MediaWiki:StatCalc.js: Difference between revisions
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LeTrashman (talk | contribs) No edit summary Tag: Reverted |
LeTrashman (talk | contribs) m Reverted edits by LeTrashman (talk) to last revision by Electricsheep Tag: Rollback |
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/* Character stat calc - start */ |
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$(function() { |
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const level_cap = 80; |
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/* Character stat calc - start */ |
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const max_tier = [3, 7, 7, 6]; // Max tier for Weapon, Equipment 1, 2, 3 |
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const level_cap = 80; |
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const reverse_ingame_stats = true; // Estimate raw numbers if provided data is sourced ingame |
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const max_tier = [3, 7, 7, 6]; // Max tier for Weapon, Equipment 1, 2, 3 |
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const reverse_ingame_stats = true; // Estimate raw numbers if provided data is sourced ingame |
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// Equipment max levels per tier |
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const equipment_level_preset = {1:10, 2:20, 3:30, 4:40, 5:45, 6:50, 7:55}; |
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const weapon_level_preset = {1:30, 2:40, 3:50, 4:60, 5:70}; |
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const rarity_bonus = { |
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"attack" : [0, 0, 1000, 2200, 3600, 5300 ], |
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"defense" : [0, 0, 0, 0, 0, 0 ], |
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"healing" : [0, 0, 750, 1750, 2950, 4450 ], |
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"hp" : [0, 0, 500, 1200, 2100, 3500 ] |
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}; |
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const equipment_stats = {'hat' : { |
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// param N T1 T2 T3 T4 T5 T6 T7 |
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'attack%' : [0, 8, 13, 18, 25, 30, 35, 40 ], |
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'attack' : [0, 0, 0, 0, 0, 0, 0, 0 ], |
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'defense%' : [0, 0, 0, 0, 0, 0, 0, 0 ], |
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'defense' : [0, 0, 0, 0, 0, 0, 0, 0 ], |
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'healing%' : [0, 0, 0, 0, 0, 0, 0, 0 ], |
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'healing' : [0, 0, 0, 0, 0, 0, 0, 0 ], |
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'hp%' : [0, 0, 0, 0, 0, 0, 0, 0 ], |
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'hp' : [0, 0, 0, 0, 0, 0, 0, 0 ], |
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'crit_damage' : [0, 0, 0, 0, 800, 1200, 1600, 1800 ], |
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'crit_rate' : [0, 0, 0, 0, 0, 0, 0, 0 ], |
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'accuracy' : [0, 0, 0, 0, 0, 0, 0, 0 ], |
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'evasion' : [0, 0, 0, 0, 0, 0, 0, 0 ], |
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'cc_str' : [0, 0, 0, 0, 0, 0, 0, 0 ], |
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'cc_res' : [0, 0, 0, 0, 0, 0, 0, 0 ], |
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'crit_res' : [0, 0, 0, 0, 0, 0, 0, 0 ], |
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'critdamage_res': [0, 0, 0, 0, 0, 0, 0, 0 ], |
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'healing_inc' : [0, 0, 0, 0, 0, 0, 0, 0 ], |
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}, |
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'gloves' : { |
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// param N T1 T2 T3 T4 T5 T6 T7 |
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'attack%' : [0, 6.4, 10.4, 14.4, 20, 25, 30, 35 ], |
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'crit_rate' : [0, 0, 0, 0, 70, 200, 300, 350 ], |
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'accuracy' : [0, 0, 0, 0, 0, 0, 30, 200 ], |
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}, |
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}, |
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'shoes' : { |
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// param N T1 T2 T3 T4 T5 T6 T7 |
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'attack%' : [0, 4, 6.5, 9, 12.5, 20, 25, 30 ], |
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'hp%' : [0, 0, 0, 0, 6, 9, 12, 13.5 ], |
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}, |
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}, |
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'bag' : { |
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// param N T1 T2 T3 T4 T5 T6 T7 |
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'hp' : [0, 600, 975, 1350, 1875, 3500, 5500, 7500 ], |
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'defense' : [0, 0, 0, 0, 1000, 1100, 1200, 1300 ], |
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}, |
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}, |
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'badge' : { |
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// param N T1 T2 T3 T4 T5 T6 T7 |
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'hp' : [0, 800, 1300, 1800, 2500, 4500, 6500, 9500 ], |
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'healing_inc' : [0, 0, 0, 0, 1000, 2000, 3000, 3200 ], |
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'hp%' : [0, 0, 0, 0, 0, 10, 18, 22 ], |
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'evasion' : [0, 0, 0, 0, 0, 0, 0, 400 ], |
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}, |
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}, |
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'hairpin' : { |
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// param N T1 T2 T3 T4 T5 T6 T7 |
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'hp' : [0, 400, 650, 950, 1250, 3000, 4500, 6500 ], |
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'cc_res' : [0, 0, 0, 0, 10, 20, 24, 28 ], |
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}, |
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}, |
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'charm' : { |
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// param N T1 T2 T3 T4 T5 T6 T7 |
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'crit_res' : [0, 80, 130, 180, 250, 280, 320, 0 ], |
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'critdamage_res': [0, 0, 0, 0, 1000, 1500, 1800, 0 ], |
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'crit_rate' : [0, 0, 0, 0, 0, 120, 150, 0 ], |
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}, |
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}, |
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'watch' : { |
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// param N T1 T2 T3 T4 T5 T6 T7 |
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'crit_rate' : [0, 80, 130, 180, 250, 280, 320, 0 ], |
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'crit_damage' : [0, 0, 0, 0, 1000, 1500, 1800, 0 ], |
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'hp%' : [0, 0, 0, 0, 0, 5, 7, 0 ], |
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}, |
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}, |
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'necklace' : { |
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// param N T1 T2 T3 T4 T5 T6 T7 |
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'healing%' : [0, 8, 13, 18, 25, 28, 32, 0 ], |
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'cc_str' : [0, 8, 13, 18, 25, 28, 32, 0 ], |
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'attack%' : [0, 0, 0, 0, 0, 4, 6, 0 ], |
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}, |
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}, |
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}; |
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const equipment_stats_list = Object.keys(equipment_stats.hat); |
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var stats = {}; |
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var equipment = {}; |
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var weapon = {}; |
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var affection = {}; |
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var tableCounter = 0; |
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$( document ).ready(function() { |
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initStatCalc(); |
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$(".stattable-controls input").on("change mouseup keyup click", function(){levelChange($(this).closest("table"));statTableRecalc($(this).closest("table"));}); |
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}); |
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$(".stattable-rarity-selector").children("img").on("click", function(){rarityChange($(this).closest("table"),$(this).attr('data-rarity'));statTableRecalc($(this).closest("table"));}) |
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$(".stattable-equipment-selector select").on("change", function(){equipmentChange($(this).closest("table"));statTableRecalc($(this).closest("table"));}); |
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function initStatCalc(){ |
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$(".stattable-equipment-selector").find("img").on("click", function(){equipmentChange($(this).closest("table"),$(this).parent().attr('data-slot'));statTableRecalc($(this).closest("table"));}) |
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$(".character-stattable").each(function(){ |
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}); |
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var id = 'statTable-'+(++tableCounter); |
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$(this).attr('id',id); |
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//console.log('StatCalc - init table id ' + id); |
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var attack_data = $(this).find(".stat-attack").html().split('/'); |
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var defense_data = $(this).find(".stat-defense").html().split('/'); |
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var hp_data = $(this).find(".stat-hp").html().split('/'); |
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var healing_data = $(this).find(".stat-healing").html().split('/'); |
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stats[id] = {}; |
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stats[id].rarity = !isNaN(parseInt($(document).find(".character-rarity").attr('data-value'))) ? parseInt($(document).find(".character-rarity").attr('data-value')) : 3 ; |
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stats[id].level = level_cap; |
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stats[id].attack_min = parseInt(attack_data[0]) > 0 ? parseInt(attack_data[0]) : null; |
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stats[id].attack_max = parseInt(attack_data[1]) > 0 ? parseInt(attack_data[1]) : null; |
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stats[id].defense_min = parseInt(defense_data[0]) > 0 ? parseInt(defense_data[0]) : null; |
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stats[id].defense_max = parseInt(defense_data[1]) > 0 ? parseInt(defense_data[1]) : null; |
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stats[id].hp_min = parseInt(hp_data[0]) > 0 ? parseInt(hp_data[0]) : null; |
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stats[id].hp_max = parseInt(hp_data[1]) > 0 ? parseInt(hp_data[1]) : null; |
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stats[id].healing_min = parseInt(healing_data[0]) > 0 ? parseInt(healing_data[0]) : null; |
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stats[id].healing_max = parseInt(healing_data[1]) > 0 ? parseInt(healing_data[1]) : null; |
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function initStatCalc(){ |
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stats[id].accuracy = parseInt($(this).find(".stat-accuracy").html()) > 0 ? parseInt($(this).find(".stat-accuracy").html()) : null; |
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$(".character-stattable").each(function(){ |
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stats[id].evasion = parseInt($(this).find(".stat-evasion").html()) > 0 ? parseInt($(this).find(".stat-evasion").html()) : null; |
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var id = 'statTable-'+(++tableCounter); |
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stats[id].crit_rate = parseInt($(this).find(".stat-crit_rate").html()) > 0 ? parseInt($(this).find(".stat-crit_rate").html()) : null; |
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$(this).attr('id',id); |
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stats[id].crit_damage = parseInt($(this).find(".stat-crit_damage").html()) > 0 ? parseInt($(this).find(".stat-crit_damage").html()) : null; |
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//console.log('StatCalc - init table id ' + id); |
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stats[id].stability = parseInt($(this).find(".stat-stability").html()) > 0 ? parseInt($(this).find(".stat-stability").html()) : null; |
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stats[id].range = parseInt($(this).find(".stat-range").html()) > 0 ? parseInt($(this).find(".stat-range").html()) : null; |
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var attack_data = $(this).find(".stat-attack").html().split('/'); |
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var defense_data = $(this).find(".stat-defense").html().split('/'); |
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var hp_data = $(this).find(".stat-hp").html().split('/'); |
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var healing_data = $(this).find(".stat-healing").html().split('/'); |
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stats[id] = {}; |
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stats[id].rarity = !isNaN(parseInt($(document).find(".character-rarity").attr('data-value'))) ? parseInt($(document).find(".character-rarity").attr('data-value')) : 3 ; |
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stats[id].level = level_cap; |
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stats[id].attack_min = parseInt(attack_data[0]) > 0 ? parseInt(attack_data[0]) : null; |
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stats[id].attack_max = parseInt(attack_data[1]) > 0 ? parseInt(attack_data[1]) : null; |
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stats[id].defense_min = parseInt(defense_data[0]) > 0 ? parseInt(defense_data[0]) : null; |
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stats[id].defense_max = parseInt(defense_data[1]) > 0 ? parseInt(defense_data[1]) : null; |
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stats[id].hp_min = parseInt(hp_data[0]) > 0 ? parseInt(hp_data[0]) : null; |
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stats[id].hp_max = parseInt(hp_data[1]) > 0 ? parseInt(hp_data[1]) : null; |
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stats[id].healing_min = parseInt(healing_data[0]) > 0 ? parseInt(healing_data[0]) : null; |
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stats[id].healing_max = parseInt(healing_data[1]) > 0 ? parseInt(healing_data[1]) : null; |
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stats[id].accuracy = parseInt($(this).find(".stat-accuracy").html()) > 0 ? parseInt($(this).find(".stat-accuracy").html()) : null; |
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equipment[id] = {}; |
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stats[id].evasion = parseInt($(this).find(".stat-evasion").html()) > 0 ? parseInt($(this).find(".stat-evasion").html()) : null; |
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equipment[id].bonus = {}; |
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stats[id].crit_rate = parseInt($(this).find(".stat-crit_rate").html()) > 0 ? parseInt($(this).find(".stat-crit_rate").html()) : null; |
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stats[id].crit_damage = parseInt($(this).find(".stat-crit_damage").html()) > 0 ? parseInt($(this).find(".stat-crit_damage").html()) : null; |
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stats[id].stability = parseInt($(this).find(".stat-stability").html()) > 0 ? parseInt($(this).find(".stat-stability").html()) : null; |
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stats[id].range = parseInt($(this).find(".stat-range").html()) > 0 ? parseInt($(this).find(".stat-range").html()) : null; |
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stats[id].cc_str = parseInt($(this).find(".stat-cc_str").html()) > 0 ? parseInt($(this).find(".stat-cc_str").html()) : null; |
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stats[id].cc_res = parseInt($(this).find(".stat-cc_res").html()) > 0 ? parseInt($(this).find(".stat-cc_res").html()) : null; |
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equipment[id] = {}; |
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var weapon_table = $(document).find(".weapontable"); |
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equipment[id].bonus = {}; |
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weapon[id].current = {}; |
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weapon[id].rarity = 0; |
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weapon[id].attack_min = !isNaN(parseInt(weapon_table.attr('data-attack-val1'))) ? parseInt(weapon_table.attr('data-attack-val1')) : 0; |
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weapon[id].attack_max = !isNaN(parseInt(weapon_table.attr('data-attack-val100'))) ? parseInt(weapon_table.attr('data-attack-val100')) : 0; |
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weapon[id].hp_min = !isNaN(parseInt(weapon_table.attr('data-hp-val1'))) ? parseInt(weapon_table.attr('data-hp-val1')) : 0; |
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weapon[id].hp_max = !isNaN(parseInt(weapon_table.attr('data-hp-val100'))) ? parseInt(weapon_table.attr('data-hp-val100')) : 0; |
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weapon[id].healing_min = !isNaN(parseInt(weapon_table.attr('data-healing-val1'))) ? parseInt(weapon_table.attr('data-healing-val1')) : 0; |
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weapon[id].healing_max = !isNaN(parseInt(weapon_table.attr('data-healing-val100'))) ? parseInt(weapon_table.attr('data-healing-val100')) : 0; |
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var weapon_table = $(document).find(".weapontable"); |
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weapon[id] = {}; |
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weapon[id].current = {}; |
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weapon[id].rarity = 0; |
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weapon[id].attack_min = !isNaN(parseInt(weapon_table.attr('data-attack-val1'))) ? parseInt(weapon_table.attr('data-attack-val1')) : 0; |
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affection[id] = {}; |
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weapon[id].attack_max = !isNaN(parseInt(weapon_table.attr('data-attack-val100'))) ? parseInt(weapon_table.attr('data-attack-val100')) : 0; |
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affection[id].bonus = {}; |
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weapon[id].hp_min = !isNaN(parseInt(weapon_table.attr('data-hp-val1'))) ? parseInt(weapon_table.attr('data-hp-val1')) : 0; |
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weapon[id].hp_max = !isNaN(parseInt(weapon_table.attr('data-hp-val100'))) ? parseInt(weapon_table.attr('data-hp-val100')) : 0; |
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//stats[$(this).attr('id')] = JSON.parse($(this).attr('stat-data')); |
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weapon[id].healing_min = !isNaN(parseInt(weapon_table.attr('data-healing-val1'))) ? parseInt(weapon_table.attr('data-healing-val1')) : 0; |
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if (!hasNull(stats[id])) |
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weapon[id].healing_max = !isNaN(parseInt(weapon_table.attr('data-healing-val100'))) ? parseInt(weapon_table.attr('data-healing-val100')) : 0; |
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{ |
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console.log("happy path called"); |
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// Estimate raw numbers |
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if (reverse_ingame_stats && ($(this).attr('data-source') == 'ingame')) |
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{ |
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console.log('StatCalc - Data source is set to ingame, calculator will attempt to estimate RAW values'); |
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fixedStats = calcReverseStat(level_cap,stats[id].rarity,'attack',stats[id].attack_min,stats[id].attack_max); |
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stats[id].attack_min = fixedStats[0]; |
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stats[id].attack_max = fixedStats[1]; |
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fixedStats = calcReverseStat(level_cap,stats[id].rarity,'defense',stats[id].defense_min,stats[id].defense_max); |
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stats[id].defense_min = fixedStats[0]; |
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stats[id].defense_max = fixedStats[1]; |
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affection[id] = {}; |
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fixedStats = calcReverseStat(level_cap,stats[id].rarity,'hp',stats[id].hp_min,stats[id].hp_max); |
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affection[id].bonus = {}; |
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stats[id].hp_min = fixedStats[0]; |
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stats[id].hp_max = fixedStats[1]; |
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//stats[$(this).attr('id')] = JSON.parse($(this).attr('stat-data')); |
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if (!hasNull(stats[id])) |
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{ |
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// Estimate raw numbers |
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if (reverse_ingame_stats && ($(this).attr('data-source') == 'ingame')) |
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{ |
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console.log('StatCalc - Data source is set to ingame, calculator will attempt to estimate RAW values'); |
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fixedStats = calcReverseStat(level_cap,stats[id].rarity,'attack',stats[id].attack_min,stats[id].attack_max); |
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stats[id].attack_min = fixedStats[0]; |
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stats[id].attack_max = fixedStats[1]; |
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fixedStats = calcReverseStat(level_cap,stats[id].rarity,'defense',stats[id].defense_min,stats[id].defense_max); |
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stats[id].defense_min = fixedStats[0]; |
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stats[id].defense_max = fixedStats[1]; |
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} |
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// Character rarity |
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var raritySelector = $(this).find(".stattable-rarity-selector"); |
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raritySelector.html(repeat(raritySelector.html().slice(0,raritySelector.html().indexOf('>')+1), 5)+" "+repeat(raritySelector.html().slice(raritySelector.html().indexOf('>')+1), max_tier[0])); |
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raritySelector.children().each(function(index){$(this).attr('data-rarity',index+1)}); |
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fixedStats = calcReverseStat(level_cap,stats[id].rarity,'hp',stats[id].hp_min,stats[id].hp_max); |
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// Level |
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stats[id].hp_min = fixedStats[0]; |
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$(this).find(".stattable-controls td").append('<div><span class="stattable-level-selector">Level: <input class="stattable-level" type="number" value="'+level_cap+'" step="1" min="1" max="100" /></span></div>'); |
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stats[id].hp_max = fixedStats[1]; |
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fixedStats = calcReverseStat(level_cap,stats[id].rarity,'healing',stats[id].healing_min,stats[id].healing_max); |
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// Equipment |
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stats[id].healing_min = fixedStats[0]; |
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var equipmentTable = $('.character-equipment'); |
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stats[id].healing_max = fixedStats[1]; |
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var equipmentControlsHTML = ''; |
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} |
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for (var index = 1; index <= 3; index++) { |
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equipment[id][index] = {'type': equipmentTable.find(".equipment-"+index).attr('data-value'), 'image': equipmentTable.find(".equipment-"+index).find("a").html()}; |
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// Character rarity |
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var raritySelector = $(this).find(".stattable-rarity-selector"); |
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var itemTiersHTML = ''; |
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raritySelector.html(repeat(raritySelector.html().slice(0,raritySelector.html().indexOf('>')+1), 5)+" "+repeat(raritySelector.html().slice(raritySelector.html().indexOf('>')+1), max_tier[0])); |
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for (var tier = 1; tier <= max_tier[index]; tier++){ itemTiersHTML += '<option value="'+tier+'"'+ (tier == max_tier[index]?' selected':'') +'>T'+tier+'</option>'; } |
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raritySelector.children().each(function(index){$(this).attr('data-rarity',index+1)}); |
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// Level |
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equipmentControlsHTML += '<div class="equipment-item equipment-'+index+'" data-type="'+equipment[id][index].type+'" data-slot="'+index+'">' + equipment[id][index].image + '<span class="stattable-equipment-tier-selector"><select class="stattable-tier">'+itemTiersHTML+'</select></span>' + '</div>'; |
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$(this).find(".stattable-controls td").append('<div><span class="stattable-level-selector">Level: <input class="stattable-level" type="number" value="'+level_cap+'" step="1" min="1" max="100" /></span></div>'); |
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// Equipment |
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} |
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var equipmentTable = $('.character-equipment'); |
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$(this).find(".stattable-controls td>div").append('<span class="stattable-equipment-selector">'+equipmentControlsHTML+'</span>'); |
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var equipmentControlsHTML = ''; |
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for (var index = 1; index <= 3; index++) { |
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equipment[id][index] = {'type': equipmentTable.find(".equipment-"+index).attr('data-value'), 'image': equipmentTable.find(".equipment-"+index).find("a").html()}; |
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var itemTiersHTML = ''; |
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for (var tier = 1; tier <= max_tier[index]; tier++){ itemTiersHTML += '<option value="'+tier+'"'+ (tier == max_tier[index]?' selected':'') +'>T'+tier+'</option>'; } |
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equipmentControlsHTML += '<div class="equipment-item equipment-'+index+'" data-type="'+equipment[id][index].type+'" data-slot="'+index+'">' + equipment[id][index].image + '<span class="stattable-equipment-tier-selector"><select class="stattable-tier">'+itemTiersHTML+'</select></span>' + '</div>'; |
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} |
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$(this).find(".stattable-controls").css( "display", "" ); |
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$(this).find(".stattable-controls td>div").append('<span class="stattable-equipment-selector">'+equipmentControlsHTML+'</span>'); |
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levelChange($(this)); |
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equipmentChange($(this)); |
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rarityChange($(this), stats[id].rarity); |
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affectionGet($(this)); |
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statTableRecalc($(this)); |
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$(this).find(".stattable-controls").css( "display", "" ); |
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$(".stattable-controls input").on("change mouseup keyup click", function(){levelChange($(this).closest("table"));statTableRecalc($(this).closest("table"));}); |
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$(".stattable-rarity-selector").children("img").on("click", function(){rarityChange($(this).closest("table"),$(this).attr('data-rarity'));statTableRecalc($(this).closest("table"));}) |
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$(".stattable-equipment-selector select").on("change", function(){equipmentChange($(this).closest("table"));statTableRecalc($(this).closest("table"));}); |
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$(".stattable-equipment-selector").find("img").on("click", function(){equipmentChange($(this).closest("table"),$(this).parent().attr('data-slot'));statTableRecalc($(this).closest("table"));}) |
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} |
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else |
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{ console.log('StatCalc - init cancelled due to incomplete data'); } |
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levelChange($(this)); |
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}); |
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equipmentChange($(this)); |
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} |
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rarityChange($(this), stats[id].rarity); |
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affectionGet($(this)); |
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statTableRecalc($(this)); |
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} |
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function levelChange (statTable){ |
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else |
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//console.log('changing LEVEL in table '+statTable.attr('id')); |
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{ console.log('StatCalc - init cancelled due to incomplete data'); } |
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var level = !isNaN(parseInt(statTable.find(".stattable-level").val())) ? parseInt(statTable.find(".stattable-level").val()) : 1 ; |
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if (level < 1) { statTable.find(".stattable-level").val(1); level = 1; } |
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if (level > 100) { statTable.find(".stattable-level").val(100); level = 100; } |
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stats[statTable.attr('id')].level = level; |
|||
//statTableRecalc(statTable); |
|||
} |
|||
}); |
|||
} |
|||
function levelChange (statTable){ |
|||
//console.log('changing LEVEL in table '+statTable.attr('id')); |
|||
toggleSlot = (typeof toggleSlot !== 'undefined') ? toggleSlot : false //default false, ES5 does not support function defaults |
|||
//console.log('changing equipment in table '+statTable.attr('id')); |
|||
var level = !isNaN(parseInt(statTable.find(".stattable-level").val())) ? parseInt(statTable.find(".stattable-level").val()) : 1 ; |
|||
//console.log(toggleSlot); |
|||
if (toggleSlot) { |
|||
if (level < 1) { statTable.find(".stattable-level").val(1); level = 1; } |
|||
if (level > 100) { statTable.find(".stattable-level").val(100); level = 100; } |
|||
(item_slot.hasClass("inactive")) ? item_slot.addClass('active').removeClass('inactive') : item_slot.addClass('inactive').removeClass('active'); |
|||
} |
|||
stats[statTable.attr('id')].level = level; |
|||
//statTableRecalc(statTable); |
|||
} |
|||
function equipmentChange (statTable, toggleSlot){ |
|||
equipment_stats_list.forEach(function (element){equipment[statTable.attr('id')].bonus[element] = 0;}); |
|||
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'); |
|||
} |
|||
equipment_stats_list.forEach(function (element){equipment[statTable.attr('id')].bonus[element] = 0;}); |
|||
for (var index = 1; index <= 3; index++) { |
|||
if (!statTable.find(".stattable-equipment-selector .equipment-"+index+"").hasClass("inactive")) |
|||
{ |
|||
var eq_type = statTable.find(".stattable-equipment-selector .equipment-"+index+"").attr('data-type'); |
|||
var eq_tier = statTable.find(".stattable-equipment-selector .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[statTable.attr('id')].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[id].bonus); |
|||
} |
|||
}; |
|||
for (var index = 1; index <= 3; index++) { |
|||
//statTableRecalc(statTable); |
|||
if (!statTable.find(".stattable-equipment-selector .equipment-"+index+"").hasClass("inactive")) |
|||
} |
|||
{ |
|||
var eq_type = statTable.find(".stattable-equipment-selector .equipment-"+index+"").attr('data-type'); |
|||
var eq_tier = statTable.find(".stattable-equipment-selector .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[statTable.attr('id')].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[id].bonus); |
|||
} |
|||
}; |
|||
//statTableRecalc(statTable); |
|||
} |
|||
//console.log('changing RARITY in table '+statTable.attr('id')+' to '+rarity); |
|||
var id = statTable.attr('id'); |
|||
stats[id].rarity = (rarity > 5) ? 5 : rarity; |
|||
weapon[id].rarity = (rarity > 5) ? rarity-5 : 0; |
|||
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(".stattable-rarity-selector").children().each(function(){ |
|||
($(this).attr('data-rarity') <= rarity) ? $(this).addClass('active').removeClass('inactive') : $(this).addClass('inactive').removeClass('active'); |
|||
}); |
|||
//statTableRecalc(statTable); |
|||
} |
|||
function rarityChange (statTable, rarity){ |
|||
//console.log('changing RARITY in table '+statTable.attr('id')+' to '+rarity); |
|||
var id = statTable.attr('id'); |
|||
stats[id].rarity = (rarity > 5) ? 5 : rarity; |
|||
weapon[id].rarity = (rarity > 5) ? rarity-5 : 0; |
|||
weapon[id].current.attack = weapon[id].rarity>0 ? calcWeaponStat( weapon_level_preset[weapon[id].rarity], weapon[id].attack_min, weapon[id].attack_max ) : 0; |
|||
function affectionGet(statTable){ |
|||
weapon[id].current.hp = weapon[id].rarity>0 ? calcWeaponStat( weapon_level_preset[weapon[id].rarity], weapon[id].hp_min, weapon[id].hp_max ) : 0; |
|||
//console.log('changing Affection bonus in table '+statTable.attr('id')); |
|||
weapon[id].current.healing = weapon[id].rarity>0 ? calcWeaponStat( weapon_level_preset[weapon[id].rarity], weapon[id].healing_min, weapon[id].healing_max ) : 0; |
|||
equipment_stats_list.forEach(function (element){affection[statTable.attr('id')].bonus[element] = 0;}); |
|||
statTable.find(".stattable-rarity-selector").children().each(function(){ |
|||
($(this).attr('data-rarity') <= rarity) ? $(this).addClass('active').removeClass('inactive') : $(this).addClass('inactive').removeClass('active'); |
|||
}); |
|||
//statTableRecalc(statTable); |
|||
} |
|||
if (typeof affection_data !== 'undefined') for (affectionTable in affection_data) { |
|||
Object.keys(affection_data[affectionTable].current).forEach(function (statName){ |
|||
affection[statTable.attr('id')].bonus[statName.toLowerCase()] += affection_data[affectionTable].current[statName]; |
|||
}); |
|||
}; |
|||
function affectionGet(statTable){ |
|||
//console.log('changing Affection bonus in table '+statTable.attr('id')); |
|||
} |
|||
equipment_stats_list.forEach(function (element){affection[statTable.attr('id')].bonus[element] = 0;}); |
|||
if (typeof affection_data !== 'undefined') for (affectionTable in affection_data) { |
|||
Object.keys(affection_data[affectionTable].current).forEach(function (statName){ |
|||
affection[statTable.attr('id')].bonus[statName.toLowerCase()] += affection_data[affectionTable].current[statName]; |
|||
}); |
|||
}; |
|||
//statTableRecalc(statTable); |
|||
} |
|||
//console.log(id+' recalc called'); |
|||
var id = statTable.attr('id'); |
|||
statTable.find(".stat-attack").html(totalStat( stats[id].level, stats[id].rarity, 'attack', stats[id].attack_min, stats[id].attack_max, equipment[id].bonus['attack%'], equipment[id].bonus['attack'] + weapon[id].current.attack + affection[id].bonus.attack )); |
|||
statTable.find(".stat-defense").html(totalStat( stats[id].level, stats[id].rarity, 'defense', stats[id].defense_min, stats[id].defense_max, equipment[id].bonus['defense%'], equipment[id].bonus['defense'] + affection[id].bonus.defense)); |
|||
statTable.find(".stat-hp").html(totalStat( stats[id].level, stats[id].rarity, 'hp', stats[id].hp_min, stats[id].hp_max, equipment[id].bonus['hp%'], equipment[id].bonus['hp'] + weapon[id].current.hp + affection[id].bonus.hp )); |
|||
statTable.find(".stat-healing").html(totalStat( stats[id].level, stats[id].rarity, 'healing', stats[id].healing_min, stats[id].healing_max, equipment[id].bonus['healing%'], equipment[id].bonus['healing'] + weapon[id].current.healing + affection[id].bonus.healing )); |
|||
function statTableRecalc(statTable){ |
|||
statTable.find(".stat-accuracy").html(addBonus( stats[id].accuracy, 0, equipment[id].bonus['accuracy'] )); |
|||
//console.log(id+' recalc called'); |
|||
statTable.find(".stat-evasion").html(addBonus( stats[id].evasion, 0, equipment[id].bonus['evasion'] )); |
|||
var id = statTable.attr('id'); |
|||
statTable.find(".stat-crit_rate").html(addBonus( stats[id].crit_rate, 0, equipment[id].bonus['crit_rate'] )); |
|||
statTable.find(".stat-crit_damage").html(addBonus( stats[id].crit_damage, 0, equipment[id].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[id].bonus['cc_str'], 0 )); |
|||
statTable.find(".stat-cc_res").html(addBonus( stats[id].cc_res, equipment[id].bonus['cc_res'], 0 )); |
|||
statTable.find(".stat-attack").html(totalStat( stats[id].level, stats[id].rarity, 'attack', stats[id].attack_min, stats[id].attack_max, equipment[id].bonus['attack%'], equipment[id].bonus['attack'] + weapon[id].current.attack + affection[id].bonus.attack )); |
|||
statTable.find(".stat-defense").html(totalStat( stats[id].level, stats[id].rarity, 'defense', stats[id].defense_min, stats[id].defense_max, equipment[id].bonus['defense%'], equipment[id].bonus['defense'] + affection[id].bonus.defense)); |
|||
statTable.find(".stat-hp").html(totalStat( stats[id].level, stats[id].rarity, 'hp', stats[id].hp_min, stats[id].hp_max, equipment[id].bonus['hp%'], equipment[id].bonus['hp'] + weapon[id].current.hp + affection[id].bonus.hp )); |
|||
statTable.find(".stat-healing").html(totalStat( stats[id].level, stats[id].rarity, 'healing', stats[id].healing_min, stats[id].healing_max, equipment[id].bonus['healing%'], equipment[id].bonus['healing'] + weapon[id].current.healing + affection[id].bonus.healing )); |
|||
statTable.find(".stat-accuracy").html(addBonus( stats[id].accuracy, 0, equipment[id].bonus['accuracy'] )); |
|||
statTable.find(".stattable-stats td").each(function () { |
|||
statTable.find(".stat-evasion").html(addBonus( stats[id].evasion, 0, equipment[id].bonus['evasion'] )); |
|||
$(this).attr("title", statTooltip(id, $(this).attr('class').substring(5))); |
|||
statTable.find(".stat-crit_rate").html(addBonus( stats[id].crit_rate, 0, equipment[id].bonus['crit_rate'] )); |
|||
}) |
|||
statTable.find(".stat-crit_damage").html(addBonus( stats[id].crit_damage, 0, equipment[id].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[id].bonus['cc_str'], 0 )); |
|||
statTable.find(".stat-cc_res").html(addBonus( stats[id].cc_res, equipment[id].bonus['cc_res'], 0 )); |
|||
statTable.find(".stattable-stats td").each(function () { |
|||
function statTooltip(id, statName){ |
|||
$(this).attr("title", statTooltip(id, $(this).attr('class').substring(5))); |
|||
var tooltip = ''; |
|||
}) |
|||
} |
|||
tooltip += (typeof stats[id][statName+'_min'] !== 'undefined' && stats[id][statName+'_min'] > 0) ? 'Base: ' + calcStat(stats[id].level, stats[id].rarity, statName, stats[id][statName+'_min'], stats[id][statName+'_max']) : ''; |
|||
tooltip += (typeof stats[id][statName] !== 'undefined' && stats[id][statName] > 0) ? 'Base: ' + stats[id][statName] : ''; |
|||
tooltip += (typeof equipment[id].bonus[statName] !== 'undefined' && equipment[id].bonus[statName] > 0) ? '\r\nEquipment: ' + equipment[id].bonus[statName] : ''; |
|||
tooltip += (typeof weapon[id].current[statName] !== 'undefined' && weapon[id].current[statName] > 0) ? '\r\nWeapon: ' + weapon[id].current[statName] : ''; |
|||
tooltip += (typeof affection[id].bonus[statName] !== 'undefined' && affection[id].bonus[statName] > 0) ? '\r\Affection: ' + affection[id].bonus[statName] : ''; |
|||
tooltip += (typeof equipment[id].bonus[statName+'%'] !== 'undefined' && equipment[id].bonus[statName+'%'] > 0) ? '\r\nEquipment: ' + equipment[id].bonus[statName+'%']+'%' |
|||
+ ' ('+ (parseInt(totalStat(stats[id].level, stats[id].rarity, statName, stats[id][statName+'_min'], stats[id][statName+'_max'], equipment[id].bonus[statName+'%'], equipment[id].bonus[statName] + weapon[id].current[statName]))-parseInt(totalStat(stats[id].level, stats[id].rarity, statName, stats[id][statName+'_min'], stats[id][statName+'_max'], 0, equipment[id].bonus[statName] + weapon[id].current[statName]))) +')' : ''; |
|||
return tooltip; |
|||
} |
|||
function statTooltip(id, statName){ |
|||
var tooltip = ''; |
|||
tooltip += (typeof stats[id][statName+'_min'] !== 'undefined' && stats[id][statName+'_min'] > 0) ? 'Base: ' + calcStat(stats[id].level, stats[id].rarity, statName, stats[id][statName+'_min'], stats[id][statName+'_max']) : ''; |
|||
tooltip += (typeof stats[id][statName] !== 'undefined' && stats[id][statName] > 0) ? 'Base: ' + stats[id][statName] : ''; |
|||
tooltip += (typeof equipment[id].bonus[statName] !== 'undefined' && equipment[id].bonus[statName] > 0) ? '\r\nEquipment: ' + equipment[id].bonus[statName] : ''; |
|||
tooltip += (typeof weapon[id].current[statName] !== 'undefined' && weapon[id].current[statName] > 0) ? '\r\nWeapon: ' + weapon[id].current[statName] : ''; |
|||
tooltip += (typeof affection[id].bonus[statName] !== 'undefined' && affection[id].bonus[statName] > 0) ? '\r\Affection: ' + affection[id].bonus[statName] : ''; |
|||
tooltip += (typeof equipment[id].bonus[statName+'%'] !== 'undefined' && equipment[id].bonus[statName+'%'] > 0) ? '\r\nEquipment: ' + equipment[id].bonus[statName+'%']+'%' |
|||
+ ' ('+ (parseInt(totalStat(stats[id].level, stats[id].rarity, statName, stats[id][statName+'_min'], stats[id][statName+'_max'], equipment[id].bonus[statName+'%'], equipment[id].bonus[statName] + weapon[id].current[statName]))-parseInt(totalStat(stats[id].level, stats[id].rarity, statName, stats[id][statName+'_min'], stats[id][statName+'_max'], 0, equipment[id].bonus[statName] + weapon[id].current[statName]))) +')' : ''; |
|||
return tooltip; |
|||
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); |
|||
function totalStat(level,rarity,statName,val1,val100,bonus_percent,bonus_flat){ |
|||
return Math.ceil(stat_value); |
|||
//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 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 ); |
|||
for (var member in target) { |
|||
return Math.ceil( Math.round(val1 + (val100 - val1) * (Math.round((level - 1) / 99 * 10000) / 10000)) * (10000 + rarity_bonus[statName][rarity]) / 10000 ); |
|||
if (target[member] == null) |
|||
} |
|||
return true; |
|||
} |
|||
return false; |
|||
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 */ |
|||
}); |
Revision as of 21:59, 9 July 2022
/* Character stat calc - start */
const level_cap = 80;
const max_tier = [3, 7, 7, 6]; // Max tier for Weapon, Equipment 1, 2, 3
const reverse_ingame_stats = true; // 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 affection = {};
var tableCounter = 0;
$( document ).ready(function() {
initStatCalc();
$(".stattable-controls input").on("change mouseup keyup click", function(){levelChange($(this).closest("table"));statTableRecalc($(this).closest("table"));});
$(".stattable-rarity-selector").children("img").on("click", function(){rarityChange($(this).closest("table"),$(this).attr('data-rarity'));statTableRecalc($(this).closest("table"));})
$(".stattable-equipment-selector select").on("change", function(){equipmentChange($(this).closest("table"));statTableRecalc($(this).closest("table"));});
$(".stattable-equipment-selector").find("img").on("click", function(){equipmentChange($(this).closest("table"),$(this).parent().attr('data-slot'));statTableRecalc($(this).closest("table"));})
});
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($(this).find(".stat-stability").html()) : null;
stats[id].range = parseInt($(this).find(".stat-range").html()) > 0 ? parseInt($(this).find(".stat-range").html()) : null;
stats[id].cc_str = parseInt($(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;
equipment[id] = {};
equipment[id].bonus = {};
var weapon_table = $(document).find(".weapontable");
weapon[id] = {};
weapon[id].current = {};
weapon[id].rarity = 0;
weapon[id].attack_min = !isNaN(parseInt(weapon_table.attr('data-attack-val1'))) ? parseInt(weapon_table.attr('data-attack-val1')) : 0;
weapon[id].attack_max = !isNaN(parseInt(weapon_table.attr('data-attack-val100'))) ? parseInt(weapon_table.attr('data-attack-val100')) : 0;
weapon[id].hp_min = !isNaN(parseInt(weapon_table.attr('data-hp-val1'))) ? parseInt(weapon_table.attr('data-hp-val1')) : 0;
weapon[id].hp_max = !isNaN(parseInt(weapon_table.attr('data-hp-val100'))) ? parseInt(weapon_table.attr('data-hp-val100')) : 0;
weapon[id].healing_min = !isNaN(parseInt(weapon_table.attr('data-healing-val1'))) ? parseInt(weapon_table.attr('data-healing-val1')) : 0;
weapon[id].healing_max = !isNaN(parseInt(weapon_table.attr('data-healing-val100'))) ? parseInt(weapon_table.attr('data-healing-val100')) : 0;
affection[id] = {};
affection[id].bonus = {};
//stats[$(this).attr('id')] = JSON.parse($(this).attr('stat-data'));
if (!hasNull(stats[id]))
{
// Estimate raw numbers
if (reverse_ingame_stats && ($(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
var raritySelector = $(this).find(".stattable-rarity-selector");
raritySelector.html(repeat(raritySelector.html().slice(0,raritySelector.html().indexOf('>')+1), 5)+" "+repeat(raritySelector.html().slice(raritySelector.html().indexOf('>')+1), max_tier[0]));
raritySelector.children().each(function(index){$(this).attr('data-rarity',index+1)});
// Level
$(this).find(".stattable-controls td").append('<div><span class="stattable-level-selector">Level: <input class="stattable-level" type="number" value="'+level_cap+'" step="1" min="1" max="100" /></span></div>');
// Equipment
var equipmentTable = $('.character-equipment');
var equipmentControlsHTML = '';
for (var index = 1; index <= 3; index++) {
equipment[id][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>'; }
equipmentControlsHTML += '<div class="equipment-item equipment-'+index+'" data-type="'+equipment[id][index].type+'" data-slot="'+index+'">' + equipment[id][index].image + '<span class="stattable-equipment-tier-selector"><select class="stattable-tier">'+itemTiersHTML+'</select></span>' + '</div>';
}
$(this).find(".stattable-controls td>div").append('<span class="stattable-equipment-selector">'+equipmentControlsHTML+'</span>');
$(this).find(".stattable-controls").css( "display", "" );
levelChange($(this));
equipmentChange($(this));
rarityChange($(this), stats[id].rarity);
affectionGet($(this));
statTableRecalc($(this));
}
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');
}
equipment_stats_list.forEach(function (element){equipment[statTable.attr('id')].bonus[element] = 0;});
for (var index = 1; index <= 3; index++) {
if (!statTable.find(".stattable-equipment-selector .equipment-"+index+"").hasClass("inactive"))
{
var eq_type = statTable.find(".stattable-equipment-selector .equipment-"+index+"").attr('data-type');
var eq_tier = statTable.find(".stattable-equipment-selector .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[statTable.attr('id')].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[id].bonus);
}
};
//statTableRecalc(statTable);
}
function rarityChange (statTable, rarity){
//console.log('changing RARITY in table '+statTable.attr('id')+' to '+rarity);
var id = statTable.attr('id');
stats[id].rarity = (rarity > 5) ? 5 : rarity;
weapon[id].rarity = (rarity > 5) ? rarity-5 : 0;
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(".stattable-rarity-selector").children().each(function(){
($(this).attr('data-rarity') <= rarity) ? $(this).addClass('active').removeClass('inactive') : $(this).addClass('inactive').removeClass('active');
});
//statTableRecalc(statTable);
}
function affectionGet(statTable){
//console.log('changing Affection bonus in table '+statTable.attr('id'));
equipment_stats_list.forEach(function (element){affection[statTable.attr('id')].bonus[element] = 0;});
if (typeof affection_data !== 'undefined') for (affectionTable in affection_data) {
Object.keys(affection_data[affectionTable].current).forEach(function (statName){
affection[statTable.attr('id')].bonus[statName.toLowerCase()] += affection_data[affectionTable].current[statName];
});
};
//statTableRecalc(statTable);
}
function statTableRecalc(statTable){
//console.log(id+' recalc called');
var id = statTable.attr('id');
statTable.find(".stat-attack").html(totalStat( stats[id].level, stats[id].rarity, 'attack', stats[id].attack_min, stats[id].attack_max, equipment[id].bonus['attack%'], equipment[id].bonus['attack'] + weapon[id].current.attack + affection[id].bonus.attack ));
statTable.find(".stat-defense").html(totalStat( stats[id].level, stats[id].rarity, 'defense', stats[id].defense_min, stats[id].defense_max, equipment[id].bonus['defense%'], equipment[id].bonus['defense'] + affection[id].bonus.defense));
statTable.find(".stat-hp").html(totalStat( stats[id].level, stats[id].rarity, 'hp', stats[id].hp_min, stats[id].hp_max, equipment[id].bonus['hp%'], equipment[id].bonus['hp'] + weapon[id].current.hp + affection[id].bonus.hp ));
statTable.find(".stat-healing").html(totalStat( stats[id].level, stats[id].rarity, 'healing', stats[id].healing_min, stats[id].healing_max, equipment[id].bonus['healing%'], equipment[id].bonus['healing'] + weapon[id].current.healing + affection[id].bonus.healing ));
statTable.find(".stat-accuracy").html(addBonus( stats[id].accuracy, 0, equipment[id].bonus['accuracy'] ));
statTable.find(".stat-evasion").html(addBonus( stats[id].evasion, 0, equipment[id].bonus['evasion'] ));
statTable.find(".stat-crit_rate").html(addBonus( stats[id].crit_rate, 0, equipment[id].bonus['crit_rate'] ));
statTable.find(".stat-crit_damage").html(addBonus( stats[id].crit_damage, 0, equipment[id].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[id].bonus['cc_str'], 0 ));
statTable.find(".stat-cc_res").html(addBonus( stats[id].cc_res, equipment[id].bonus['cc_res'], 0 ));
statTable.find(".stattable-stats td").each(function () {
$(this).attr("title", statTooltip(id, $(this).attr('class').substring(5)));
})
}
function statTooltip(id, statName){
var tooltip = '';
tooltip += (typeof stats[id][statName+'_min'] !== 'undefined' && stats[id][statName+'_min'] > 0) ? 'Base: ' + calcStat(stats[id].level, stats[id].rarity, statName, stats[id][statName+'_min'], stats[id][statName+'_max']) : '';
tooltip += (typeof stats[id][statName] !== 'undefined' && stats[id][statName] > 0) ? 'Base: ' + stats[id][statName] : '';
tooltip += (typeof equipment[id].bonus[statName] !== 'undefined' && equipment[id].bonus[statName] > 0) ? '\r\nEquipment: ' + equipment[id].bonus[statName] : '';
tooltip += (typeof weapon[id].current[statName] !== 'undefined' && weapon[id].current[statName] > 0) ? '\r\nWeapon: ' + weapon[id].current[statName] : '';
tooltip += (typeof affection[id].bonus[statName] !== 'undefined' && affection[id].bonus[statName] > 0) ? '\r\Affection: ' + affection[id].bonus[statName] : '';
tooltip += (typeof equipment[id].bonus[statName+'%'] !== 'undefined' && equipment[id].bonus[statName+'%'] > 0) ? '\r\nEquipment: ' + equipment[id].bonus[statName+'%']+'%'
+ ' ('+ (parseInt(totalStat(stats[id].level, stats[id].rarity, statName, stats[id][statName+'_min'], stats[id][statName+'_max'], equipment[id].bonus[statName+'%'], equipment[id].bonus[statName] + weapon[id].current[statName]))-parseInt(totalStat(stats[id].level, stats[id].rarity, statName, stats[id][statName+'_min'], stats[id][statName+'_max'], 0, equipment[id].bonus[statName] + weapon[id].current[statName]))) +')' : '';
return tooltip;
}
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 */