MediaWiki:Common.js: Difference between revisions

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(affection tables StatCalc integration)
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/* Character stat calc - start */
mw.loader.load( '/w/index.php?title=MediaWiki:StatCalc.js&action=raw&ctype=text/javascript' );
const level_cap = 80;
const max_tier = [3, 7, 7, 6]; // Max tier for Weapon, Equipment 1, 2, 3
const fix_ingame_stats = false; // Estimate raw numbers if provided data is sourced ingame
 
// Equipment max levels per tier
const equipment_level_preset = {1:10, 2:20, 3:30, 4:40, 5:45, 6:50, 7:55};
const weapon_level_preset = {1:30, 2:40, 3:50, 4:60, 5:70};
 
 
const rarity_bonus = {
"attack" : [0, 0, 1000, 2200, 3600, 5300 ],
"defense" : [0, 0, 0, 0, 0, 0 ],
"healing" : [0, 0, 750, 1750, 2950, 4450 ],
"hp" : [0, 0, 500, 1200, 2100, 3500 ]
};
 
const equipment_stats = {'hat' : {
// param N T1 T2 T3 T4 T5 T6 T7
'attack%' : [0, 8, 13, 18, 25, 30, 35, 40 ],
'attack' : [0, 0, 0, 0, 0, 0, 0, 0 ],
'defense%' : [0, 0, 0, 0, 0, 0, 0, 0 ],
'defense' : [0, 0, 0, 0, 0, 0, 0, 0 ],
'healing%' : [0, 0, 0, 0, 0, 0, 0, 0 ],
'healing' : [0, 0, 0, 0, 0, 0, 0, 0 ],
'hp%' : [0, 0, 0, 0, 0, 0, 0, 0 ],
'hp' : [0, 0, 0, 0, 0, 0, 0, 0 ],
 
'crit_damage' : [0, 0, 0, 0, 800, 1200, 1600, 1800 ],
'crit_rate' : [0, 0, 0, 0, 0, 0, 0, 0 ],
'accuracy' : [0, 0, 0, 0, 0, 0, 0, 0 ],
'evasion' : [0, 0, 0, 0, 0, 0, 0, 0 ],
'cc_str' : [0, 0, 0, 0, 0, 0, 0, 0 ],
'cc_res' : [0, 0, 0, 0, 0, 0, 0, 0 ],
'crit_res' : [0, 0, 0, 0, 0, 0, 0, 0 ],
'critdamage_res': [0, 0, 0, 0, 0, 0, 0, 0 ],
'healing_inc' : [0, 0, 0, 0, 0, 0, 0, 0 ],
},
 
'gloves' : {
// param N T1 T2 T3 T4 T5 T6 T7
'attack%' : [0, 6.4, 10.4, 14.4, 20, 25, 30, 35 ],
'crit_rate' : [0, 0, 0, 0, 70, 200, 300, 350 ],
'accuracy' : [0, 0, 0, 0, 0, 0, 30, 200 ],
},
 
'shoes' : {
// param N T1 T2 T3 T4 T5 T6 T7
'attack%' : [0, 4, 6.5, 9, 12.5, 20, 25, 30 ],
'hp%' : [0, 0, 0, 0, 6, 9, 12, 13.5 ],
},
 
'bag' : {
// param N T1 T2 T3 T4 T5 T6 T7
'hp' : [0, 600, 975, 1350, 1875, 3500, 5500, 7500 ],
'defense' : [0, 0, 0, 0, 1000, 1100, 1200, 1300 ],
},
 
'badge' : {
// param N T1 T2 T3 T4 T5 T6 T7
'hp' : [0, 800, 1300, 1800, 2500, 4500, 6500, 9500 ],
'healing_inc' : [0, 0, 0, 0, 1000, 2000, 3000, 3200 ],
'hp%' : [0, 0, 0, 0, 0, 10, 18, 22 ],
'evasion' : [0, 0, 0, 0, 0, 0, 0, 400 ],
},
 
'hairpin' : {
// param N T1 T2 T3 T4 T5 T6 T7
'hp' : [0, 400, 650, 950, 1250, 3000, 4500, 6500 ],
'cc_res' : [0, 0, 0, 0, 10, 20, 24, 28 ],
},
 
'charm' : {
// param N T1 T2 T3 T4 T5 T6 T7
'crit_res' : [0, 80, 130, 180, 250, 280, 320, 0 ],
'critdamage_res': [0, 0, 0, 0, 1000, 1500, 1800, 0 ],
'crit_rate' : [0, 0, 0, 0, 0, 120, 150, 0 ],
},
 
'watch' : {
// param N T1 T2 T3 T4 T5 T6 T7
'crit_rate' : [0, 80, 130, 180, 250, 280, 320, 0 ],
'crit_damage' : [0, 0, 0, 0, 1000, 1500, 1800, 0 ],
'hp%' : [0, 0, 0, 0, 0, 5, 7, 0 ],
},
 
'necklace' : {
// param N T1 T2 T3 T4 T5 T6 T7
'healing%' : [0, 8, 13, 18, 25, 28, 32, 0 ],
'cc_str' : [0, 8, 13, 18, 25, 28, 32, 0 ],
'attack%' : [0, 0, 0, 0, 0, 4, 6, 0 ],
},
 
};
 
const equipment_stats_list = Object.keys(equipment_stats.hat);
 
var stats = {};
var equipment = {};
var weapon = {};
var tableCounter = 0;
 
$( document ).ready(function() {
initStatCalc();
$(".stattable-controls input").on("change mouseup keyup click", function(){levelChange($(this).closest("table"));});
$(".stattable-rarity-selector").children("img").on("click", function(){rarityChange($(this).closest("table"),$(this).attr('data-rarity'));})
 
$(".stattable-equipment select").on("change", function(){equipmentChange($(this).closest("table"));});
$(".stattable-equipment").find("img").on("click", function(){equipmentChange($(this).closest("table"),$(this).parent().attr('data-slot'));})
});
 
function initStatCalc(){
$(".character-stattable").each(function(){
var id = 'statTable-'+(++tableCounter);
$(this).attr('id',id);
//console.log('StatCalc - init table id ' + id);
var attack_data = $(this).find(".stat-attack").html().split('/');
var defense_data = $(this).find(".stat-defense").html().split('/');
var hp_data = $(this).find(".stat-hp").html().split('/');
var healing_data = $(this).find(".stat-healing").html().split('/');
stats[id] = {};
stats[id].rarity = !isNaN(parseInt($(document).find(".character-rarity").attr('data-value'))) ? parseInt($(document).find(".character-rarity").attr('data-value')) : 3 ;
stats[id].level = level_cap;
stats[id].attack_min = parseInt(attack_data[0]) > 0 ? parseInt(attack_data[0]) : null;
stats[id].attack_max = parseInt(attack_data[1]) > 0 ? parseInt(attack_data[1]) : null;
stats[id].defense_min = parseInt(defense_data[0]) > 0 ? parseInt(defense_data[0]) : null;
stats[id].defense_max = parseInt(defense_data[1]) > 0 ? parseInt(defense_data[1]) : null;
stats[id].hp_min = parseInt(hp_data[0]) > 0 ? parseInt(hp_data[0]) : null;
stats[id].hp_max = parseInt(hp_data[1]) > 0 ? parseInt(hp_data[1]) : null;
stats[id].healing_min = parseInt(healing_data[0]) > 0 ? parseInt(healing_data[0]) : null;
stats[id].healing_max = parseInt(healing_data[1]) > 0 ? parseInt(healing_data[1]) : null;
 
stats[id].accuracy = parseInt($(this).find(".stat-accuracy").html()) > 0 ? parseInt($(this).find(".stat-accuracy").html()) : null;
stats[id].evasion = parseInt($(this).find(".stat-evasion").html()) > 0 ? parseInt($(this).find(".stat-evasion").html()) : null;
stats[id].crit_rate = parseInt($(this).find(".stat-crit_rate").html()) > 0 ? parseInt($(this).find(".stat-crit_rate").html()) : null;
stats[id].crit_damage = parseInt($(this).find(".stat-crit_damage").html()) > 0 ? parseInt($(this).find(".stat-crit_damage").html()) : null;
stats[id].stability = parseInt($(this).find(".stat-stability").html()) > 0 ? parseInt($(this).find(".stat-stability").html()) : null;
stats[id].cc_str = parseInt($(this).find(".stat-cc_str").html()) > 0 ? parseInt($(this).find(".stat-cc_str").html()) : null;
stats[id].cc_res = parseInt($(this).find(".stat-cc_res").html()) > 0 ? parseInt($(this).find(".stat-cc_res").html()) : null;
 
 
weapon_table = $(document).find(".weapontable");
weapon[id] = {};
weapon[id].current = {};
weapon[id].rarity = 0;
 
weapon[id].attack_min = !isNaN(parseInt(weapon_table.attr('data-attack-val1'))) ? parseInt(weapon_table.attr('data-attack-val1')) : 0;
weapon[id].attack_max = !isNaN(parseInt(weapon_table.attr('data-attack-val100'))) ? parseInt(weapon_table.attr('data-attack-val100')) : 0;
weapon[id].hp_min = !isNaN(parseInt(weapon_table.attr('data-hp-val1'))) ? parseInt(weapon_table.attr('data-hp-val1')) : 0;
weapon[id].hp_max = !isNaN(parseInt(weapon_table.attr('data-hp-val100'))) ? parseInt(weapon_table.attr('data-hp-val100')) : 0;
weapon[id].healing_min = !isNaN(parseInt(weapon_table.attr('data-healing-val1'))) ? parseInt(weapon_table.attr('data-healing-val1')) : 0;
weapon[id].healing_max = !isNaN(parseInt(weapon_table.attr('data-healing-val100'))) ? parseInt(weapon_table.attr('data-healing-val100')) : 0;
 
//stats[$(this).attr('id')] = JSON.parse($(this).attr('stat-data'));
if (!hasNull(stats[id]))
{
// Estimate raw numbers
if (fix_ingame_stats && ($(this).attr('data-source') == 'ingame'))
{
console.log('StatCalc - Data source is set to ingame, calculator will attempt to estimate RAW values');
fixedStats = calcReverseStat(level_cap,stats[id].rarity,'attack',stats[id].attack_min,stats[id].attack_max);
stats[id].attack_min = fixedStats[0];
stats[id].attack_max = fixedStats[1];
 
fixedStats = calcReverseStat(level_cap,stats[id].rarity,'defense',stats[id].defense_min,stats[id].defense_max);
stats[id].defense_min = fixedStats[0];
stats[id].defense_max = fixedStats[1];
 
fixedStats = calcReverseStat(level_cap,stats[id].rarity,'hp',stats[id].hp_min,stats[id].hp_max);
stats[id].hp_min = fixedStats[0];
stats[id].hp_max = fixedStats[1];
 
fixedStats = calcReverseStat(level_cap,stats[id].rarity,'healing',stats[id].healing_min,stats[id].healing_max);
stats[id].healing_min = fixedStats[0];
stats[id].healing_max = fixedStats[1];
}
// Character rarity
raritySelector = $(this).find(".stattable-rarity-selector");
var character_star_html = raritySelector.html().slice(0,raritySelector.html().indexOf('>')+1);
var weapon_star_html = raritySelector.html().slice(raritySelector.html().indexOf('>')+1);
raritySelector.html(repeat(character_star_html, 5)+" "+repeat(weapon_star_html, max_tier[0]));
raritySelector.children().each(function(index){$(this).attr('data-rarity',index+1)});
 
$(this).find(".stattable-controls td").append('<span class="stattable-level-selector">Level: <input class="stattable-level" type="number" value="'+level_cap+'" step="1" min="1" max="100" /></span>');
$(this).find(".stattable-controls").css( "display", "" );
 
 
// Equipment
var equipmentTable = $('.character-equipment');
for (var index = 1; index <= 3; index++) {
equipment[index] = {'type': equipmentTable.find(".equipment-"+index).attr('data-value'), 'image': equipmentTable.find(".equipment-"+index).find("a").html()};
var itemTiersHTML = '';
for (var tier = 1; tier <= max_tier[index]; tier++){ itemTiersHTML += '<option value="'+tier+'"'+ (tier == max_tier[index]?' selected':'') +'>T'+tier+'</option>'; }
 
$(this).find(".stattable-equipment td").append('<div class="equipment-item equipment-'+index+'" data-type="'+equipment[index].type+'" data-slot="'+index+'">' + equipment[index].image + '<span class="stattable-equipment-tier-selector"><select class="stattable-tier">'+itemTiersHTML+'</select></span>' + '</div>');
 
}
 
rarityChange($(this), stats[id].rarity);
equipmentChange($(this));
 
$(this).find(".stattable-equipment").css( "display", "" );
 
}
else
{ console.log('StatCalc - init cancelled due to incomplete data'); }
 
});
}
function levelChange (statTable){
//console.log('changing LEVEL in table '+statTable.attr('id'));
var level = !isNaN(parseInt(statTable.find(".stattable-level").val())) ? parseInt(statTable.find(".stattable-level").val()) : 1 ;
if (level < 1) { statTable.find(".stattable-level").val(1); level = 1; }
if (level > 100) { statTable.find(".stattable-level").val(100); level = 100; }
stats[statTable.attr('id')].level = level;
statTableRecalc(statTable);
}
 
function equipmentChange (statTable, toggleSlot){
toggleSlot = (typeof toggleSlot !== 'undefined') ? toggleSlot : false //default false, ES5 does not support function defaults
//console.log('changing equipment in table '+statTable.attr('id'));
//console.log(toggleSlot);
if (toggleSlot) {
var item_slot = statTable.find(".equipment-"+toggleSlot);
(item_slot.hasClass("inactive")) ? item_slot.addClass('active').removeClass('inactive') : item_slot.addClass('inactive').removeClass('active');
}
statTableRecalc(statTable);
}
function rarityChange (statTable, rarity){
//console.log('changing RARITY in table '+statTable.attr('id')+' to '+rarity);
stats[statTable.attr('id')].rarity = (rarity > 5) ? 5 : rarity;
weapon[statTable.attr('id')].rarity = (rarity > 5) ? rarity-5 : 0;
statTable.find(".stattable-rarity-selector").children().each(function(){
($(this).attr('data-rarity') <= rarity) ? $(this).addClass('active').removeClass('inactive') : $(this).addClass('inactive').removeClass('active');
});
statTableRecalc(statTable);
}
 
function statTableRecalc(statTable){
//console.log(id+' recalc called');
var id = statTable.attr('id');
 
 
//Equipment
var equipment_bonus = { };
equipment_stats_list.forEach(function (element){equipment_bonus[element] = 0;});
 
for (var index = 1; index <= 3; index++) {
if (!statTable.find(".stattable-equipment .equipment-"+index+"").hasClass("inactive"))
{
var eq_type = statTable.find(".stattable-equipment .equipment-"+index+"").attr('data-type');
var eq_tier = statTable.find(".stattable-equipment .equipment-"+index+" select").val();
//console.log ('Using equipment type ' + eq_type + ' at T' + eq_tier + ' in slot ' + index );
 
equipment_stats_list.forEach(function (element){
equipment_bonus[element] += ((typeof equipment_stats[eq_type][element] !== 'undefined' && typeof equipment_stats[eq_type][element][eq_tier] !== 'undefined')?equipment_stats[eq_type][element][eq_tier]:0);
});
 
//console.log(equipment_bonus);
}
};
 
 
weapon[id].current.attack = weapon[id].rarity>0 ? calcWeaponStat( weapon_level_preset[weapon[id].rarity], weapon[id].attack_min, weapon[id].attack_max ) : 0;
weapon[id].current.hp = weapon[id].rarity>0 ? calcWeaponStat( weapon_level_preset[weapon[id].rarity], weapon[id].hp_min, weapon[id].hp_max ) : 0;
weapon[id].current.healing = weapon[id].rarity>0 ? calcWeaponStat( weapon_level_preset[weapon[id].rarity], weapon[id].healing_min, weapon[id].healing_max ) : 0;
statTable.find(".stat-attack").html(totalStat( stats[id].level, stats[id].rarity, 'attack', stats[id].attack_min, stats[id].attack_max, equipment_bonus['attack%'], equipment_bonus['attack'] + weapon[id].current.attack ));
statTable.find(".stat-defense").html(totalStat( stats[id].level, stats[id].rarity, 'defense', stats[id].defense_min, stats[id].defense_max, equipment_bonus['defense%'], equipment_bonus['defense']));
statTable.find(".stat-hp").html(totalStat( stats[id].level, stats[id].rarity, 'hp', stats[id].hp_min, stats[id].hp_max, equipment_bonus['hp%'], equipment_bonus['hp'] + weapon[id].current.hp ));
statTable.find(".stat-healing").html(totalStat( stats[id].level, stats[id].rarity, 'healing', stats[id].healing_min, stats[id].healing_max, equipment_bonus['healing%'], equipment_bonus['healing'] + weapon[id].current.healing ));
 
statTable.find(".stat-accuracy").html(addBonus( stats[id].accuracy, 0, equipment_bonus['accuracy'] ));
statTable.find(".stat-evasion").html(addBonus( stats[id].evasion, 0, equipment_bonus['evasion'] ));
statTable.find(".stat-crit_rate").html(addBonus( stats[id].crit_rate, 0, equipment_bonus['crit_rate'] ));
statTable.find(".stat-crit_damage").html(addBonus( stats[id].crit_damage, 0, equipment_bonus['crit_damage'] ));
//statTable.find(".stat-stability").html(addBonus( stats[id].stability, 0, 0 ));
statTable.find(".stat-cc_str").html(addBonus( stats[id].cc_str, equipment_bonus['cc_str'], 0 ));
statTable.find(".stat-cc_res").html(addBonus( stats[id].cc_res, equipment_bonus['cc_res'], 0 ));
 
 
 
}
 
 
function totalStat(level,rarity,statName,val1,val100,bonus_percent,bonus_flat){
//console.log (statName + ': Using flat bonus ' + bonus_flat);
//console.log (statName + ': Using % bonus ' + bonus_percent);
 
var stat_value = calcStat(level,rarity,statName,val1,val100);
stat_value = (stat_value+bonus_flat)*(1 + bonus_percent/100);
 
return Math.ceil(stat_value);
}
 
 
function addBonus(stat_value,bonus_percent,bonus_flat){
return Math.ceil((stat_value+bonus_flat)*(1 + bonus_percent/100));
}
function calcStat(level,rarity,statName,val1,val100){
//return Math.ceil( (val1 + (val100 - val1) * (level - 1) / 99) * (10000 + rarity_bonus[statName][rarity]) / 10000 );
return Math.ceil( Math.round(val1 + (val100 - val1) * (Math.round((level - 1) / 99 * 10000) / 10000)) * (10000 + rarity_bonus[statName][rarity]) / 10000 );
}
function calcReverseStat(startingLevel,startingRarity,statName,val1,val100){
var rawVal1 = val1 / (10000 + rarity_bonus[statName][startingRarity]) * 10000;
var rawVal100 = (val100 / (10000 + rarity_bonus[statName][startingRarity]) * 10000 - rawVal1) / (startingLevel - 1) * 99 + rawVal1;
return [Math.floor(rawVal1), Math.floor(rawVal100)];
}
 
 
function calcWeaponStat(level,val1,val100){
return Math.ceil(val1 + (val100 - val1) * Math.round((level - 1) / 99 * 10000) / 10000);
}
function hasNull(target) {
for (var member in target) {
if (target[member] == null)
return true;
}
return false;
}
 
 
function repeat(string, count) {
return new Array(count + 1).join(string);
}
/* Character stat calc - end */