User:Electricsheep/common.js
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/* Character stat calc - start */
const level_cap = 73;
var stats = {};
var tableCounter = 0;
var 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 ]
};
$( document ).ready(function() {
console.log( "ready!" );
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'));})
});
function initStatCalc(){
$(".character-stattable").each(function(){
var id = 'statTable-'+(++tableCounter);
$(this).attr('id',id);
console.log('iterating 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 = $(this).find(".stat-healing").html().split('/');
stats[id] = {};
stats[id].rarity = 3; //todo
stats[id].level = level_cap;
stats[id].attack_min = parseInt(attack_data[0]) > 0 ? parseInt(attack_data[0]) : null;
stats[id].attack_max = parseInt(attack_data[1]) > 0 ? parseInt(attack_data[1]) : null;
stats[id].defense_min = parseInt(defense_data[0]) > 0 ? parseInt(defense_data[0]) : null;
stats[id].defense_max = parseInt(defense_data[1]) > 0 ? parseInt(defense_data[1]) : null;
stats[id].hp_min = parseInt(hp_data[0]) > 0 ? parseInt(hp_data[0]) : null;
stats[id].hp_max = parseInt(hp_data[1]) > 0 ? parseInt(hp_data[1]) : null;
stats[id].healing_min = parseInt(healing_data[0]) > 0 ? parseInt(healing_data[0]) : null;
stats[id].healing_max = parseInt(healing_data[1]) > 0 ? parseInt(healing_data[1]) : null;
//stats[$(this).attr('id')] = JSON.parse($(this).attr('stat-data'));
if (!hasNull(stats[id]))
{
//var rarity = 3 //todo
raritySelector = $(this).find(".stattable-rarity-selector");
var star_html = raritySelector.html();
raritySelector.html(star_html+star_html+star_html+star_html+star_html);
raritySelector.children().addClass('inactive');
var i = 1;
raritySelector.children().each(function(index){$(this).attr('data-rarity',index+1)})
$(this).find(".stattable-controls td").append('Level <input class="stattable-level" type="number" value="'+level_cap+'" step="1" min="1" max="100" />');
$(this).find(".stattable-controls").css( "display", "" );
rarityChange($(this), stats[id].rarity);
//statTableRecalc(id);
}
});
}
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()) : level_cap ;
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.attr('id'));
}
function rarityChange (statTable, rarity){
console.log('changing RARITY in table '+statTable.attr('id')+' to '+rarity);
stats[statTable.attr('id')].rarity = rarity;
statTable.find(".stattable-rarity-selector").children().each(function(index){
($(this).attr('data-rarity') <= rarity) ? $(this).addClass('active').removeClass('inactive') : $(this).addClass('inactive').removeClass('active');
});
statTableRecalc(statTable.attr('id'));
}
function statTableRecalc(id){
console.log(id+' recalc called');
var statTable = $('#'+id);
//var level = statTable.find(".stattable-level").val();
//var rarity = statTable.find(".stattable-rarity").val();
statTable.find(".stat-attack").html(calcStat( stats[id].level, stats[id].rarity, 'attack', stats[id].attack_min, stats[id].attack_max));
statTable.find(".stat-defense").html(calcStat( stats[id].level, stats[id].rarity, 'defense', stats[id].defense_min, stats[id].defense_max));
statTable.find(".stat-hp").html(calcStat( stats[id].level, stats[id].rarity, 'hp', stats[id].hp_min, stats[id].hp_max));
statTable.find(".stat-healing").html(calcStat( stats[id].level, stats[id].rarity, 'healing', stats[id].healing_min, stats[id].healing_max));
}
function calcStat(level,rarity,statName,val1,val100){
return Math.ceil( (val1 + (val100 - val1) * (level - 1) / 99) * (10000 + rarity_bonus[statName][rarity]) / 10000 );
}
function hasNull(target) {
for (var member in target) {
if (target[member] == null)
return true;
}
return false;
}
/* Character stat calc - end */