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);
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}
function resetFields(){
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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", "");
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}
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load_init(init);