MediaWiki:Script/Calculator.js : Différence entre versions
Ligne 61 : | Ligne 61 : | ||
for (var damages in damagesWeighted) { | for (var damages in damagesWeighted) { | ||
if (firstIteration && minMaxDamages) { | if (firstIteration && minMaxDamages) { | ||
− | damages = parseInt(damages) | + | damages = parseInt(damages); |
if (damages < minMaxDamages.min) { | if (damages < minMaxDamages.min) { | ||
minMaxDamages.min = damages; | minMaxDamages.min = damages; | ||
Ligne 227 : | Ligne 227 : | ||
} | } | ||
− | function filterForm(characters) { | + | function filterSkills(selectedClass, skillElementsToFilter) { |
+ | for (var element of skillElementsToFilter) { | ||
+ | if (isValueInArray(selectedClass, element.dataset.class)) { | ||
+ | showElement(element); | ||
+ | } else { | ||
+ | hideElement(element); | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | |||
+ | function filterAttackTypeSelection(attacker, attackTypeSelection) { | ||
+ | var attackerClass = attacker.class; | ||
+ | var selectedOption = | ||
+ | attackTypeSelection.options[attackTypeSelection.selectedIndex]; | ||
+ | |||
+ | for (var option of attackTypeSelection.options) { | ||
+ | optionClass = option.dataset.class; | ||
+ | |||
+ | if (optionClass) { | ||
+ | if ( | ||
+ | optionClass === attackerClass && | ||
+ | attacker[option.value] && | ||
+ | attacker.state !== "polymorph" | ||
+ | ) { | ||
+ | showElement(option); | ||
+ | } else { | ||
+ | hideElement(option); | ||
+ | |||
+ | if (selectedOption === option) { | ||
+ | attackTypeSelection.selectedIndex = 0; | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | |||
+ | function filterForm(characters, battle) { | ||
characters.characterCreation.addEventListener("change", function (event) { | characters.characterCreation.addEventListener("change", function (event) { | ||
var target = event.target; | var target = event.target; | ||
+ | var targetName = target.name; | ||
− | switch ( | + | switch (targetName) { |
case "race": | case "race": | ||
var selectedRace = target.value; | var selectedRace = target.value; | ||
Ligne 254 : | Ligne 291 : | ||
characters.randomMagicAttackValue | characters.randomMagicAttackValue | ||
); | ); | ||
+ | filterSkills( | ||
+ | characters.classChoice.value, | ||
+ | characters.skillElementsToFilter | ||
+ | ); | ||
+ | |||
+ | if ( | ||
+ | characters.characterCreation.name.value === | ||
+ | battle.attackerSelection.value | ||
+ | ) { | ||
+ | battle.resetAttackType = true; | ||
+ | } | ||
+ | break; | ||
+ | case "class": | ||
+ | filterSkills(target.value, characters.skillElementsToFilter); | ||
+ | |||
+ | if ( | ||
+ | characters.characterCreation.name.value === | ||
+ | battle.attackerSelection.value | ||
+ | ) { | ||
+ | battle.resetAttackType = true; | ||
+ | } | ||
break; | break; | ||
case "weapon": | case "weapon": | ||
Ligne 271 : | Ligne 329 : | ||
case "state": | case "state": | ||
filterState(target, characters.polymorphMonster); | filterState(target, characters.polymorphMonster); | ||
+ | if ( | ||
+ | characters.characterCreation.name.value === | ||
+ | battle.attackerSelection.value | ||
+ | ) { | ||
+ | battle.resetAttackType = true; | ||
+ | } | ||
break; | break; | ||
case "lowRank": | case "lowRank": | ||
filterPlayerRank(target, characters.playerRankChoice); | filterPlayerRank(target, characters.playerRankChoice); | ||
break; | break; | ||
+ | } | ||
+ | |||
+ | if (targetName.startsWith("attackSkill")) { | ||
+ | battle.resetAttackType = true; | ||
} | } | ||
}); | }); | ||
Ligne 359 : | Ligne 427 : | ||
if (newCharacter) { | if (newCharacter) { | ||
addBattleChoice(battle, characterDataObject.name); | addBattleChoice(battle, characterDataObject.name); | ||
+ | } | ||
+ | |||
+ | if (battle.resetAttackType) { | ||
+ | filterAttackTypeSelection(characterDataObject, battle.attackTypeSelection); | ||
+ | battle.resetAttackType = false; | ||
} | } | ||
} | } | ||
Ligne 540 : | Ligne 613 : | ||
} | } | ||
} | } | ||
− | + | var selectedRace = characterCreation.race.value; | |
− | var selectedRace = | + | var selectedClass = characterCreation.class.value; |
filterClass(selectedRace, characters.classChoice, true); | filterClass(selectedRace, characters.classChoice, true); | ||
Ligne 567 : | Ligne 640 : | ||
filterState(characters.stateChoice, characters.polymorphMonster); | filterState(characters.stateChoice, characters.polymorphMonster); | ||
filterPlayerRank(characters.lowRankCheckbox, characters.playerRankChoice); | filterPlayerRank(characters.lowRankCheckbox, characters.playerRankChoice); | ||
+ | filterSkills(selectedClass, characters.skillElementsToFilter); | ||
} | } | ||
Ligne 874 : | Ligne 948 : | ||
}); | }); | ||
− | filterForm(characters); | + | filterForm(characters, battle); |
characterCreationListener(characters, battle); | characterCreationListener(characters, battle); | ||
handleFocus(); | handleFocus(); | ||
Ligne 1 112 : | Ligne 1 186 : | ||
function isRiding(character) { | function isRiding(character) { | ||
return character.state === "horse"; | return character.state === "horse"; | ||
+ | } | ||
+ | |||
+ | function isBow(weapon) { | ||
+ | return weapon[1] === 2; | ||
} | } | ||
Ligne 1 193 : | Ligne 1 271 : | ||
); | ); | ||
− | attackValueOther = attacker.attackValue; | + | attackValueOther += attacker.attackValue; |
+ | |||
+ | if (isBow(attackerWeapon) && !isPolymorph(attacker)) { | ||
+ | attackValueOther += 25; | ||
+ | } | ||
} else { | } else { | ||
minAttackValue = attacker.minAttackValue; | minAttackValue = attacker.minAttackValue; | ||
Ligne 1 205 : | Ligne 1 287 : | ||
attackValueOther += attacker.horseAttackValue; | attackValueOther += attacker.horseAttackValue; | ||
− | var weaponInterval = maxAttackValue - minAttackValue; | + | var weaponInterval = maxAttackValue - minAttackValue + 1; |
− | var slashInterval = maxAttackValueSlash - minAttackValueSlash; | + | var slashInterval = maxAttackValueSlash - minAttackValueSlash + 1; |
− | var totalCardinal = | + | var totalCardinal = weaponInterval * slashInterval * 10000; |
− | var minInterval = Math.min(weaponInterval, slashInterval) | + | var minInterval = Math.min(weaponInterval, slashInterval); |
minAttackValue += minAttackValueSlash; | minAttackValue += minAttackValueSlash; | ||
Ligne 1 221 : | Ligne 1 303 : | ||
totalCardinal, | totalCardinal, | ||
]; | ]; | ||
+ | } | ||
+ | |||
+ | function calcMagicAttackValue(attacker, attackerWeapon) { | ||
+ | var minMagicAttackValue = 0; | ||
+ | var maxMagicAttackValue = 0; | ||
+ | |||
+ | var minMagicAttackValueSlash = 0; | ||
+ | var maxMagicAttackValueSlash = 0; | ||
+ | |||
+ | if (isValueInArray("serpent", attackerWeapon[0].toLowerCase())) { | ||
+ | minMagicAttackValue = attacker.minMagicAttackValueRandom; | ||
+ | maxMagicAttackValue = attacker.maxMagicAttackValueRandom; | ||
+ | |||
+ | maxMagicAttackValue = Math.max(minMagicAttackValue, maxMagicAttackValue); | ||
+ | } else { | ||
+ | var rawWeaponAttackValue = attackerWeapon[3][attacker.upgrade]; | ||
+ | |||
+ | if (!rawWeaponAttackValue) { | ||
+ | rawWeaponAttackValue = 0; | ||
+ | } | ||
+ | |||
+ | minMagicAttackValue = attackerWeapon[2][0] + rawWeaponAttackValue; | ||
+ | maxMagicAttackValue = attackerWeapon[2][1] + rawWeaponAttackValue; | ||
+ | } | ||
+ | |||
+ | minMagicAttackValueSlash = Math.min( | ||
+ | attacker.minMagicAttackValueSlash, | ||
+ | attacker.maxMagicAttackValueSlash | ||
+ | ); | ||
+ | maxMagicAttackValueSlash = Math.max( | ||
+ | attacker.minMagicAttackValueSlash, | ||
+ | attacker.maxMagicAttackValueSlash | ||
+ | ); | ||
+ | |||
+ | var weaponInterval = maxMagicAttackValue - minMagicAttackValue + 1; | ||
+ | var slashInterval = maxMagicAttackValueSlash - minMagicAttackValueSlash + 1; | ||
+ | |||
+ | var totalCardinal = weaponInterval * slashInterval * 10000; | ||
+ | var minInterval = Math.min(weaponInterval, slashInterval); | ||
+ | |||
+ | minMagicAttackValue += minMagicAttackValueSlash; | ||
+ | maxMagicAttackValue += maxMagicAttackValueSlash; | ||
+ | |||
+ | return [minMagicAttackValue, maxMagicAttackValue, minInterval, totalCardinal]; | ||
} | } | ||
Ligne 1 249 : | Ligne 1 375 : | ||
function calcDamageWithPrimaryBonuses(damages, battleValues) { | function calcDamageWithPrimaryBonuses(damages, battleValues) { | ||
− | damages = floorMultiplication(damages | + | damages = floorMultiplication( |
+ | damages * battleValues.attackValueCoeff + battleValues.adjustCoeff, | ||
+ | 1 | ||
+ | ); | ||
damages += battleValues.attackValueMarriage; | damages += battleValues.attackValueMarriage; | ||
damages = floorMultiplication( | damages = floorMultiplication( | ||
Ligne 1 280 : | Ligne 1 409 : | ||
minPiercingDamages | minPiercingDamages | ||
) { | ) { | ||
+ | damages = floorMultiplication(damages, battleValues.magicResistanceCoeff); | ||
damages = floorMultiplication(damages, battleValues.weaponDefenseCoeff); | damages = floorMultiplication(damages, battleValues.weaponDefenseCoeff); | ||
Ligne 1 316 : | Ligne 1 446 : | ||
battleValues, | battleValues, | ||
damagesType, | damagesType, | ||
− | minPiercingDamages | + | minPiercingDamages |
− | |||
) { | ) { | ||
− | damages = | + | damages = floorMultiplication(damages, battleValues.magicResistanceCoeff); |
damages = floorMultiplication(damages, battleValues.weaponDefenseCoeff); | damages = floorMultiplication(damages, battleValues.weaponDefenseCoeff); | ||
Ligne 1 329 : | Ligne 1 458 : | ||
if (damagesType.piercingHit) { | if (damagesType.piercingHit) { | ||
− | damages += battleValues. | + | damages += |
+ | battleValues.piercingHitDefense + Math.min(0, minPiercingDamages); | ||
} | } | ||
Ligne 1 382 : | Ligne 1 512 : | ||
); | ); | ||
− | if (attacker.weapon | + | if (!attacker.weapon) { |
attacker.maxAttackValuePolymorph += 1; | attacker.maxAttackValuePolymorph += 1; | ||
} | } | ||
Ligne 1 436 : | Ligne 1 566 : | ||
} | } | ||
return 5 + Math.floor((value - 10) / 4); | return 5 + Math.floor((value - 10) / 4); | ||
+ | } | ||
+ | |||
+ | function magicResistanceToCoeff(magicResistance) { | ||
+ | if (magicResistance) { | ||
+ | return 2000 / (6 * magicResistance + 1000) - 1 | ||
+ | } | ||
+ | return 1 | ||
} | } | ||
function createPhysicalBattleValues( | function createPhysicalBattleValues( | ||
attacker, | attacker, | ||
+ | attackerWeapon, | ||
victim, | victim, | ||
mapping, | mapping, | ||
Ligne 1 459 : | Ligne 1 597 : | ||
var defenseMarriage = 0; | var defenseMarriage = 0; | ||
var damageMultiplier = 1; | var damageMultiplier = 1; | ||
+ | var magicResistance = 0; | ||
var weaponDefense = 0; | var weaponDefense = 0; | ||
var criticalHitPercentage = attacker.criticalHit; | var criticalHitPercentage = attacker.criticalHit; | ||
Ligne 1 480 : | Ligne 1 619 : | ||
attackMeleeMagic = attacker.attackMeleeMagic; | attackMeleeMagic = attacker.attackMeleeMagic; | ||
− | var weaponType = | + | var weaponType = attackerWeapon[1]; |
− | |||
− | |||
− | |||
− | |||
var weaponDefenseName = mapping.defenseWeapon[weaponType]; | var weaponDefenseName = mapping.defenseWeapon[weaponType]; | ||
Ligne 1 626 : | Ligne 1 761 : | ||
missPercentage = victim.arrowBlock; | missPercentage = victim.arrowBlock; | ||
skillDamageResistance = victim.skillDamageResistance; | skillDamageResistance = victim.skillDamageResistance; | ||
+ | magicResistance = victim.magicResistance; | ||
} | } | ||
Ligne 1 661 : | Ligne 1 797 : | ||
var battleValues = { | var battleValues = { | ||
missPercentage: missPercentage, | missPercentage: missPercentage, | ||
+ | adjustCoeff: 0, | ||
attackValueCoeff: | attackValueCoeff: | ||
1 + (attackValuePercent + Math.min(100, attackMeleeMagic)) / 100, | 1 + (attackValuePercent + Math.min(100, attackMeleeMagic)) / 100, | ||
Ligne 1 675 : | Ligne 1 812 : | ||
defense: victim.defense, | defense: victim.defense, | ||
defenseMarriage: defenseMarriage, | defenseMarriage: defenseMarriage, | ||
+ | magicResistanceCoeff: magicResistanceToCoeff(magicResistance), | ||
weaponDefenseCoeff: 1 - weaponDefense / 100, | weaponDefenseCoeff: 1 - weaponDefense / 100, | ||
extraPiercingHitCoeff: 1 + extraPiercingHitPercentage / 200, | extraPiercingHitCoeff: 1 + extraPiercingHitPercentage / 200, | ||
Ligne 1 736 : | Ligne 1 874 : | ||
} | } | ||
− | function createSkillBattleValues(attacker, victim, mapping) { | + | function createSkillBattleValues( |
+ | attacker, | ||
+ | attackerWeapon, | ||
+ | victim, | ||
+ | mapping, | ||
+ | marriageTable, | ||
+ | magicSkill | ||
+ | ) { | ||
+ | var adjustCoeff = 0; | ||
var attackValuePercent = 0; | var attackValuePercent = 0; | ||
var attackMeleeMagic = 0; | var attackMeleeMagic = 0; | ||
Ligne 1 749 : | Ligne 1 895 : | ||
var elementBonus = [0, 0, 0, 0, 0, 0]; // fire, ice, lightning, earth, darkness, wind, order doesn't matter | var elementBonus = [0, 0, 0, 0, 0, 0]; // fire, ice, lightning, earth, darkness, wind, order doesn't matter | ||
var damageMultiplier = 1; | var damageMultiplier = 1; | ||
+ | var defense = victim.defense; | ||
+ | var magicResistance = 0; | ||
var weaponDefense = 0; | var weaponDefense = 0; | ||
var criticalHitPercentage = attacker.criticalHit; | var criticalHitPercentage = attacker.criticalHit; | ||
Ligne 1 766 : | Ligne 1 914 : | ||
attackMeleeMagic = attacker.attackMeleeMagic; | attackMeleeMagic = attacker.attackMeleeMagic; | ||
− | var weaponType = | + | var weaponType = attackerWeapon[1]; |
− | |||
− | |||
− | |||
− | |||
var weaponDefenseName = mapping.defenseWeapon[weaponType]; | var weaponDefenseName = mapping.defenseWeapon[weaponType]; | ||
Ligne 1 777 : | Ligne 1 921 : | ||
if (victim.hasOwnProperty(weaponDefenseName)) { | if (victim.hasOwnProperty(weaponDefenseName)) { | ||
weaponDefense = victim[weaponDefenseName]; | weaponDefense = victim[weaponDefenseName]; | ||
+ | } | ||
+ | |||
+ | if (attacker.class === "archery") { | ||
+ | defense = 0; | ||
} | } | ||
Ligne 1 799 : | Ligne 1 947 : | ||
weaponDefense -= attacker[weaponDefenseBreakName]; | weaponDefense -= attacker[weaponDefenseBreakName]; | ||
} | } | ||
+ | |||
+ | criticalHitPercentage = 0; | ||
} else { | } else { | ||
if (attacker.loveNecklace === "on") { | if (attacker.loveNecklace === "on") { | ||
Ligne 1 905 : | Ligne 2 055 : | ||
defensePercent = (-2 * victim.defense * victim.defensePercent) / 100; | defensePercent = (-2 * victim.defense * victim.defensePercent) / 100; | ||
} | } | ||
+ | } | ||
+ | |||
+ | if (magicSkill) { | ||
+ | adjustCoeff = 0.5; | ||
+ | attackValuePercent = attacker.attackMagic; | ||
+ | attackValueMarriage = 0; | ||
+ | defense = 0; | ||
+ | magicResistance = victim.magicResistance; | ||
+ | weaponDefense = 0; | ||
} | } | ||
var battleValues = { | var battleValues = { | ||
+ | weaponBonusCoeff: 1, | ||
+ | adjustCoeff: adjustCoeff, | ||
attackValueCoeff: | attackValueCoeff: | ||
1 + (attackValuePercent + Math.min(100, attackMeleeMagic)) / 100, | 1 + (attackValuePercent + Math.min(100, attackMeleeMagic)) / 100, | ||
Ligne 1 920 : | Ligne 2 081 : | ||
elementBonusCoeff: elementBonus, | elementBonusCoeff: elementBonus, | ||
damageMultiplier: damageMultiplier, | damageMultiplier: damageMultiplier, | ||
− | defense: victim.defense, | + | defense: defense, |
+ | piercingHitDefense: victim.defense, | ||
+ | magicResistanceCoeff: magicResistanceToCoeff(magicResistance), | ||
weaponDefenseCoeff: 1 - weaponDefense / 100, | weaponDefenseCoeff: 1 - weaponDefense / 100, | ||
skillDamageCoeff: 1 + skillDamage / 100, | skillDamageCoeff: 1 + skillDamage / 100, | ||
Ligne 1 961 : | Ligne 2 124 : | ||
return battleValues; | return battleValues; | ||
+ | } | ||
+ | |||
+ | function updateBattleValues(battleValues, skillInfo, attackerWeapon) { | ||
+ | var weaponBonus = 0; | ||
+ | |||
+ | if (skillInfo.hasOwnProperty("weaponBonus")) { | ||
+ | var [weaponType, weaponBonusValue] = skillInfo.weaponBonus; | ||
+ | |||
+ | if (weaponType === attackerWeapon[1]) { | ||
+ | weaponBonus = weaponBonusValue; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | battleValues.weaponBonusCoeff = 1 + weaponBonus / 100; | ||
} | } | ||
function calcPhysicalDamages( | function calcPhysicalDamages( | ||
attacker, | attacker, | ||
+ | attackerWeapon, | ||
victim, | victim, | ||
tableResult, | tableResult, | ||
mapping, | mapping, | ||
− | + | constants | |
− | |||
) { | ) { | ||
− | |||
var battleValues = createPhysicalBattleValues( | var battleValues = createPhysicalBattleValues( | ||
attacker, | attacker, | ||
+ | attackerWeapon, | ||
victim, | victim, | ||
mapping, | mapping, | ||
− | polymorphPowerTable, | + | constants.polymorphPowerTable, |
− | marriageTable | + | constants.marriageTable |
); | ); | ||
Ligne 1 983 : | Ligne 2 160 : | ||
var minMaxDamages = { min: Infinity, max: 0 }; | var minMaxDamages = { min: Infinity, max: 0 }; | ||
clearTableResult(tableResult); | clearTableResult(tableResult); | ||
− | |||
− | |||
− | |||
− | |||
var attackFactor = calcAttackFactor(attacker, victim); | var attackFactor = calcAttackFactor(attacker, victim); | ||
Ligne 2 086 : | Ligne 2 259 : | ||
} | } | ||
− | function getSkillFormula(skillId, | + | function getSkillFormula(skillPowerTable, skillId, attacker, attackFactor) { |
− | + | var skillFormula; | |
− | + | var skillInfo = {}; | |
− | + | ||
− | + | var attackerClass = attacker.class; | |
− | + | var lv = attacker.level; | |
− | + | var vit = attacker.vit; | |
− | + | var str = attacker.str; | |
− | + | var int = attacker.int; | |
− | + | var dex = attacker.dex; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | var skillPower = getSkillPower( | |
− | + | attacker["attackSkill" + skillId], | |
− | + | skillPowerTable | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | var skillPower = getSkillPower(attacker[" | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
); | ); | ||
− | + | if (attackerClass === "body") { | |
− | + | switch (skillId) { | |
− | + | // Triple lacération | |
− | + | case 1: | |
− | + | skillFormula = function (atk) { | |
− | + | return floorMultiplication( | |
− | + | 1.1 * atk + (0.5 * atk + 1.5 * str) * skillPower, | |
− | + | 1 | |
− | + | ); | |
− | + | }; | |
− | + | break; | |
− | + | // Moulinet à l'épée | |
− | + | case 2: | |
− | + | skillFormula = function (atk) { | |
− | + | return floorMultiplication( | |
− | + | 3 * atk + (0.8 * atk + 5 * str + 3 * dex + vit) * skillPower, | |
− | + | 1 | |
− | + | ); | |
− | + | }; | |
− | + | break; | |
− | + | // Accélération | |
− | + | case 5: | |
− | + | skillFormula = function (atk) { | |
− | + | return floorMultiplication( | |
− | + | 2 * atk + (atk + dex * 3 + str * 7 + vit) * skillPower, | |
− | + | 1 | |
− | + | ); | |
+ | }; | ||
+ | break; | ||
+ | // Volonté de vivre | ||
+ | // case 6: | ||
+ | // skillFormula = function (atk) { | ||
+ | // return floorMultiplication( | ||
+ | // (3 * atk + (atk + 1.5 * str) * k) * | ||
+ | // 1.07(3 * atk + (atk + 1.5 * str) * skillPower) * | ||
+ | // 1.07, | ||
+ | // 1 | ||
+ | // ); | ||
+ | // }; | ||
+ | // break; | ||
} | } | ||
− | + | } else if (attackerClass === "mental") { | |
− | + | switch (skillId) { | |
− | + | // Attaque de l'esprit | |
− | + | case 1: | |
− | + | skillFormula = function (atk) { | |
− | + | return floorMultiplication( | |
− | + | 2.3 * atk + (4 * atk + 4 * str + vit) * skillPower, | |
− | + | 1 | |
− | + | ); | |
− | + | }; | |
− | + | break; | |
− | + | // Attaque de la paume | |
− | + | case 2: | |
− | + | skillFormula = function (atk) { | |
− | + | return floorMultiplication( | |
− | + | 2.3 * atk + (3 * atk + 4 * str + 3 * vit) * skillPower, | |
− | + | 1 | |
− | + | ); | |
− | + | }; | |
− | + | break; | |
− | + | // Charge | |
− | + | case 3: | |
− | + | skillFormula = function (atk) { | |
− | + | return floorMultiplication( | |
− | + | 2 * atk + (2 * atk + 2 * dex + 2 * vit + 4 * str) * skillPower, | |
− | + | 1 | |
− | ); | + | ); |
− | + | }; | |
− | if ( | + | break; |
− | + | // Coup d'épée | |
− | + | case 5: | |
− | + | skillFormula = function (atk) { | |
− | + | return floorMultiplication( | |
− | + | 2 * atk + (atk + 3 * dex + 5 * str + vit) * skillPower, | |
− | + | 1 | |
− | + | ); | |
+ | }; | ||
+ | break; | ||
+ | // Orbe de l'épée | ||
+ | // case 6: | ||
+ | // skillFormula = function (atk) { | ||
+ | // return floorMultiplication( | ||
+ | // (2 * atk + (2 * atk + 2 * dex + 2 * vit + 4 * str) * skillPower) * | ||
+ | // 1.1, | ||
+ | // 1 | ||
+ | // ); | ||
+ | // }; | ||
+ | // break; | ||
+ | } | ||
+ | } else if (attackerClass === "blade_fight") { | ||
+ | switch (skillId) { | ||
+ | // Dague filante | ||
+ | case 3: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | 2 * atk + (0.5 * atk + 9 * dex + 7 * str) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | break; | ||
+ | // Brume empoisonnée | ||
+ | case 5: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | 2 * lv + (atk + 3 * str + 18 * dex) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | break; | ||
+ | // Poison insidieux | ||
+ | case 6: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | (2 * lv + (atk + 3 * str + 18 * dex) * skillPower) * 1.1, | ||
+ | 1 | ||
); | ); | ||
− | + | }; | |
− | + | break; | |
− | + | } | |
− | + | } else if (attackerClass === "archery") { | |
− | + | switch (skillId) { | |
+ | // Tir à répétition | ||
+ | // case 1: | ||
+ | // skillFormula = function (atk) { | ||
+ | // return floorMultiplication( | ||
+ | // atk + | ||
+ | // 0.2 * atk * Math.floor(2 + 6 * skillPower) + | ||
+ | // (0.8 * atk + 8 * dex * attackFactor + 2 * int) * skillPower, | ||
+ | // 1 | ||
+ | // ); | ||
+ | // }; | ||
+ | // break; | ||
+ | // Pluie de flèches | ||
+ | case 2: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | atk + (1.7 * atk + 5 * dex + str) * skillPower, | ||
+ | 1 | ||
); | ); | ||
− | + | }; | |
− | } | + | break; |
− | + | } | |
− | + | } else if (attackerClass === "weaponary") { | |
− | + | switch (skillId) { | |
− | + | // Toucher brûlant | |
− | + | case 1: | |
− | + | skillFormula = function (atk) { | |
− | + | return floorMultiplication( | |
− | + | atk + | |
− | + | 2 * lv + | |
− | + | 2 * int + | |
− | + | (2 * atk + 4 * str + 14 * int) * skillPower, | |
− | + | 1 | |
− | + | ); | |
− | + | }; | |
− | + | break; | |
− | + | // Tourbillon du dragon | |
+ | case 2: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | 1.1 * atk + | ||
+ | 2 * lv + | ||
+ | 2 * int + | ||
+ | (1.5 * atk + str + 12 * int) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | break; | ||
} | } | ||
− | + | } else if (attackerClass === "black_magic") { | |
− | + | switch (skillId) { | |
− | + | // Orbe des ténèbres | |
− | + | case 6: | |
− | if ( | + | skillFormula = function (mav) { |
− | + | return floorMultiplication( | |
− | + | 120 + | |
− | + | 6 * lv + | |
− | + | (5 * vit + 5 * dex + 29 * int + 9 * mav) * | |
− | + | attackFactor * | |
− | + | skillPower, | |
− | + | 1 | |
− | + | ); | |
− | + | }; | |
− | function | + | break; |
− | + | } | |
− | + | } else if (attackerClass === "dragon") { | |
− | + | switch (skillId) { | |
− | + | // Talisman volant | |
− | + | case 1: | |
− | + | skillFormula = function (mav) { | |
− | + | return floorMultiplication( | |
− | + | 70 + | |
− | + | 5 * lv + | |
− | + | (18 * int + 7 * str + 5 * mav + 50) * attackFactor * skillPower, | |
− | + | 1 | |
− | + | ); | |
− | + | }; | |
− | + | skillInfo.weaponBonus = [4, 10]; | |
− | + | break; | |
− | + | // Dragon chassant | |
− | + | case 2: | |
− | + | skillFormula = function (mav) { | |
− | + | return floorMultiplication( | |
− | + | 60 + | |
− | + | 5 * lv + | |
− | + | (16 * int + 6 * dex + 6 * mav + 120) * attackFactor * skillPower, | |
− | + | 1 | |
− | + | ); | |
− | + | }; | |
− | + | skillInfo.weaponBonus = [4, 10]; | |
− | + | break; | |
− | + | // Rugissement du dragon | |
− | + | case 3: | |
− | + | skillFormula = function (mav) { | |
− | + | return floorMultiplication( | |
− | + | 70 + | |
− | + | 3 * lv + | |
− | + | (20 * int + 3 * str + 10 * mav + 100) * attackFactor * skillPower, | |
− | + | 1 | |
− | + | ); | |
− | + | }; | |
− | + | skillInfo.weaponBonus = [4, 10]; | |
− | + | break; | |
− | } | + | } |
− | + | } else if (attackerClass === "heal") { | |
− | return | + | switch (skillId) { |
+ | // Jet de foudre | ||
+ | case 1: | ||
+ | skillFormula = function (mav) { | ||
+ | return floorMultiplication( | ||
+ | 60 + 5 * lv + (8 * int + 2 * dex + 8 * mav + 10 * int) * attackFactor * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.weaponBonus = [6, 10]; | ||
+ | break; | ||
+ | // Invocation de foudre | ||
+ | case 2: | ||
+ | skillFormula = function (mav) { | ||
+ | return floorMultiplication( | ||
+ | 40 + 4 * lv + (13 * int + 2 * str + 10 * mav + 10.5 * int) * attackFactor * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.weaponBonus = [6, 10]; | ||
+ | break; | ||
+ | // Griffe de foudre | ||
+ | case 3: | ||
+ | skillFormula = function (mav) { | ||
+ | return floorMultiplication( | ||
+ | 50 + 5 * lv + (8 * int + 2 * str + 8 * mav + 400.5) * attackFactor * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | break; | ||
+ | } | ||
+ | } else if (attackerClass === "lycan") { | ||
+ | switch (skillId) { | ||
+ | // Déchiqueter | ||
+ | // case 1: | ||
+ | // skillFormula = function (atk) { | ||
+ | // return floorMultiplication( | ||
+ | // 1.1 * atk + (0.3 * atk + 1.5 * str) * skillPower, | ||
+ | // 1 | ||
+ | // ); | ||
+ | // }; | ||
+ | // skillInfo.weaponBonus = [5, 54]; | ||
+ | // break; | ||
+ | // Souffle de loup | ||
+ | case 2: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | 2 * atk + (atk + 3 * dex + 5 * str + vit) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.weaponBonus = [5, 35]; | ||
+ | break; | ||
+ | // Bond de loup | ||
+ | case 3: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | atk + (1.6 * atk + 200 + 7 * dex + 7 * str) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.weaponBonus = [5, 35]; | ||
+ | break; | ||
+ | // Griffe de loup | ||
+ | case 4: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | 3 * atk + (0.8 * atk + 6 * str + 2 * dex + vit) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | break; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | return [skillFormula, skillInfo]; | ||
} | } | ||
− | function | + | function calcPhysicalSkillDamages( |
− | + | attacker, | |
− | + | attackerWeapon, | |
− | + | victim, | |
+ | tableResult, | ||
+ | mapping, | ||
+ | constants, | ||
+ | skillId | ||
+ | ) { | ||
+ | var battleValues = createSkillBattleValues( | ||
+ | attacker, | ||
+ | attackerWeapon, | ||
+ | victim, | ||
+ | mapping, | ||
+ | constants.marriageTable | ||
+ | ); | ||
− | + | var sumDamages = 0; | |
− | + | var minMaxDamages = { min: Infinity, max: 0 }; | |
+ | clearTableResult(tableResult); | ||
− | + | var attackFactor = calcAttackFactor(attacker, victim); | |
− | + | var mainAttackValue = calcMainAttackValue(attacker, attackerWeapon); | |
− | + | var [ | |
− | + | minAttackValue, | |
+ | maxAttackValue, | ||
+ | attackValueOther, | ||
+ | minInterval, | ||
+ | totalCardinal, | ||
+ | ] = calcSecondaryAttackValue(attacker, attackerWeapon); | ||
+ | |||
+ | var lastWeightsLimit = maxAttackValue - minInterval + 1; | ||
+ | var firstWeightLimit = minAttackValue + minInterval - 1; | ||
+ | |||
+ | var [skillFormula, skillInfo] = getSkillFormula( | ||
+ | constants.skillPowerTable, | ||
+ | skillId, | ||
+ | attacker, | ||
+ | attackFactor | ||
+ | ); | ||
− | + | updateBattleValues(battleValues, skillInfo, attackerWeapon); | |
− | |||
− | |||
− | + | for (var damagesType of battleValues.damagesTypeCombinaison) { | |
− | + | if (!damagesType.weight) { | |
− | + | continue; | |
− | |||
} | } | ||
− | + | var damagesWeighted = {}; | |
− | + | addRowToTableResult(tableResult, damagesType.name); | |
− | + | ||
− | var | + | for ( |
− | + | var attackValue = minAttackValue; | |
+ | attackValue <= maxAttackValue; | ||
+ | attackValue++ | ||
+ | ) { | ||
+ | var weight; | ||
− | + | if (attackValue > lastWeightsLimit) { | |
+ | weight = maxAttackValue - attackValue + 1; | ||
+ | } else if (attackValue < firstWeightLimit) { | ||
+ | weight = attackValue - minAttackValue + 1; | ||
+ | } else { | ||
+ | weight = minInterval; | ||
+ | } | ||
− | + | var secondaryAttackValue = 2 * attackValue + attackValueOther; | |
− | + | var rawDamages = | |
− | + | mainAttackValue + | |
− | + | floorMultiplication(attackFactor, secondaryAttackValue); | |
− | + | var damagesWithPrimaryBonuses = calcDamageWithPrimaryBonuses( | |
− | + | rawDamages, | |
− | + | battleValues | |
− | |||
− | |||
− | |||
− | var | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
); | ); | ||
− | |||
− | + | if (damagesWithPrimaryBonuses <= 2) { | |
− | + | for (var damages = 1; damages <= 5; damages++) { | |
− | + | var damagesWithFormula = skillFormula(damages); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | damagesWithFormula = floorMultiplication( | |
− | + | damagesWithFormula, | |
+ | battleValues.weaponBonusCoeff | ||
+ | ); | ||
− | + | var finalDamages = calcSkillDamageWithSecondaryBonuses( | |
− | + | damagesWithFormula, | |
− | + | battleValues, | |
+ | damagesType, | ||
+ | damagesWithPrimaryBonuses | ||
+ | ); | ||
− | + | addKeyValue( | |
− | + | damagesWeighted, | |
− | + | finalDamages, | |
− | + | (weight * damagesType.weight) / (5 * totalCardinal) | |
+ | ); | ||
+ | sumDamages += (finalDamages * weight * damagesType.weight) / 5; | ||
+ | } | ||
+ | } else { | ||
+ | var damagesWithFormula = skillFormula(damagesWithPrimaryBonuses); | ||
− | + | damagesWithFormula = floorMultiplication( | |
− | + | damagesWithFormula, | |
− | + | battleValues.weaponBonusCoeff | |
+ | ); | ||
− | + | var finalDamages = calcSkillDamageWithSecondaryBonuses( | |
− | var | + | damagesWithFormula, |
− | + | battleValues, | |
− | + | damagesType, | |
− | + | damagesWithPrimaryBonuses | |
− | + | ); | |
+ | |||
+ | addKeyValue( | ||
+ | damagesWeighted, | ||
+ | finalDamages, | ||
+ | (weight * damagesType.weight) / totalCardinal | ||
+ | ); | ||
+ | sumDamages += finalDamages * weight * damagesType.weight; | ||
} | } | ||
} | } | ||
− | }); | + | |
+ | addToTableResult(tableResult, damagesWeighted, minMaxDamages); | ||
+ | } | ||
+ | |||
+ | if (minMaxDamages.min === Infinity) { | ||
+ | minMaxDamages.min = 0; | ||
+ | } | ||
+ | |||
+ | return [sumDamages / totalCardinal, minMaxDamages]; | ||
} | } | ||
− | function | + | function calcMagicSkillDamages( |
− | + | attacker, | |
− | + | attackerWeapon, | |
− | + | victim, | |
− | + | tableResult, | |
− | + | mapping, | |
− | + | constants, | |
− | + | skillId | |
− | + | ) { | |
− | + | var battleValues = createSkillBattleValues( | |
− | + | attacker, | |
− | + | attackerWeapon, | |
− | + | victim, | |
− | + | mapping, | |
− | + | constants.marriageTable, | |
− | + | true | |
− | + | ); | |
− | + | ||
− | + | var sumDamages = 0; | |
− | + | var minMaxDamages = { min: Infinity, max: 0 }; | |
− | + | clearTableResult(tableResult); | |
− | + | ||
− | + | var attackFactor = calcAttackFactor(attacker, victim); | |
− | + | var [minMagicAttackValue, maxMagicAttackValue, minInterval, totalCardinal] = | |
− | + | calcMagicAttackValue(attacker, attackerWeapon); | |
− | + | ||
− | + | var lastWeightsLimit = maxMagicAttackValue - minInterval + 1; | |
− | + | var firstWeightLimit = minMagicAttackValue + minInterval - 1; | |
− | + | ||
− | + | var [skillFormula, skillInfo] = getSkillFormula( | |
− | + | constants.skillPowerTable, | |
− | + | skillId, | |
− | + | attacker, | |
− | + | attackFactor | |
− | + | ); | |
− | + | ||
− | + | updateBattleValues(battleValues, skillInfo, attackerWeapon); | |
− | + | ||
− | + | for (var damagesType of battleValues.damagesTypeCombinaison) { | |
− | + | if (!damagesType.weight) { | |
− | + | continue; | |
− | + | } | |
− | + | ||
− | + | var damagesWeighted = {}; | |
− | + | addRowToTableResult(tableResult, damagesType.name); | |
− | + | ||
− | + | for ( | |
− | + | var magicAttackValue = minMagicAttackValue; | |
− | + | magicAttackValue <= maxMagicAttackValue; | |
− | + | magicAttackValue++ | |
− | + | ) { | |
− | + | var weight; | |
− | + | ||
− | + | if (magicAttackValue > lastWeightsLimit) { | |
− | + | weight = maxMagicAttackValue - magicAttackValue + 1; | |
− | + | } else if (magicAttackValue < firstWeightLimit) { | |
− | + | weight = magicAttackValue - minMagicAttackValue + 1; | |
− | + | } else { | |
− | + | weight = minInterval; | |
− | + | } | |
− | + | ||
− | + | var rawDamages = skillFormula(magicAttackValue); | |
− | + | ||
− | + | rawDamages = floorMultiplication( | |
− | + | rawDamages, | |
− | + | battleValues.weaponBonusCoeff | |
+ | ); | ||
− | + | var damagesWithPrimaryBonuses = calcDamageWithPrimaryBonuses( | |
− | + | rawDamages, | |
− | + | battleValues | |
− | + | ); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | function createDamageCalculatorInformation() { | + | if (damagesWithPrimaryBonuses <= 2) { |
− | var characters = { | + | for (var damages = 1; damages <= 5; damages++) { |
− | unsavedChanges: false, | + | var finalDamages = calcSkillDamageWithSecondaryBonuses( |
− | savedCharacters: {}, | + | damages, |
− | currentCharacter: null, | + | battleValues, |
− | characterCreation: document.getElementById("character-creation"), | + | damagesType, |
− | addNewCharacterButton: document.getElementById("add-new-character"), | + | damagesWithPrimaryBonuses, |
− | uploadCharacter: document.getElementById("upload-character"), | + | skillFormula |
− | newCharacterTemplate: document.getElementById("new-character-template") | + | ); |
+ | |||
+ | addKeyValue( | ||
+ | damagesWeighted, | ||
+ | finalDamages, | ||
+ | (weight * damagesType.weight) / (5 * totalCardinal) | ||
+ | ); | ||
+ | sumDamages += (finalDamages * weight * damagesType.weight) / 5; | ||
+ | } | ||
+ | } else { | ||
+ | var finalDamages = calcSkillDamageWithSecondaryBonuses( | ||
+ | damagesWithPrimaryBonuses, | ||
+ | battleValues, | ||
+ | damagesType, | ||
+ | damagesWithPrimaryBonuses, | ||
+ | skillFormula | ||
+ | ); | ||
+ | |||
+ | addKeyValue( | ||
+ | damagesWeighted, | ||
+ | finalDamages, | ||
+ | (weight * damagesType.weight) / totalCardinal | ||
+ | ); | ||
+ | sumDamages += finalDamages * weight * damagesType.weight; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | addToTableResult(tableResult, damagesWeighted, minMaxDamages); | ||
+ | } | ||
+ | |||
+ | if (minMaxDamages.min === Infinity) { | ||
+ | minMaxDamages.min = 0; | ||
+ | } | ||
+ | |||
+ | return [sumDamages / totalCardinal, minMaxDamages]; | ||
+ | } | ||
+ | |||
+ | function createMonster(name) { | ||
+ | var data = monsterData[name]; | ||
+ | |||
+ | var monster = { | ||
+ | name: name, | ||
+ | rank: data[0], | ||
+ | race: data[1], | ||
+ | attack: data[2], | ||
+ | level: data[3], | ||
+ | type: data[4], | ||
+ | str: data[5], | ||
+ | dex: data[6], | ||
+ | vit: data[7], | ||
+ | int: data[8], | ||
+ | minAttackValue: data[9], | ||
+ | maxAttackValue: data[10], | ||
+ | defense: data[11] + data[3] + data[7], | ||
+ | criticalHit: data[12], | ||
+ | piercingHit: data[13], | ||
+ | fistDefense: data[14], | ||
+ | swordDefense: data[15], | ||
+ | twoHandedSwordDefense: data[16], | ||
+ | daggerDefense: data[17], | ||
+ | bellDefense: data[18], | ||
+ | fanDefense: data[19], | ||
+ | arrowDefense: data[20], | ||
+ | clawDefense: data[21], | ||
+ | fireResistance: data[22], | ||
+ | lightningResistance: data[23], | ||
+ | magicResistance: data[24], | ||
+ | windResistance: data[25], | ||
+ | lightningBonus: data[26], | ||
+ | fireBonus: data[27], | ||
+ | iceBonus: data[28], | ||
+ | windBonus: data[29], | ||
+ | earthBonus: data[30], | ||
+ | darknessBonus: data[31], | ||
+ | darknessResistance: data[32], | ||
+ | iceResistance: data[33], | ||
+ | earthResistance: data[34], | ||
+ | damageMultiplier: data[35], | ||
+ | }; | ||
+ | |||
+ | return monster; | ||
+ | } | ||
+ | |||
+ | function createBattle(characters, battle) { | ||
+ | function isPseudoSaved(pseudo) { | ||
+ | return characters.savedCharacters.hasOwnProperty(pseudo); | ||
+ | } | ||
+ | |||
+ | battle.battleForm.addEventListener("submit", function (event) { | ||
+ | event.preventDefault(); | ||
+ | |||
+ | var battleInfo = new FormData(event.target); | ||
+ | var attackerName = battleInfo.get("attacker"); | ||
+ | var attackType = battleInfo.get("attackTypeSelection"); | ||
+ | var victimName = battleInfo.get("victim"); | ||
+ | |||
+ | if (!attackerName && !attackType && !victimName) { | ||
+ | return; | ||
+ | } | ||
+ | |||
+ | var attackerWeapon = null; | ||
+ | |||
+ | if (isPseudoSaved(attackerName)) { | ||
+ | var attacker = copyObject(characters.savedCharacters[attackerName]); | ||
+ | |||
+ | if (weaponData.hasOwnProperty(attacker.weapon)) { | ||
+ | attackerWeapon = weaponData[attacker.weapon]; | ||
+ | } else { | ||
+ | attackerWeapon = weaponData[0]; | ||
+ | } | ||
+ | } else { | ||
+ | var attacker = createMonster(attackerName); | ||
+ | } | ||
+ | |||
+ | if (isPseudoSaved(victimName)) { | ||
+ | var victim = copyObject(characters.savedCharacters[victimName]); | ||
+ | } else { | ||
+ | var victim = createMonster(victimName); | ||
+ | } | ||
+ | |||
+ | var meanDamages, minMaxDamages; | ||
+ | var calcDamages; | ||
+ | var skillId = 0; | ||
+ | |||
+ | if (attackType === "physical") { | ||
+ | calcDamages = calcPhysicalDamages; | ||
+ | } else if (attackType.startsWith("attackSkill")) { | ||
+ | skillId = parseInt(attackType.split("attackSkill")[1]); | ||
+ | |||
+ | if (isMagicClass(attacker)) { | ||
+ | calcDamages = calcMagicSkillDamages; | ||
+ | } else { | ||
+ | calcDamages = calcPhysicalSkillDamages; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | [meanDamages, minMaxDamages] = calcDamages( | ||
+ | attacker, | ||
+ | attackerWeapon, | ||
+ | victim, | ||
+ | battle.tableResult, | ||
+ | battle.mapping, | ||
+ | battle.constants, | ||
+ | skillId | ||
+ | ); | ||
+ | |||
+ | battle.damageResult.textContent = | ||
+ | attacker.name + | ||
+ | " inflige " + | ||
+ | numberFormat(meanDamages, 1) + | ||
+ | " dégâts en moyenne à " + | ||
+ | victim.name + | ||
+ | " (minimum : " + | ||
+ | minMaxDamages.min + | ||
+ | ", maximum : " + | ||
+ | minMaxDamages.max + | ||
+ | ")."; | ||
+ | |||
+ | showElement(battle.tableContainer); | ||
+ | }); | ||
+ | |||
+ | battle.attackerSelection.addEventListener("change", function (event) { | ||
+ | var attackerName = event.target.value; | ||
+ | var attackTypeSelection = battle.attackTypeSelection; | ||
+ | |||
+ | if (isPseudoSaved(attackerName)) { | ||
+ | var attacker = characters.savedCharacters[attackerName]; | ||
+ | filterAttackTypeSelection(attacker, attackTypeSelection); | ||
+ | } else { | ||
+ | for (var option of attackTypeSelection.options) { | ||
+ | if (option.dataset.class) { | ||
+ | hideElement(option); | ||
+ | } | ||
+ | } | ||
+ | attackTypeSelection.selectedIndex = 0; | ||
+ | } | ||
+ | }); | ||
+ | } | ||
+ | |||
+ | function createMapping() { | ||
+ | mapping = { | ||
+ | typeFlag: [ | ||
+ | "animalBonus", // 0 | ||
+ | "humanBonus", // 1 | ||
+ | "orcBonus", // 2 | ||
+ | "mysticBonus", // 3 | ||
+ | "undeadBonus", // 4 | ||
+ | "insectBonus", // 5 | ||
+ | "desertBonus", // 6 | ||
+ | "devilBonus", // 7 | ||
+ | ], | ||
+ | raceBonus: { | ||
+ | warrior: "warriorBonus", | ||
+ | sura: "suraBonus", | ||
+ | ninja: "ninjaBonus", | ||
+ | shaman: "shamanBonus", | ||
+ | lycan: "lycanBonus", | ||
+ | }, | ||
+ | raceResistance: { | ||
+ | warrior: "warriorResistance", | ||
+ | sura: "suraResistance", | ||
+ | ninja: "ninjaResistance", | ||
+ | shaman: "shamanResistance", | ||
+ | lycan: "lycanResistance", | ||
+ | }, | ||
+ | defenseWeapon: [ | ||
+ | "swordDefense", // 0 | ||
+ | "daggerDefense", // 1 | ||
+ | "arrowDefense", // 2 | ||
+ | "twoHandedSwordDefense", // 3 | ||
+ | "bellDefense", // 4 | ||
+ | "clawDefense", // 5 | ||
+ | "fanDefense", // 6 | ||
+ | "swordDefense", // 7 | ||
+ | "fistDefense", // 8 | ||
+ | ], | ||
+ | breakWeapon: [ | ||
+ | "breakSwordDefense", // 0 | ||
+ | "breakDaggerDefense", // 1 | ||
+ | "breakArrowDefense", // 2 | ||
+ | "breakTwoHandedSwordDefense", // 3 | ||
+ | "breakBellDefense", // 4 | ||
+ | "breakClawDefense", // 5 | ||
+ | "breakFanDefense", // 6 | ||
+ | "breakSwordDefense", // 7 | ||
+ | ], | ||
+ | elementBonus: [ | ||
+ | "fireBonus", // 0 | ||
+ | "iceBonus", // 1 | ||
+ | "windBonus", // 2 | ||
+ | "lightningBonus", // 3 | ||
+ | "earthBonus", // 4 | ||
+ | "darknessBonus", // 5 | ||
+ | ], | ||
+ | elementResistance: [ | ||
+ | "fireResistance", // 0 | ||
+ | "iceResistance", // 1 | ||
+ | "windResistance", // 2 | ||
+ | "lightningResistance", // 3 | ||
+ | "earthResistance", // 4 | ||
+ | "darknessResistance", // 5 | ||
+ | ], | ||
+ | }; | ||
+ | return mapping; | ||
+ | } | ||
+ | |||
+ | function createConstants() { | ||
+ | var constants = { | ||
+ | polymorphPowerTable: [ | ||
+ | 10, 11, 11, 12, 13, 13, 14, 15, 16, 17, 18, 19, 20, 22, 23, 24, 26, 27, | ||
+ | 29, 31, 33, 35, 37, 39, 41, 44, 46, 49, 52, 55, 59, 62, 66, 70, 74, 79, | ||
+ | 84, 89, 94, 100, 0, | ||
+ | ], | ||
+ | skillPowerTable: [ | ||
+ | 0, 0.05, 0.06, 0.08, 0.1, 0.12, 0.14, 0.16, 0.18, 0.2, 0.22, 0.24, 0.26, | ||
+ | 0.28, 0.3, 0.32, 0.34, 0.36, 0.38, 0.4, 0.5, 0.52, 0.54, 0.56, 0.58, 0.6, | ||
+ | 0.63, 0.66, 0.69, 0.72, 0.82, 0.85, 0.88, 0.91, 0.94, 0.98, 1.02, 1.06, | ||
+ | 1.1, 1.15, 1.25, | ||
+ | ], | ||
+ | marriageTable: { | ||
+ | harmonyEarrings: [4, 5, 6, 8], | ||
+ | loveEarrings: [4, 5, 6, 8], | ||
+ | harmonyBracelet: [4, 5, 6, 8], | ||
+ | loveNecklace: [20, 25, 30, 40], | ||
+ | harmonyNecklace: [12, 16, 20, 30], | ||
+ | }, | ||
+ | }; | ||
+ | return constants; | ||
+ | } | ||
+ | |||
+ | function createDamageCalculatorInformation() { | ||
+ | var characters = { | ||
+ | unsavedChanges: false, | ||
+ | savedCharacters: {}, | ||
+ | currentCharacter: null, | ||
+ | characterCreation: document.getElementById("character-creation"), | ||
+ | addNewCharacterButton: document.getElementById("add-new-character"), | ||
+ | uploadCharacter: document.getElementById("upload-character"), | ||
+ | newCharacterTemplate: document.getElementById("new-character-template") | ||
+ | .children[0], | ||
+ | charactersContainer: document.getElementById("characters-container"), | ||
+ | newMonsterTemplate: document.getElementById("new-monster-template") | ||
.children[0], | .children[0], | ||
− | + | monstersContainer: document.getElementById("monsters-container"), | |
− | + | monsterListForm: document.getElementById("monster-list-form"), | |
− | + | searchMonster: document.getElementById("search-monster"), | |
− | monstersContainer: document.getElementById("monsters-container"), | + | monsterList: document.getElementById("monster-list"), |
− | monsterListForm: document.getElementById("monster-list-form"), | + | saveButton: document.getElementById("save-button"), |
− | searchMonster: document.getElementById("search-monster"), | + | classChoice: document.getElementById("class-choice"), |
− | monsterList: document.getElementById("monster-list"), | + | stateChoice: document.getElementById("state-choice"), |
− | saveButton: document.getElementById("save-button"), | + | polymorphMonster: document.getElementById("polymorph-monster"), |
− | classChoice: document.getElementById("class-choice"), | + | weaponCategory: document.getElementById("weapon-category"), |
− | stateChoice: document.getElementById("state-choice"), | + | weaponDisplay: document.getElementById("weapon-display"), |
− | polymorphMonster: document.getElementById("polymorph-monster"), | + | weaponUpgrade: document.getElementById("upgrade-choice"), |
− | weaponCategory: document.getElementById("weapon-category"), | + | randomAttackValue: document.getElementById("random-attack-value"), |
− | weaponDisplay: document.getElementById("weapon-display"), | + | randomMagicAttackValue: document.getElementById( |
− | weaponUpgrade: document.getElementById("upgrade-choice"), | + | "random-magic-attack-value" |
− | randomAttackValue: document.getElementById("random-attack-value"), | + | ), |
− | randomMagicAttackValue: document.getElementById( | + | lowRankCheckbox: document.getElementById("low-rank"), |
− | "random-magic-attack-value" | + | playerRankChoice: document.getElementById("player-rank"), |
− | ), | + | skillContainer: document.getElementById("skill-container"), |
− | lowRankCheckbox: document.getElementById("low-rank"), | + | }; |
− | playerRankChoice: document.getElementById("player-rank"), | + | characters.race = characters.characterCreation.race; |
− | }; | + | characters.weapon = characters.characterCreation.weapon; |
− | characters.race = characters.characterCreation.race; | + | |
− | characters.weapon = characters.characterCreation.weapon; | + | delete characters.newCharacterTemplate.dataset.click; |
− | + | ||
− | delete characters.newCharacterTemplate.dataset.click; | + | var savedCharacters = getSavedCharacters(); |
− | + | var savedMonsters = getSavedMonsters(); | |
− | var savedCharacters = getSavedCharacters(); | + | |
− | var savedMonsters = getSavedMonsters(); | + | for (var [pseudo, character] of Object.entries(savedCharacters)) { |
− | + | characters.savedCharacters[pseudo] = character; | |
− | for (var [pseudo, character] of Object.entries(savedCharacters)) { | + | } |
− | characters.savedCharacters[pseudo] = character; | + | |
− | } | + | characters.savedMonsters = savedMonsters; |
− | characters. | + | var skillContainer = document.getElementById("skill-container"); |
+ | characters.skillElementsToFilter = | ||
+ | skillContainer.querySelectorAll("[data-class]"); | ||
var mapping = createMapping(); | var mapping = createMapping(); | ||
Ligne 2 507 : | Ligne 3 116 : | ||
var battle = { | var battle = { | ||
+ | resetAttackType: false, | ||
battleForm: document.getElementById("create-battle"), | battleForm: document.getElementById("create-battle"), | ||
attackerSelection: document.getElementById("attacker-selection"), | attackerSelection: document.getElementById("attacker-selection"), |
Version du 20 mars 2024 à 14:42
function showElement(element) {
element.classList.remove("tabber-noactive");
}
function hideElement(element) {
element.classList.add("tabber-noactive");
}
function removeAccent(str) {
return str
.normalize("NFD")
.replace(/[\u0300-\u036f]/g, "")
.toLowerCase();
}
function toNormalForm(str) {
return removeAccent(str).replace(/[^a-zA-Z0-9 ]/g, "");
}
function isValueInArray(value, array) {
return array.indexOf(value) !== -1;
}
function copyObject(object) {
var copy = {};
for (var key in object) {
copy[key] = object[key];
}
return copy;
}
function floorMultiplication(firstFactor, secondFactor) {
return Math.floor((firstFactor * secondFactor).toFixed(8));
}
function numberFormat(number, precision) {
return Math.round(number * 10 ** precision) / 10 ** precision;
}
function addKeyValue(object, key, value) {
if (object.hasOwnProperty(key)) {
object[key] += value;
} else {
object[key] = value;
}
}
function addRowToTableResult(tableResult, value) {
var newRow = tableResult.insertRow(-1);
var firstCell = newRow.insertCell(0);
firstCell.textContent = value;
firstCell.colSpan = 2;
newRow.style.fontWeight = "bold";
}
function addToTableResult(tableResult, damagesWeighted, minMaxDamages) {
var firstIteration = true;
for (var damages in damagesWeighted) {
if (firstIteration && minMaxDamages) {
damages = parseInt(damages);
if (damages < minMaxDamages.min) {
minMaxDamages.min = damages;
}
firstIteration = false;
}
var newRow = tableResult.insertRow(-1);
var firstCell = newRow.insertCell(0);
firstCell.textContent = damages;
var secondCell = newRow.insertCell(1);
secondCell.textContent =
numberFormat(damagesWeighted[damages] * 100, 3)
.toString()
.replace(".", ",") + " %";
}
damages = parseInt(damages);
if (minMaxDamages && damages > minMaxDamages.max) {
minMaxDamages.max = damages;
}
}
function clearTableResult(tableResult) {
var tableHeaderRowCount = 1;
var rowCount = tableResult.rows.length;
for (var rowIndex = tableHeaderRowCount; rowIndex < rowCount; rowIndex++) {
tableResult.deleteRow(tableHeaderRowCount);
}
}
function filterClass(selectedRace, classChoice, selectValueIsChanged = false) {
showElement(classChoice.parentElement);
for (var option of classChoice.options) {
if (option.getAttribute("data-race") === selectedRace) {
if (!selectValueIsChanged) {
classChoice.value = option.value;
selectValueIsChanged = true;
}
showElement(option);
} else {
hideElement(option);
}
}
if (selectedRace == "lycan") {
hideElement(classChoice.parentElement);
}
}
function filterWeapon(
selectedRace,
weapon,
weaponCategory,
selectValueIsChanged = false
) {
var allowedWeaponsPerRace = {
warrior: [0, 3, 8],
ninja: [0, 1, 2, 8],
sura: [0, 7, 8],
shaman: [4, 6, 8],
lycan: [5, 8],
};
var allowedWeapons = allowedWeaponsPerRace[selectedRace];
if (!selectValueIsChanged) {
var weaponType = weaponData[weapon.value][1];
if (!isValueInArray(weaponType, allowedWeapons)) {
weapon.value = 0;
}
}
var children = weaponCategory.children;
for (var index = 0; index < children.length; index++) {
var child = children[index];
if (isValueInArray(index, allowedWeapons)) {
showElement(child);
} else {
hideElement(child);
}
}
}
function getSelectedWeapon(weaponCategory) {
return weaponCategory.querySelector("input[type='radio']:checked");
}
function handleWeaponDisplay(weaponDisplay, newWeapon, weaponValue) {
var newImage = newWeapon.nextElementSibling.cloneNode();
var newText = document.createElement("span");
var oldImage = weaponDisplay.firstChild;
var oldText = oldImage.nextElementSibling;
newText.textContent = " " + weaponData[weaponValue][0] + " ";
weaponDisplay.replaceChild(newImage, oldImage);
weaponDisplay.replaceChild(newText, oldText);
}
function filterUpgrade(
selectedRace,
weaponUpgrade,
weaponValue,
randomAttackValue,
randomMagicAttackValue,
currentUpgrade
) {
var weapon = weaponData[weaponValue];
if (isValueInArray("serpent", weapon[0].toLowerCase())) {
showElement(randomAttackValue);
if (selectedRace === "sura" || selectedRace === "shaman") {
showElement(randomMagicAttackValue);
}
} else {
hideElement(randomAttackValue);
hideElement(randomMagicAttackValue);
}
var upgradeNumber = weapon[3].length;
if (upgradeNumber <= 1) {
hideElement(weaponUpgrade.parentElement);
} else {
showElement(weaponUpgrade.parentElement);
weaponUpgrade.innerHTML = "";
for (var upgrade = 0; upgrade < upgradeNumber; upgrade++) {
var option = document.createElement("option");
option.value = upgrade;
option.textContent = "+" + upgrade;
weaponUpgrade.appendChild(option);
}
if (currentUpgrade === undefined) {
option.selected = true;
} else {
weaponUpgrade.value = currentUpgrade;
currentUpgrade = undefined;
}
}
}
function filterState(stateChoice, polymorphMonster) {
if (stateChoice.value === "polymorph") {
showElement(polymorphMonster.parentElement);
} else {
hideElement(polymorphMonster.parentElement);
}
}
function filterPlayerRank(lowRankCheckbox, playerRankChoice) {
if (lowRankCheckbox.checked) {
showElement(playerRankChoice.parentElement);
} else {
hideElement(playerRankChoice.parentElement);
}
}
function filterSkills(selectedClass, skillElementsToFilter) {
for (var element of skillElementsToFilter) {
if (isValueInArray(selectedClass, element.dataset.class)) {
showElement(element);
} else {
hideElement(element);
}
}
}
function filterAttackTypeSelection(attacker, attackTypeSelection) {
var attackerClass = attacker.class;
var selectedOption =
attackTypeSelection.options[attackTypeSelection.selectedIndex];
for (var option of attackTypeSelection.options) {
optionClass = option.dataset.class;
if (optionClass) {
if (
optionClass === attackerClass &&
attacker[option.value] &&
attacker.state !== "polymorph"
) {
showElement(option);
} else {
hideElement(option);
if (selectedOption === option) {
attackTypeSelection.selectedIndex = 0;
}
}
}
}
}
function filterForm(characters, battle) {
characters.characterCreation.addEventListener("change", function (event) {
var target = event.target;
var targetName = target.name;
switch (targetName) {
case "race":
var selectedRace = target.value;
filterClass(selectedRace, characters.classChoice);
filterWeapon(
selectedRace,
characters.weapon,
characters.weaponCategory
);
var newWeapon = getSelectedWeapon(characters.weaponCategory);
handleWeaponDisplay(
characters.weaponDisplay,
newWeapon,
characters.weapon.value
);
filterUpgrade(
selectedRace,
characters.weaponUpgrade,
characters.weapon.value,
characters.randomAttackValue,
characters.randomMagicAttackValue
);
filterSkills(
characters.classChoice.value,
characters.skillElementsToFilter
);
if (
characters.characterCreation.name.value ===
battle.attackerSelection.value
) {
battle.resetAttackType = true;
}
break;
case "class":
filterSkills(target.value, characters.skillElementsToFilter);
if (
characters.characterCreation.name.value ===
battle.attackerSelection.value
) {
battle.resetAttackType = true;
}
break;
case "weapon":
handleWeaponDisplay(
characters.weaponDisplay,
target,
characters.weapon.value
);
filterUpgrade(
characters.race.value,
characters.weaponUpgrade,
target.value,
characters.randomAttackValue,
characters.randomMagicAttackValue
);
break;
case "state":
filterState(target, characters.polymorphMonster);
if (
characters.characterCreation.name.value ===
battle.attackerSelection.value
) {
battle.resetAttackType = true;
}
break;
case "lowRank":
filterPlayerRank(target, characters.playerRankChoice);
break;
}
if (targetName.startsWith("attackSkill")) {
battle.resetAttackType = true;
}
});
}
function getSavedCharacters() {
var savedCharacters = localStorage.getItem("savedCharactersCalculator");
if (savedCharacters) {
return JSON.parse(savedCharacters);
}
return {};
}
function getSavedMonsters() {
var savedMonsters = localStorage.getItem("savedMonstersCalculator");
if (savedMonsters) {
return JSON.parse(savedMonsters);
}
return [];
}
function addUniquePseudo(characterDataObject, savedCharactersPseudo) {
var characterPseudo = characterDataObject.name;
var originalPseudo = characterPseudo;
var count = 0;
var regex = /(.*)(\d)$/;
var match = characterPseudo.match(regex);
if (match) {
originalPseudo = match[1];
count = match[2];
}
while (isValueInArray(characterPseudo, savedCharactersPseudo)) {
characterPseudo = originalPseudo + count;
count++;
}
characterDataObject.name = characterPseudo;
return [characterDataObject, characterPseudo];
}
function convertToNumber(value) {
var valueNumber = Number(value);
return isNaN(valueNumber) ? value : valueNumber;
}
function updateSavedCharacters(savedCharacters) {
localStorage.setItem(
"savedCharactersCalculator",
JSON.stringify(savedCharacters)
);
}
function updateSavedMonsters(savedMonsters) {
localStorage.setItem(
"savedMonstersCalculator",
JSON.stringify(savedMonsters)
);
}
function saveCharacter(
savedCharacters,
characterCreation,
battle,
newCharacter,
characterDataObject
) {
if (!characterDataObject) {
var characterData = new FormData(characterCreation);
var characterDataObject = {};
characterData.forEach(function (value, key) {
characterDataObject[key] = convertToNumber(value);
});
}
savedCharacters[characterDataObject.name] = characterDataObject;
updateSavedCharacters(savedCharacters);
if (newCharacter) {
addBattleChoice(battle, characterDataObject.name);
}
if (battle.resetAttackType) {
filterAttackTypeSelection(characterDataObject, battle.attackTypeSelection);
battle.resetAttackType = false;
}
}
function saveButtonGreen(characters, animation) {
if (animation) {
characters.saveButton.classList.add("save-animation");
} else {
characters.saveButton.classList.remove("save-animation");
}
characters.saveButton.classList.remove("unsaved-button");
}
function saveButtonOrange(characters) {
characters.saveButton.classList.remove("save-animation");
characters.saveButton.classList.add("unsaved-button");
}
function characterCreationListener(characters, battle) {
characters.characterCreation.addEventListener("submit", function (event) {
event.preventDefault();
if (characters.unsavedChanges) {
saveCharacter(
characters.savedCharacters,
characters.characterCreation,
battle
);
saveButtonGreen(characters, true);
characters.unsavedChanges = false;
}
});
}
function downloadCharacter(character) {
var content = JSON.stringify(character);
var link = document.createElement("a");
var blob = new Blob([content], { type: "text/plain" });
var blobURL = URL.createObjectURL(blob);
link.href = blobURL;
link.download = character.name + ".txt";
link.click();
URL.revokeObjectURL(blobURL);
}
function uploadCharacter(
characters,
characterTemplate,
charactersContainer,
battle
) {
var fileInput = document.createElement("input");
fileInput.type = "file";
fileInput.accept = ".txt";
fileInput.multiple = true;
fileInput.click();
fileInput.addEventListener("change", function (event) {
var selectedFiles = event.target.files;
var selectFilesLength = selectedFiles.length;
hideElement(characters.characterCreation);
for (var fileIndex = 0; fileIndex < selectFilesLength; fileIndex++) {
var selectedFile = selectedFiles[fileIndex];
if (selectedFile.type === "text/plain") {
var reader = new FileReader();
reader.onload = function (e) {
var fileContent = e.target.result;
try {
var characterDataObject = JSON.parse(fileContent);
var characterPseudo = characterDataObject.name;
if (characterPseudo) {
characterPseudo = validPseudo(characterPseudo);
[characterDataObject, characterPseudo] = addUniquePseudo(
characterDataObject,
Object.keys(characters.savedCharacters)
);
var selectedCharacter = handleNewCharacter(
characters,
characterTemplate,
charactersContainer,
battle,
characterPseudo
)[0];
if (selectFilesLength === 1) {
updateForm(
characterDataObject,
characters.characterCreation,
characters,
selectedCharacter
);
}
saveCharacter(
characters.savedCharacters,
characters.characterCreation,
battle,
true,
characterDataObject
);
}
} catch (error) {
if (error.name === "TypeError") {
// delete the character
}
}
};
reader.readAsText(selectedFile);
}
}
});
}
function deleteCharacter(characters, pseudo, element, battle) {
battle.battleForm.reset();
delete characters.savedCharacters[pseudo];
element.remove();
updateSavedCharacters(characters.savedCharacters);
removeBattleChoice(battle, pseudo);
if (
!Object.keys(characters.savedCharacters).length ||
characters.characterCreation.name.value === pseudo
) {
saveButtonGreen(characters);
characters.unsavedChanges = false;
hideElement(characters.characterCreation);
}
}
function deleteMonster(characters, monsterName, element, battle) {
battle.battleForm.reset();
characters.savedMonsters.splice(
characters.savedMonsters.indexOf(monsterName),
1
);
element.remove();
updateSavedMonsters(characters.savedMonsters);
removeBattleChoice(battle, monsterName);
}
function handleStyle(characters, selectedElement) {
var currentCharacter = characters.currentCharacter;
if (currentCharacter) {
currentCharacter.classList.remove("selected-character");
}
selectedElement.classList.add("selected-character");
characters.currentCharacter = selectedElement;
}
function updateForm(formData, characterCreation, characters, selectedElement) {
saveButtonGreen(characters);
showElement(characterCreation);
handleStyle(characters, selectedElement);
characterCreation.reset();
for (var [name, value] of Object.entries(formData)) {
var formElement = characterCreation[name];
if (!formElement) {
continue;
}
if (formElement.type === "checkbox") {
if (value === "on") {
formElement.checked = true;
}
} else {
formElement.value = value;
}
}
var selectedRace = characterCreation.race.value;
var selectedClass = characterCreation.class.value;
filterClass(selectedRace, characters.classChoice, true);
filterWeapon(
selectedRace,
characters.weapon,
characters.weaponCategory,
true
);
var newWeapon = getSelectedWeapon(characters.weaponCategory);
handleWeaponDisplay(
characters.weaponDisplay,
newWeapon,
characters.weapon.value
);
filterUpgrade(
selectedRace,
characters.weaponUpgrade,
characters.weapon.value,
characters.randomAttackValue,
characters.randomMagicAttackValue,
formData.upgrade
);
filterState(characters.stateChoice, characters.polymorphMonster);
filterPlayerRank(characters.lowRankCheckbox, characters.playerRankChoice);
filterSkills(selectedClass, characters.skillElementsToFilter);
}
function handleClickOnCharacter(
spanInput,
target,
characters,
characterElement,
battle,
edition
) {
var displayedPseudo = characters.characterCreation.name.value;
var pseudo = spanInput.dataset.name;
if (edition) {
if (!characters.unsavedChanges) {
updateForm(
characters.savedCharacters[pseudo],
characters.characterCreation,
characters,
characterElement
);
} else if (displayedPseudo === pseudo) {
// pass
} else {
var result = confirm(
"Voulez-vous continuer ? Les dernières modifications ne seront pas sauvegardées."
);
if (result) {
updateForm(
characters.savedCharacters[pseudo],
characters.characterCreation,
characters,
characterElement
);
characters.unsavedChanges = false;
}
}
} else {
if (target.tagName === "path") {
target = target.parentElement;
}
switch (target.dataset.icon) {
case "duplicate":
if (!characters.unsavedChanges) {
addNewCharacter(
characters,
characters.newCharacterTemplate,
characters.charactersContainer,
battle,
pseudo
);
} else {
var result = confirm(
"Voulez-vous continuer ? Les dernières modifications ne seront pas sauvegardées."
);
if (result) {
addNewCharacter(
characters,
characters.newCharacterTemplate,
characters.charactersContainer,
battle,
pseudo
);
saveButtonGreen(characters);
characters.unsavedChanges = false;
}
}
break;
case "download":
downloadCharacter(characters.savedCharacters[pseudo]);
break;
case "delete":
var result = confirm(
"Voulez-vous vraiment supprimer définitivement le personnage " +
pseudo +
" ?"
);
if (result) {
deleteCharacter(characters, pseudo, characterElement, battle);
}
break;
}
}
}
function handleNewCharacter(
characters,
characterTemplate,
charactersContainer,
battle,
pseudo
) {
var newCharacterTemplate = characterTemplate.cloneNode(true);
var spanInput = newCharacterTemplate.querySelector("span.input");
newCharacterTemplate.setAttribute("tabindex", "0");
charactersContainer.appendChild(newCharacterTemplate);
if (pseudo) {
spanInput.textContent = pseudo;
spanInput.setAttribute("data-name", pseudo);
}
newCharacterTemplate.addEventListener("click", function (event) {
var target = event.target;
if (target.tagName === "path" || target.tagName === "svg") {
handleClickOnCharacter(
spanInput,
target,
characters,
newCharacterTemplate,
battle
);
} else {
handleClickOnCharacter(
spanInput,
null,
characters,
newCharacterTemplate,
battle,
true
);
}
});
newCharacterTemplate.addEventListener("keydown", function (event) {
if (event.keyCode === 13) {
event.target.click();
}
});
return [newCharacterTemplate, spanInput];
}
function validPseudo(pseudo) {
var newPseudo = pseudo.replace(/[^A-Za-z0-9]+/g, "");
if (!newPseudo) {
return "Pseudo";
}
return newPseudo;
}
function addNewCharacter(
characters,
characterTemplate,
charactersContainer,
battle,
pseudoToDuplicate
) {
function editAndSetCharacterPseudoInput(selectedCharacter, spanInput) {
var maxPseudoLength = 15;
var selection = window.getSelection();
var range = document.createRange();
if (pseudoToDuplicate) {
spanInput.textContent = pseudoToDuplicate;
}
spanInput.contentEditable = true;
spanInput.focus();
range.selectNodeContents(spanInput);
selection.removeAllRanges();
selection.addRange(range);
function pseudoValidation() {
var characterPseudo = validPseudo(spanInput.textContent);
var characterDataObject = { name: characterPseudo };
if (pseudoToDuplicate) {
characterDataObject = copyObject(
characters.savedCharacters[pseudoToDuplicate]
);
characterDataObject.name = characterPseudo;
}
[characterDataObject, characterPseudo] = addUniquePseudo(
characterDataObject,
Object.keys(characters.savedCharacters)
);
selection.removeAllRanges();
spanInput.contentEditable = false;
spanInput.textContent = characterPseudo;
spanInput.setAttribute("data-name", characterPseudo);
updateForm(
characterDataObject,
characters.characterCreation,
characters,
selectedCharacter
);
saveCharacter(
characters.savedCharacters,
characters.characterCreation,
battle,
true
);
}
function handleMaxLength(event) {
if (spanInput.textContent.length > maxPseudoLength) {
spanInput.textContent = spanInput.textContent.slice(0, maxPseudoLength);
range.setStart(spanInput.childNodes[0], maxPseudoLength);
selection.removeAllRanges();
selection.addRange(range);
}
}
function handleBlur() {
spanInput.removeEventListener("blur", handleBlur);
spanInput.removeEventListener("input", handleMaxLength);
pseudoValidation();
}
function handleKeyDown(event) {
if (event.key === "Enter") {
event.preventDefault();
spanInput.removeEventListener("keydown", handleKeyDown);
spanInput.removeEventListener("blur", handleBlur);
spanInput.removeEventListener("input", handleMaxLength);
pseudoValidation();
}
}
spanInput.addEventListener("input", handleMaxLength);
spanInput.addEventListener("keydown", handleKeyDown);
spanInput.addEventListener("blur", handleBlur);
}
hideElement(characters.characterCreation);
var [selectedCharacter, spanInput] = handleNewCharacter(
characters,
characterTemplate,
charactersContainer,
battle
);
editAndSetCharacterPseudoInput(selectedCharacter, spanInput);
}
function handleFocus() {
var tooltipLinks = document.querySelectorAll("div.tooltip a");
tooltipLinks.forEach(function (link) {
link.setAttribute("tabindex", -1);
});
}
function characterManagement(characters, battle) {
var characterTemplate = characters.newCharacterTemplate;
var charactersContainer = characters.charactersContainer;
Object.keys(characters.savedCharacters).forEach(function (pseudo) {
handleNewCharacter(
characters,
characterTemplate,
charactersContainer,
battle,
pseudo
);
});
characters.addNewCharacterButton.addEventListener("click", function (event) {
if (!characters.unsavedChanges) {
addNewCharacter(
characters,
characterTemplate,
charactersContainer,
battle
);
} else {
var result = confirm(
"Voulez-vous continuer ? Les dernières modifications ne seront pas sauvegardées."
);
if (result) {
addNewCharacter(
characters,
characterTemplate,
charactersContainer,
battle
);
saveButtonGreen(characters);
characters.unsavedChanges = false;
}
}
});
characters.uploadCharacter.addEventListener("click", function (event) {
uploadCharacter(characters, characterTemplate, charactersContainer, battle);
});
characters.characterCreation.addEventListener("change", function () {
saveButtonOrange(characters);
characters.unsavedChanges = true;
});
filterForm(characters, battle);
characterCreationListener(characters, battle);
handleFocus();
window.addEventListener("beforeunload", function (event) {
if (characters.unsavedChanges) {
event.preventDefault();
event.returnValue = "";
return "";
}
});
}
function handleNewMonster(
characters,
monsterTemplate,
monstersContainer,
battle,
monsterName,
monsterList
) {
var newMonsterTemplate = monsterTemplate.cloneNode(true);
var spanInput = newMonsterTemplate.querySelector("span.input");
var deleteSvg = newMonsterTemplate.querySelector("svg");
spanInput.textContent = monsterName;
monstersContainer.appendChild(newMonsterTemplate);
newMonsterTemplate.setAttribute("tabindex", "0");
newMonsterTemplate.setAttribute("data-name", monsterName);
monstersContainer.appendChild(newMonsterTemplate);
deleteSvg.addEventListener("click", function (event) {
deleteMonster(characters, monsterName, newMonsterTemplate, battle);
var inputMonster = monsterList.querySelector(
"input[name='" + monsterName + "']"
);
inputMonster.checked = false;
});
}
function monsterManagement(characters, battle) {
function handleDropdown(searchMonster, monsterList) {
searchMonster.addEventListener("focus", function (event) {
showElement(monsterList);
});
document.addEventListener("mousedown", function (event) {
var target = event.target;
if (!monsterList.contains(target) && !searchMonster.contains(target)) {
hideElement(monsterList);
}
});
}
function addMonsterNames(monsterList) {
var monsterIndex = 0;
for (var monsterName in monsterData) {
var li = document.createElement("li");
var label = document.createElement("label");
var input = document.createElement("input");
var textNode = document.createTextNode(monsterName);
label.htmlFor = "monster" + monsterIndex;
input.id = "monster" + monsterIndex;
input.type = "checkbox";
input.name = monsterName;
label.appendChild(input);
label.appendChild(textNode);
li.appendChild(label);
monsterList.appendChild(li);
monsterIndex++;
}
}
function filterNames(searchMonster, monsterList) {
var debounceTimer;
searchMonster.addEventListener("input", function (event) {
clearTimeout(debounceTimer);
debounceTimer = setTimeout(function () {
var value = toNormalForm(event.target.value);
for (var element of monsterList.children) {
if (!isValueInArray(value, toNormalForm(element.textContent))) {
hideElement(element);
} else {
showElement(element);
}
}
}, 500);
});
}
var monsterTemplate = characters.newMonsterTemplate;
var monstersContainer = characters.monstersContainer;
var monsterList = characters.monsterList;
var searchMonster = characters.searchMonster;
var monsterListForm = characters.monsterListForm;
handleDropdown(searchMonster, monsterList);
addMonsterNames(monsterList, characters.monsterListTemplate);
filterNames(searchMonster, monsterList);
characters.savedMonsters.forEach(function (monsterName) {
handleNewMonster(
characters,
monsterTemplate,
monstersContainer,
battle,
monsterName,
monsterList
);
var inputMonster = monsterList.querySelector(
"input[name='" + monsterName + "']"
);
if (inputMonster) {
inputMonster.checked = true;
} else {
deleteMonster(characters, monsterName, newMonsterTemplate, battle);
}
});
monsterListForm.addEventListener("submit", function (event) {
event.preventDefault();
});
monsterListForm.addEventListener("change", function (event) {
var target = event.target;
var monsterName = target.name;
if (monsterName === "search-monster") {
return;
}
if (target.checked) {
handleNewMonster(
characters,
monsterTemplate,
monstersContainer,
battle,
monsterName,
monsterList
);
characters.savedMonsters.push(monsterName);
updateSavedMonsters(characters.savedMonsters);
addBattleChoice(battle, monsterName, true);
} else {
var currentMonsterTemplate = monstersContainer.querySelector(
"[data-name='" + monsterName + "']"
);
deleteMonster(characters, monsterName, currentMonsterTemplate, battle);
}
});
}
function removeBattleChoice(battle, name) {
var battleSelects = [battle.attackerSelection, battle.victimSelection];
battleSelects.forEach(function (battleSelect) {
for (
var optionIndex = 0;
optionIndex < battleSelect.options.length;
optionIndex++
) {
if (battleSelect.options[optionIndex].value === name) {
battleSelect.remove(optionIndex);
break;
}
}
});
}
function addBattleChoice(battle, name, isMonster = false) {
function createOption(text) {
var option = document.createElement("option");
option.textContent = text;
option.value = text;
if (!isMonster) {
option.classList.add("notranslate");
}
return option;
}
if (isMonster && monsterData[name][1]) {
// pass
} else {
battle.attackerSelection.appendChild(createOption(name));
}
battle.victimSelection.appendChild(createOption(name));
}
function updateBattleChoice(characters, battle) {
var keys = Object.keys(characters.savedCharacters);
for (var index = 0; index < keys.length; index++) {
var pseudo = keys[index];
addBattleChoice(battle, pseudo);
}
characters.savedMonsters.forEach(function (monsterName) {
addBattleChoice(battle, monsterName, true);
});
}
function isPC(character) {
if (character.race === 0 || character.race === 1) {
return false;
}
return true;
}
function isBoss(character) {
return character.race === 0 && character.rank >= 5;
}
function isStone(character) {
return character.race === 1;
}
function isMagicClass(character) {
return character.race === "shaman" || character.class === "black_magic";
}
function isPolymorph(character) {
return character.state === "polymorph";
}
function isRiding(character) {
return character.state === "horse";
}
function isBow(weapon) {
return weapon[1] === 2;
}
function calcAttackFactor(attacker, victim) {
function calcCoeffK(dex, level) {
return Math.min(90, Math.floor((2 * dex + level) / 3));
}
var K1 = calcCoeffK(attacker.polymorphDex, attacker.level);
var K2 = calcCoeffK(victim.polymorphDex, attacker.level);
var AR = (K1 + 210) / 300;
var ER = (((2 * K2 + 5) / (K2 + 95)) * 3) / 10;
return AR - ER;
}
function calcMainAttackValue(attacker, attackerWeapon) {
var leadership = 0;
var rawWeaponAttackValue = 0;
if (isPC(attacker)) {
var rawWeaponAttackValue = attackerWeapon[3][attacker.upgrade];
if (!rawWeaponAttackValue) {
rawWeaponAttackValue = 0;
}
leadership = attacker.leadership;
}
return 2 * (attacker.level + rawWeaponAttackValue) + leadership;
}
function calcStatAttackValue(character) {
switch (character.race) {
case "warrior":
case "sura":
return 2 * character.str;
case "ninja":
return Math.floor((1 / 4) * (character.str + 7 * character.dex));
case "shaman":
return Math.floor((1 / 3) * (5 * character.int + character.dex));
case "lycan":
return character.vit + 2 * character.dex;
default:
return 2 * character.str;
}
}
function calcSecondaryAttackValue(attacker, attackerWeapon) {
var attackValueOther = 0;
var minAttackValue = 0;
var maxAttackValue = 0;
var minAttackValueSlash = 0;
var maxAttackValueSlash = 0;
if (isPC(attacker)) {
if (isValueInArray("serpent", attackerWeapon[0].toLowerCase())) {
var rawAttackValue = attackerWeapon[3][attacker.upgrade];
minAttackValue = attacker.minAttackValueRandom - rawAttackValue;
maxAttackValue = attacker.maxAttackValueRandom - rawAttackValue;
minAttackValue = Math.max(0, minAttackValue);
maxAttackValue = Math.max(minAttackValue, maxAttackValue);
} else {
minAttackValue = attackerWeapon[2][2];
maxAttackValue = attackerWeapon[2][3];
}
minAttackValueSlash = Math.min(
attacker.minAttackValueSlash,
attacker.maxAttackValueSlash
);
maxAttackValueSlash = Math.max(
attacker.minAttackValueSlash,
attacker.maxAttackValueSlash
);
attackValueOther += attacker.attackValue;
if (isBow(attackerWeapon) && !isPolymorph(attacker)) {
attackValueOther += 25;
}
} else {
minAttackValue = attacker.minAttackValue;
maxAttackValue = attacker.maxAttackValue;
}
minAttackValue += attacker.minAttackValuePolymorph;
maxAttackValue += attacker.maxAttackValuePolymorph;
attackValueOther += attacker.statAttackValue;
attackValueOther += attacker.horseAttackValue;
var weaponInterval = maxAttackValue - minAttackValue + 1;
var slashInterval = maxAttackValueSlash - minAttackValueSlash + 1;
var totalCardinal = weaponInterval * slashInterval * 10000;
var minInterval = Math.min(weaponInterval, slashInterval);
minAttackValue += minAttackValueSlash;
maxAttackValue += maxAttackValueSlash;
return [
minAttackValue,
maxAttackValue,
attackValueOther,
minInterval,
totalCardinal,
];
}
function calcMagicAttackValue(attacker, attackerWeapon) {
var minMagicAttackValue = 0;
var maxMagicAttackValue = 0;
var minMagicAttackValueSlash = 0;
var maxMagicAttackValueSlash = 0;
if (isValueInArray("serpent", attackerWeapon[0].toLowerCase())) {
minMagicAttackValue = attacker.minMagicAttackValueRandom;
maxMagicAttackValue = attacker.maxMagicAttackValueRandom;
maxMagicAttackValue = Math.max(minMagicAttackValue, maxMagicAttackValue);
} else {
var rawWeaponAttackValue = attackerWeapon[3][attacker.upgrade];
if (!rawWeaponAttackValue) {
rawWeaponAttackValue = 0;
}
minMagicAttackValue = attackerWeapon[2][0] + rawWeaponAttackValue;
maxMagicAttackValue = attackerWeapon[2][1] + rawWeaponAttackValue;
}
minMagicAttackValueSlash = Math.min(
attacker.minMagicAttackValueSlash,
attacker.maxMagicAttackValueSlash
);
maxMagicAttackValueSlash = Math.max(
attacker.minMagicAttackValueSlash,
attacker.maxMagicAttackValueSlash
);
var weaponInterval = maxMagicAttackValue - minMagicAttackValue + 1;
var slashInterval = maxMagicAttackValueSlash - minMagicAttackValueSlash + 1;
var totalCardinal = weaponInterval * slashInterval * 10000;
var minInterval = Math.min(weaponInterval, slashInterval);
minMagicAttackValue += minMagicAttackValueSlash;
maxMagicAttackValue += maxMagicAttackValueSlash;
return [minMagicAttackValue, maxMagicAttackValue, minInterval, totalCardinal];
}
function getPolymorphPower(polymorphPoint, polymorphPowerTable) {
return polymorphPowerTable[polymorphPoint];
}
function getSkillPower(skillPoint, skillPowerTable) {
return skillPowerTable[skillPoint];
}
function getMarriageBonusValue(character, marriageTable, itemName) {
var index;
var lovePoint = character.lovePoint;
if (lovePoint < 65) {
index = 0;
} else if (lovePoint < 80) {
index = 1;
} else if (lovePoint < 100) {
index = 2;
} else {
index = 3;
}
return marriageTable[itemName][index];
}
function calcDamageWithPrimaryBonuses(damages, battleValues) {
damages = floorMultiplication(
damages * battleValues.attackValueCoeff + battleValues.adjustCoeff,
1
);
damages += battleValues.attackValueMarriage;
damages = floorMultiplication(
damages,
battleValues.monsterResistanceMarriageCoeff
);
damages = floorMultiplication(damages, battleValues.monsterResistanceCoeff);
damages = floorMultiplication(damages, battleValues.typeBonusCoeff);
damages +=
floorMultiplication(damages, battleValues.raceBonusCoeff) -
floorMultiplication(damages, battleValues.raceResistanceCoeff);
damages = floorMultiplication(damages, battleValues.stoneBonusCoeff);
damages = floorMultiplication(damages, battleValues.monsterBonusCoeff);
var elementDamages = 0;
for (var elementBonusCoeff of battleValues.elementBonusCoeff) {
elementDamages += floorMultiplication(damages, elementBonusCoeff);
}
damages += elementDamages;
damages = floorMultiplication(damages, battleValues.damageMultiplier);
return damages;
}
function calcDamageWithSecondaryBonuses(
damages,
battleValues,
damagesType,
minPiercingDamages
) {
damages = floorMultiplication(damages, battleValues.magicResistanceCoeff);
damages = floorMultiplication(damages, battleValues.weaponDefenseCoeff);
if (damagesType.criticalHit) {
damages *= 2;
}
if (damagesType.piercingHit) {
damages += battleValues.defense + Math.min(0, minPiercingDamages);
damages = floorMultiplication(damages, battleValues.extraPiercingHitCoeff);
}
damages = floorMultiplication(damages, battleValues.averageDamageCoeff);
damages = floorMultiplication(
damages,
battleValues.averageDamageResistanceCoeff
);
damages = floorMultiplication(
damages,
battleValues.skillDamageResistanceCoeff
);
damages = floorMultiplication(damages, battleValues.rankBonusCoeff);
damages = Math.max(0, damages + Math.floor(battleValues.defensePercent));
damages += Math.min(
300,
floorMultiplication(damages, battleValues.damageBonusCoeff)
);
damages = floorMultiplication(damages, battleValues.empireMalusCoeff);
return damages;
}
function calcSkillDamageWithSecondaryBonuses(
damages,
battleValues,
damagesType,
minPiercingDamages
) {
damages = floorMultiplication(damages, battleValues.magicResistanceCoeff);
damages = floorMultiplication(damages, battleValues.weaponDefenseCoeff);
damages -= battleValues.defense;
if (damagesType.criticalHit) {
damages *= 2;
}
if (damagesType.piercingHit) {
damages +=
battleValues.piercingHitDefense + Math.min(0, minPiercingDamages);
}
damages = floorMultiplication(damages, battleValues.skillDamageCoeff);
damages = floorMultiplication(
damages,
battleValues.skillDamageResistanceCoeff
);
damages = floorMultiplication(damages, battleValues.rankBonusCoeff);
damages = Math.max(0, damages + Math.floor(battleValues.defensePercent));
damages += Math.min(
300,
floorMultiplication(damages, battleValues.damageBonusCoeff)
);
damages = floorMultiplication(damages, battleValues.empireMalusCoeff);
return damages;
}
function computePolymorphPoint(attacker, victim, polymorphPowerTable) {
attacker.statAttackValue = 0;
attacker.polymorphDex = attacker.dex;
victim.polymorphDex = victim.dex;
attacker.minAttackValuePolymorph = 0;
attacker.maxAttackValuePolymorph = 0;
if (isPC(attacker) && isPolymorph(attacker) && polymorphPowerTable) {
var polymorphPowerPct =
getPolymorphPower(attacker.polymorphPoint, polymorphPowerTable) / 100;
var polymorphMonster = createMonster(attacker.polymorphMonster);
var polymorphStr = floorMultiplication(
polymorphPowerPct,
polymorphMonster.str
);
attacker.polymorphDex += floorMultiplication(
polymorphPowerPct,
polymorphMonster.dex
);
attacker.minAttackValuePolymorph = floorMultiplication(
polymorphPowerPct,
polymorphMonster.minAttackValue
);
attacker.maxAttackValuePolymorph = floorMultiplication(
polymorphPowerPct,
polymorphMonster.maxAttackValue
);
if (!attacker.weapon) {
attacker.maxAttackValuePolymorph += 1;
}
attacker.attackValue = 0;
if (isMagicClass(attacker)) {
attacker.statAttackValue = 2 * (polymorphStr + attacker.int);
} else {
attacker.statAttackValue = 2 * (polymorphStr + attacker.str);
}
} else {
attacker.statAttackValue = calcStatAttackValue(attacker);
}
}
function computeHorse(attacker) {
attacker.horseAttackValue = 0;
if (isPC(attacker) && isRiding(attacker)) {
var horseConstant = 30;
if (attacker.class === "weaponary") {
horseConstant = 60;
}
attacker.horseAttackValue = floorMultiplication(
2 * attacker.level + attacker.statAttackValue,
attacker.horsePoint / horseConstant
);
}
}
function getRankBonus(attacker) {
if (attacker.lowRank === "on") {
switch (attacker.playerRank) {
case "aggressive":
return 1;
case "fraudulent":
return 2;
case "malicious":
return 3;
case "cruel":
return 5;
}
}
return 0;
}
function skillChanceReduction(value) {
if (value <= 9) {
return Math.floor(value / 2);
}
return 5 + Math.floor((value - 10) / 4);
}
function magicResistanceToCoeff(magicResistance) {
if (magicResistance) {
return 2000 / (6 * magicResistance + 1000) - 1
}
return 1
}
function createPhysicalBattleValues(
attacker,
attackerWeapon,
victim,
mapping,
polymorphPowerTable,
marriageTable
) {
var missPercentage = 0;
var attackValuePercent = 0;
var attackMeleeMagic = 0;
var attackValueMarriage = 0;
var monsterResistanceMarriage = 0;
var monsterResistance = 0;
var typeBonus = 0;
var raceBonus = 0;
var raceResistance = 0;
var stoneBonus = 0;
var monsterBonus = 0;
var elementBonus = [0, 0, 0, 0, 0, 0]; // fire, ice, lightning, earth, darkness, wind, order doesn't matter
var defenseMarriage = 0;
var damageMultiplier = 1;
var magicResistance = 0;
var weaponDefense = 0;
var criticalHitPercentage = attacker.criticalHit;
var criticalHitPercentageMarriage = 0;
var piercingHitPercentage = attacker.piercingHit;
var piercingHitPercentageMarriage = 0;
var extraPiercingHitPercentage = Math.max(0, piercingHitPercentage - 100);
var averageDamage = 0;
var averageDamageResistance = 0;
var skillDamageResistance = 0;
var rankBonus = 0;
var defensePercent = 0;
var damageBonus = 0;
var empireMalus = 0;
computePolymorphPoint(attacker, victim, polymorphPowerTable);
computeHorse(attacker);
if (isPC(attacker)) {
attackValuePercent = attacker.attackValuePercent;
attackMeleeMagic = attacker.attackMeleeMagic;
var weaponType = attackerWeapon[1];
var weaponDefenseName = mapping.defenseWeapon[weaponType];
var weaponDefenseBreakName = mapping.breakWeapon[weaponType];
if (victim.hasOwnProperty(weaponDefenseName)) {
weaponDefense = victim[weaponDefenseName];
}
if (isPC(victim)) {
if (weaponType === 2 && !isPolymorph(attacker)) {
missPercentage = victim.arrowBlock;
} else {
missPercentage = victim.meleeBlock;
}
missPercentage +=
victim.meleeArrowBlock -
(missPercentage * victim.meleeArrowBlock) / 100;
typeBonus = Math.max(
0,
Math.max(1, attacker.humanBonus) - victim.humanResistance
);
raceBonus = attacker[mapping.raceBonus[victim.race]];
raceResistance = victim[mapping.raceResistance[attacker.race]];
for (var index = 0; index <= 5; index++) {
elementBonus[index] =
Math.max(
0,
attacker[mapping.elementBonus[index]] -
victim[mapping.elementResistance[index]]
) / 1000;
}
if (attacker.hasOwnProperty(weaponDefenseBreakName)) {
weaponDefense -= attacker[weaponDefenseBreakName];
}
averageDamageResistance = victim.averageDamageResistance;
} else {
if (attacker.loveNecklace === "on") {
attackValueMarriage = getMarriageBonusValue(
attacker,
marriageTable,
"loveNecklace"
);
}
if (attacker.loveEarrings === "on") {
criticalHitPercentageMarriage = getMarriageBonusValue(
attacker,
marriageTable,
"loveEarrings"
);
}
if (attacker.harmonyEarrings === "on") {
piercingHitPercentageMarriage = getMarriageBonusValue(
attacker,
marriageTable,
"harmonyEarrings"
);
}
for (var index = 0; index <= 5; index++) {
var elementBonusName = mapping.elementBonus[index];
var elementResistanceName = mapping.elementResistance[index];
if (attacker[elementBonusName] && victim[elementBonusName]) {
elementBonus[index] =
(attacker[elementBonusName] - victim[elementResistanceName]) / 200;
} else {
elementBonus[index] = attacker[elementBonusName] / 2000;
}
}
var victimType = victim.type;
if (victimType !== -1) {
typeBonus = attacker[mapping.typeFlag[victimType]];
}
monsterBonus = attacker.monsterBonus;
if (isStone(victim)) {
stoneBonus = attacker.stoneBonus;
}
if (isBoss(victim)) {
averageDamage += attacker.bossDamage;
}
}
averageDamage += attacker.averageDamage;
rankBonus = getRankBonus(attacker);
damageBonus = attacker.damageBonus;
if (attacker.empireMalus === "on") {
empireMalus = 10;
}
} else {
if (isPC(victim)) {
if (victim.harmonyBracelet === "on") {
monsterResistanceMarriage = getMarriageBonusValue(
victim,
marriageTable,
"harmonyBracelet"
);
}
if (victim.harmonyNecklace === "on") {
defenseMarriage = getMarriageBonusValue(
victim,
marriageTable,
"harmonyNecklace"
);
}
monsterResistance = victim.monsterResistance;
for (var index = 0; index <= 5; index++) {
var elementBonusName = mapping.elementBonus[index];
var elementResistanceName = mapping.elementResistance[index];
if (attacker[elementBonusName]) {
elementBonus[index] =
(attacker[elementBonusName] - victim[elementResistanceName]) / 125;
}
}
if (attacker.attack == 0) {
missPercentage = victim.meleeBlock;
averageDamageResistance = victim.averageDamageResistance;
} else if (attacker.attack == 1) {
missPercentage = victim.arrowBlock;
weaponDefense = victim.arrowDefense;
averageDamageResistance = victim.averageDamageResistance;
} else {
missPercentage = victim.arrowBlock;
skillDamageResistance = victim.skillDamageResistance;
magicResistance = victim.magicResistance;
}
missPercentage +=
victim.meleeArrowBlock -
(missPercentage * victim.meleeArrowBlock) / 100;
}
typeBonus = 1;
damageMultiplier = attacker.damageMultiplier;
}
if (isPC(victim)) {
if (victim.biologist70 === "on") {
victim.defense = floorMultiplication(victim.defense, 1.1);
}
criticalHitPercentage = Math.max(
0,
criticalHitPercentage - victim.criticalHitResistance
);
piercingHitPercentage = Math.max(
0,
piercingHitPercentage - victim.piercingHitResistance
);
if (isMagicClass(victim)) {
defensePercent = (-2 * victim.magicDefense * victim.defensePercent) / 100;
} else {
defensePercent = (-2 * victim.defense * victim.defensePercent) / 100;
}
}
missPercentage = Math.min(100, missPercentage);
var battleValues = {
missPercentage: missPercentage,
adjustCoeff: 0,
attackValueCoeff:
1 + (attackValuePercent + Math.min(100, attackMeleeMagic)) / 100,
attackValueMarriage: attackValueMarriage,
monsterResistanceMarriageCoeff: 1 - monsterResistanceMarriage / 100,
monsterResistanceCoeff: 1 - monsterResistance / 100,
typeBonusCoeff: 1 + typeBonus / 100,
raceBonusCoeff: raceBonus / 100,
raceResistanceCoeff: raceResistance / 100,
monsterBonusCoeff: 1 + monsterBonus / 100,
stoneBonusCoeff: 1 + stoneBonus / 100,
elementBonusCoeff: elementBonus,
damageMultiplier: damageMultiplier,
defense: victim.defense,
defenseMarriage: defenseMarriage,
magicResistanceCoeff: magicResistanceToCoeff(magicResistance),
weaponDefenseCoeff: 1 - weaponDefense / 100,
extraPiercingHitCoeff: 1 + extraPiercingHitPercentage / 200,
averageDamageCoeff: 1 + averageDamage / 100,
averageDamageResistanceCoeff:
1 - Math.min(99, averageDamageResistance) / 100,
skillDamageResistanceCoeff: 1 - Math.min(99, skillDamageResistance) / 100,
rankBonusCoeff: 1 + rankBonus / 100,
defensePercent: defensePercent,
damageBonusCoeff: damageBonus / 100,
empireMalusCoeff: 1 - empireMalus / 100,
};
criticalHitPercentage = Math.min(
criticalHitPercentage + criticalHitPercentageMarriage,
100
);
piercingHitPercentage = Math.min(
piercingHitPercentage + piercingHitPercentageMarriage,
100
);
battleValues.damagesTypeCombinaison = [
{
criticalHit: false,
piercingHit: false,
weight:
(100 - criticalHitPercentage) *
(100 - piercingHitPercentage) *
(100 - missPercentage),
name: "Coup classique",
},
{
criticalHit: true,
piercingHit: false,
weight:
criticalHitPercentage *
(100 - piercingHitPercentage) *
(100 - missPercentage),
name: "Coup critique",
},
{
criticalHit: false,
piercingHit: true,
weight:
(100 - criticalHitPercentage) *
piercingHitPercentage *
(100 - missPercentage),
name: "Coup perçant",
},
{
criticalHit: true,
piercingHit: true,
weight:
criticalHitPercentage * piercingHitPercentage * (100 - missPercentage),
name: "Coup critique + coup perçant",
},
];
return battleValues;
}
function createSkillBattleValues(
attacker,
attackerWeapon,
victim,
mapping,
marriageTable,
magicSkill
) {
var adjustCoeff = 0;
var attackValuePercent = 0;
var attackMeleeMagic = 0;
var attackValueMarriage = 0;
var monsterResistanceMarriage = 0;
var monsterResistance = 0;
var typeBonus = 0;
var raceBonus = 0;
var raceResistance = 0;
var stoneBonus = 0;
var monsterBonus = 0;
var elementBonus = [0, 0, 0, 0, 0, 0]; // fire, ice, lightning, earth, darkness, wind, order doesn't matter
var damageMultiplier = 1;
var defense = victim.defense;
var magicResistance = 0;
var weaponDefense = 0;
var criticalHitPercentage = attacker.criticalHit;
var piercingHitPercentage = attacker.piercingHit;
var skillDamage = 0;
var skillDamageResistance = 0;
var rankBonus = 0;
var defensePercent = 0;
var damageBonus = 0;
var empireMalus = 0;
computePolymorphPoint(attacker, victim);
computeHorse(attacker);
if (isPC(attacker)) {
attackValuePercent = attacker.attackValuePercent;
attackMeleeMagic = attacker.attackMeleeMagic;
var weaponType = attackerWeapon[1];
var weaponDefenseName = mapping.defenseWeapon[weaponType];
var weaponDefenseBreakName = mapping.breakWeapon[weaponType];
if (victim.hasOwnProperty(weaponDefenseName)) {
weaponDefense = victim[weaponDefenseName];
}
if (attacker.class === "archery") {
defense = 0;
}
if (isPC(victim)) {
typeBonus = Math.max(
0,
Math.max(1, attacker.humanBonus) - victim.humanResistance
);
raceBonus = attacker[mapping.raceBonus[victim.race]];
raceResistance = victim[mapping.raceResistance[attacker.race]];
for (var index = 0; index <= 5; index++) {
elementBonus[index] =
Math.max(
0,
attacker[mapping.elementBonus[index]] -
victim[mapping.elementResistance[index]]
) / 1000;
}
if (attacker.hasOwnProperty(weaponDefenseBreakName)) {
weaponDefense -= attacker[weaponDefenseBreakName];
}
criticalHitPercentage = 0;
} else {
if (attacker.loveNecklace === "on") {
attackValueMarriage = getMarriageBonusValue(
attacker,
marriageTable,
"loveNecklace"
);
}
if (attacker.loveEarrings === "on") {
criticalHitPercentage += getMarriageBonusValue(
attacker,
marriageTable,
"loveEarrings"
);
}
if (attacker.harmonyEarrings === "on") {
piercingHitPercentage += getMarriageBonusValue(
attacker,
marriageTable,
"harmonyEarrings"
);
}
for (var index = 0; index <= 5; index++) {
var elementBonusName = mapping.elementBonus[index];
var elementResistanceName = mapping.elementResistance[index];
if (attacker[elementBonusName] && victim[elementBonusName]) {
elementBonus[index] =
(attacker[elementBonusName] - victim[elementResistanceName]) / 200;
} else {
elementBonus[index] = attacker[elementBonusName] / 2000;
}
}
var victimType = victim.type;
if (victimType !== -1) {
typeBonus = attacker[mapping.typeFlag[victimType]];
}
monsterBonus = attacker.monsterBonus;
if (isStone(victim)) {
stoneBonus = attacker.stoneBonus;
}
if (isBoss(victim)) {
skillDamage += attacker.skillBossDamage;
}
}
skillDamage += attacker.skillDamage;
rankBonus = getRankBonus(attacker);
damageBonus = attacker.damageBonus;
if (attacker.empireMalus === "on") {
empireMalus = 10;
}
} else {
if (isPC(victim)) {
if (victim.harmonyBracelet === "on") {
monsterResistanceMarriage = getMarriageBonusValue(
victim,
marriageTable,
"harmonyBracelet"
);
}
monsterResistance = victim.monsterResistance;
for (var index = 0; index <= 5; index++) {
var elementBonusName = mapping.elementBonus[index];
var elementResistanceName = mapping.elementResistance[index];
if (attacker[elementBonusName]) {
elementBonus[index] =
(attacker[elementBonusName] - victim[elementResistanceName]) / 125;
}
}
}
typeBonus = 1;
damageMultiplier = attacker.damageMultiplier;
}
criticalHitPercentage = skillChanceReduction(criticalHitPercentage);
piercingHitPercentage = skillChanceReduction(piercingHitPercentage);
if (isPC(victim)) {
criticalHitPercentage = Math.max(
0,
criticalHitPercentage - victim.criticalHitResistance
);
piercingHitPercentage = Math.max(
0,
piercingHitPercentage - victim.piercingHitResistance
);
skillDamageResistance = victim.skillDamageResistance;
if (isMagicClass(victim)) {
defensePercent = (-2 * victim.magicDefense * victim.defensePercent) / 100;
} else {
defensePercent = (-2 * victim.defense * victim.defensePercent) / 100;
}
}
if (magicSkill) {
adjustCoeff = 0.5;
attackValuePercent = attacker.attackMagic;
attackValueMarriage = 0;
defense = 0;
magicResistance = victim.magicResistance;
weaponDefense = 0;
}
var battleValues = {
weaponBonusCoeff: 1,
adjustCoeff: adjustCoeff,
attackValueCoeff:
1 + (attackValuePercent + Math.min(100, attackMeleeMagic)) / 100,
attackValueMarriage: attackValueMarriage,
monsterResistanceMarriageCoeff: 1 - monsterResistanceMarriage / 100,
monsterResistanceCoeff: 1 - monsterResistance / 100,
typeBonusCoeff: 1 + typeBonus / 100,
raceBonusCoeff: raceBonus / 100,
raceResistanceCoeff: raceResistance / 100,
monsterBonusCoeff: 1 + monsterBonus / 100,
stoneBonusCoeff: 1 + stoneBonus / 100,
elementBonusCoeff: elementBonus,
damageMultiplier: damageMultiplier,
defense: defense,
piercingHitDefense: victim.defense,
magicResistanceCoeff: magicResistanceToCoeff(magicResistance),
weaponDefenseCoeff: 1 - weaponDefense / 100,
skillDamageCoeff: 1 + skillDamage / 100,
skillDamageResistanceCoeff: 1 - Math.min(99, skillDamageResistance) / 100,
rankBonusCoeff: 1 + rankBonus / 100,
defensePercent: defensePercent,
damageBonusCoeff: damageBonus / 100,
empireMalusCoeff: 1 - empireMalus / 100,
};
criticalHitPercentage = Math.min(criticalHitPercentage, 100);
piercingHitPercentage = Math.min(piercingHitPercentage, 100);
battleValues.damagesTypeCombinaison = [
{
criticalHit: false,
piercingHit: false,
weight: (100 - criticalHitPercentage) * (100 - piercingHitPercentage),
name: "Coup classique",
},
{
criticalHit: true,
piercingHit: false,
weight: criticalHitPercentage * (100 - piercingHitPercentage),
name: "Coup critique",
},
{
criticalHit: false,
piercingHit: true,
weight: (100 - criticalHitPercentage) * piercingHitPercentage,
name: "Coup perçant",
},
{
criticalHit: true,
piercingHit: true,
weight: criticalHitPercentage * piercingHitPercentage,
name: "Coup critique + coup perçant",
},
];
return battleValues;
}
function updateBattleValues(battleValues, skillInfo, attackerWeapon) {
var weaponBonus = 0;
if (skillInfo.hasOwnProperty("weaponBonus")) {
var [weaponType, weaponBonusValue] = skillInfo.weaponBonus;
if (weaponType === attackerWeapon[1]) {
weaponBonus = weaponBonusValue;
}
}
battleValues.weaponBonusCoeff = 1 + weaponBonus / 100;
}
function calcPhysicalDamages(
attacker,
attackerWeapon,
victim,
tableResult,
mapping,
constants
) {
var battleValues = createPhysicalBattleValues(
attacker,
attackerWeapon,
victim,
mapping,
constants.polymorphPowerTable,
constants.marriageTable
);
var sumDamages = 0;
var minMaxDamages = { min: Infinity, max: 0 };
clearTableResult(tableResult);
var attackFactor = calcAttackFactor(attacker, victim);
var mainAttackValue = calcMainAttackValue(attacker, attackerWeapon);
var [
minAttackValue,
maxAttackValue,
attackValueOther,
minInterval,
totalCardinal,
] = calcSecondaryAttackValue(attacker, attackerWeapon);
totalCardinal *= 100;
if (battleValues.missPercentage) {
addRowToTableResult(tableResult, "Miss");
addToTableResult(tableResult, { 0: battleValues.missPercentage / 100 });
}
var lastWeightsLimit = maxAttackValue - minInterval + 1;
var firstWeightLimit = minAttackValue + minInterval - 1;
for (var damagesType of battleValues.damagesTypeCombinaison) {
if (!damagesType.weight) {
continue;
}
var damagesWeighted = {};
addRowToTableResult(tableResult, damagesType.name);
for (
var attackValue = minAttackValue;
attackValue <= maxAttackValue;
attackValue++
) {
var weight;
if (attackValue > lastWeightsLimit) {
weight = maxAttackValue - attackValue + 1;
} else if (attackValue < firstWeightLimit) {
weight = attackValue - minAttackValue + 1;
} else {
weight = minInterval;
}
var secondaryAttackValue = 2 * attackValue + attackValueOther;
var rawDamages =
mainAttackValue +
floorMultiplication(attackFactor, secondaryAttackValue);
var damagesWithPrimaryBonuses = calcDamageWithPrimaryBonuses(
rawDamages,
battleValues
);
damagesWithPrimaryBonuses -=
battleValues.defense + battleValues.defenseMarriage;
if (damagesWithPrimaryBonuses <= 2) {
for (var damages = 1; damages <= 5; damages++) {
var finalDamages = calcDamageWithSecondaryBonuses(
damages,
battleValues,
damagesType,
damagesWithPrimaryBonuses
);
addKeyValue(
damagesWeighted,
finalDamages,
(weight * damagesType.weight) / (5 * totalCardinal)
);
sumDamages += (finalDamages * weight * damagesType.weight) / 5;
}
} else {
var finalDamages = calcDamageWithSecondaryBonuses(
damagesWithPrimaryBonuses,
battleValues,
damagesType,
damagesWithPrimaryBonuses
);
addKeyValue(
damagesWeighted,
finalDamages,
(weight * damagesType.weight) / totalCardinal
);
sumDamages += finalDamages * weight * damagesType.weight;
}
}
addToTableResult(tableResult, damagesWeighted, minMaxDamages);
}
if (minMaxDamages.min === Infinity) {
minMaxDamages.min = 0;
}
return [sumDamages / totalCardinal, minMaxDamages];
}
function getSkillFormula(skillPowerTable, skillId, attacker, attackFactor) {
var skillFormula;
var skillInfo = {};
var attackerClass = attacker.class;
var lv = attacker.level;
var vit = attacker.vit;
var str = attacker.str;
var int = attacker.int;
var dex = attacker.dex;
var skillPower = getSkillPower(
attacker["attackSkill" + skillId],
skillPowerTable
);
if (attackerClass === "body") {
switch (skillId) {
// Triple lacération
case 1:
skillFormula = function (atk) {
return floorMultiplication(
1.1 * atk + (0.5 * atk + 1.5 * str) * skillPower,
1
);
};
break;
// Moulinet à l'épée
case 2:
skillFormula = function (atk) {
return floorMultiplication(
3 * atk + (0.8 * atk + 5 * str + 3 * dex + vit) * skillPower,
1
);
};
break;
// Accélération
case 5:
skillFormula = function (atk) {
return floorMultiplication(
2 * atk + (atk + dex * 3 + str * 7 + vit) * skillPower,
1
);
};
break;
// Volonté de vivre
// case 6:
// skillFormula = function (atk) {
// return floorMultiplication(
// (3 * atk + (atk + 1.5 * str) * k) *
// 1.07(3 * atk + (atk + 1.5 * str) * skillPower) *
// 1.07,
// 1
// );
// };
// break;
}
} else if (attackerClass === "mental") {
switch (skillId) {
// Attaque de l'esprit
case 1:
skillFormula = function (atk) {
return floorMultiplication(
2.3 * atk + (4 * atk + 4 * str + vit) * skillPower,
1
);
};
break;
// Attaque de la paume
case 2:
skillFormula = function (atk) {
return floorMultiplication(
2.3 * atk + (3 * atk + 4 * str + 3 * vit) * skillPower,
1
);
};
break;
// Charge
case 3:
skillFormula = function (atk) {
return floorMultiplication(
2 * atk + (2 * atk + 2 * dex + 2 * vit + 4 * str) * skillPower,
1
);
};
break;
// Coup d'épée
case 5:
skillFormula = function (atk) {
return floorMultiplication(
2 * atk + (atk + 3 * dex + 5 * str + vit) * skillPower,
1
);
};
break;
// Orbe de l'épée
// case 6:
// skillFormula = function (atk) {
// return floorMultiplication(
// (2 * atk + (2 * atk + 2 * dex + 2 * vit + 4 * str) * skillPower) *
// 1.1,
// 1
// );
// };
// break;
}
} else if (attackerClass === "blade_fight") {
switch (skillId) {
// Dague filante
case 3:
skillFormula = function (atk) {
return floorMultiplication(
2 * atk + (0.5 * atk + 9 * dex + 7 * str) * skillPower,
1
);
};
break;
// Brume empoisonnée
case 5:
skillFormula = function (atk) {
return floorMultiplication(
2 * lv + (atk + 3 * str + 18 * dex) * skillPower,
1
);
};
break;
// Poison insidieux
case 6:
skillFormula = function (atk) {
return floorMultiplication(
(2 * lv + (atk + 3 * str + 18 * dex) * skillPower) * 1.1,
1
);
};
break;
}
} else if (attackerClass === "archery") {
switch (skillId) {
// Tir à répétition
// case 1:
// skillFormula = function (atk) {
// return floorMultiplication(
// atk +
// 0.2 * atk * Math.floor(2 + 6 * skillPower) +
// (0.8 * atk + 8 * dex * attackFactor + 2 * int) * skillPower,
// 1
// );
// };
// break;
// Pluie de flèches
case 2:
skillFormula = function (atk) {
return floorMultiplication(
atk + (1.7 * atk + 5 * dex + str) * skillPower,
1
);
};
break;
}
} else if (attackerClass === "weaponary") {
switch (skillId) {
// Toucher brûlant
case 1:
skillFormula = function (atk) {
return floorMultiplication(
atk +
2 * lv +
2 * int +
(2 * atk + 4 * str + 14 * int) * skillPower,
1
);
};
break;
// Tourbillon du dragon
case 2:
skillFormula = function (atk) {
return floorMultiplication(
1.1 * atk +
2 * lv +
2 * int +
(1.5 * atk + str + 12 * int) * skillPower,
1
);
};
break;
}
} else if (attackerClass === "black_magic") {
switch (skillId) {
// Orbe des ténèbres
case 6:
skillFormula = function (mav) {
return floorMultiplication(
120 +
6 * lv +
(5 * vit + 5 * dex + 29 * int + 9 * mav) *
attackFactor *
skillPower,
1
);
};
break;
}
} else if (attackerClass === "dragon") {
switch (skillId) {
// Talisman volant
case 1:
skillFormula = function (mav) {
return floorMultiplication(
70 +
5 * lv +
(18 * int + 7 * str + 5 * mav + 50) * attackFactor * skillPower,
1
);
};
skillInfo.weaponBonus = [4, 10];
break;
// Dragon chassant
case 2:
skillFormula = function (mav) {
return floorMultiplication(
60 +
5 * lv +
(16 * int + 6 * dex + 6 * mav + 120) * attackFactor * skillPower,
1
);
};
skillInfo.weaponBonus = [4, 10];
break;
// Rugissement du dragon
case 3:
skillFormula = function (mav) {
return floorMultiplication(
70 +
3 * lv +
(20 * int + 3 * str + 10 * mav + 100) * attackFactor * skillPower,
1
);
};
skillInfo.weaponBonus = [4, 10];
break;
}
} else if (attackerClass === "heal") {
switch (skillId) {
// Jet de foudre
case 1:
skillFormula = function (mav) {
return floorMultiplication(
60 + 5 * lv + (8 * int + 2 * dex + 8 * mav + 10 * int) * attackFactor * skillPower,
1
);
};
skillInfo.weaponBonus = [6, 10];
break;
// Invocation de foudre
case 2:
skillFormula = function (mav) {
return floorMultiplication(
40 + 4 * lv + (13 * int + 2 * str + 10 * mav + 10.5 * int) * attackFactor * skillPower,
1
);
};
skillInfo.weaponBonus = [6, 10];
break;
// Griffe de foudre
case 3:
skillFormula = function (mav) {
return floorMultiplication(
50 + 5 * lv + (8 * int + 2 * str + 8 * mav + 400.5) * attackFactor * skillPower,
1
);
};
break;
}
} else if (attackerClass === "lycan") {
switch (skillId) {
// Déchiqueter
// case 1:
// skillFormula = function (atk) {
// return floorMultiplication(
// 1.1 * atk + (0.3 * atk + 1.5 * str) * skillPower,
// 1
// );
// };
// skillInfo.weaponBonus = [5, 54];
// break;
// Souffle de loup
case 2:
skillFormula = function (atk) {
return floorMultiplication(
2 * atk + (atk + 3 * dex + 5 * str + vit) * skillPower,
1
);
};
skillInfo.weaponBonus = [5, 35];
break;
// Bond de loup
case 3:
skillFormula = function (atk) {
return floorMultiplication(
atk + (1.6 * atk + 200 + 7 * dex + 7 * str) * skillPower,
1
);
};
skillInfo.weaponBonus = [5, 35];
break;
// Griffe de loup
case 4:
skillFormula = function (atk) {
return floorMultiplication(
3 * atk + (0.8 * atk + 6 * str + 2 * dex + vit) * skillPower,
1
);
};
break;
}
}
return [skillFormula, skillInfo];
}
function calcPhysicalSkillDamages(
attacker,
attackerWeapon,
victim,
tableResult,
mapping,
constants,
skillId
) {
var battleValues = createSkillBattleValues(
attacker,
attackerWeapon,
victim,
mapping,
constants.marriageTable
);
var sumDamages = 0;
var minMaxDamages = { min: Infinity, max: 0 };
clearTableResult(tableResult);
var attackFactor = calcAttackFactor(attacker, victim);
var mainAttackValue = calcMainAttackValue(attacker, attackerWeapon);
var [
minAttackValue,
maxAttackValue,
attackValueOther,
minInterval,
totalCardinal,
] = calcSecondaryAttackValue(attacker, attackerWeapon);
var lastWeightsLimit = maxAttackValue - minInterval + 1;
var firstWeightLimit = minAttackValue + minInterval - 1;
var [skillFormula, skillInfo] = getSkillFormula(
constants.skillPowerTable,
skillId,
attacker,
attackFactor
);
updateBattleValues(battleValues, skillInfo, attackerWeapon);
for (var damagesType of battleValues.damagesTypeCombinaison) {
if (!damagesType.weight) {
continue;
}
var damagesWeighted = {};
addRowToTableResult(tableResult, damagesType.name);
for (
var attackValue = minAttackValue;
attackValue <= maxAttackValue;
attackValue++
) {
var weight;
if (attackValue > lastWeightsLimit) {
weight = maxAttackValue - attackValue + 1;
} else if (attackValue < firstWeightLimit) {
weight = attackValue - minAttackValue + 1;
} else {
weight = minInterval;
}
var secondaryAttackValue = 2 * attackValue + attackValueOther;
var rawDamages =
mainAttackValue +
floorMultiplication(attackFactor, secondaryAttackValue);
var damagesWithPrimaryBonuses = calcDamageWithPrimaryBonuses(
rawDamages,
battleValues
);
if (damagesWithPrimaryBonuses <= 2) {
for (var damages = 1; damages <= 5; damages++) {
var damagesWithFormula = skillFormula(damages);
damagesWithFormula = floorMultiplication(
damagesWithFormula,
battleValues.weaponBonusCoeff
);
var finalDamages = calcSkillDamageWithSecondaryBonuses(
damagesWithFormula,
battleValues,
damagesType,
damagesWithPrimaryBonuses
);
addKeyValue(
damagesWeighted,
finalDamages,
(weight * damagesType.weight) / (5 * totalCardinal)
);
sumDamages += (finalDamages * weight * damagesType.weight) / 5;
}
} else {
var damagesWithFormula = skillFormula(damagesWithPrimaryBonuses);
damagesWithFormula = floorMultiplication(
damagesWithFormula,
battleValues.weaponBonusCoeff
);
var finalDamages = calcSkillDamageWithSecondaryBonuses(
damagesWithFormula,
battleValues,
damagesType,
damagesWithPrimaryBonuses
);
addKeyValue(
damagesWeighted,
finalDamages,
(weight * damagesType.weight) / totalCardinal
);
sumDamages += finalDamages * weight * damagesType.weight;
}
}
addToTableResult(tableResult, damagesWeighted, minMaxDamages);
}
if (minMaxDamages.min === Infinity) {
minMaxDamages.min = 0;
}
return [sumDamages / totalCardinal, minMaxDamages];
}
function calcMagicSkillDamages(
attacker,
attackerWeapon,
victim,
tableResult,
mapping,
constants,
skillId
) {
var battleValues = createSkillBattleValues(
attacker,
attackerWeapon,
victim,
mapping,
constants.marriageTable,
true
);
var sumDamages = 0;
var minMaxDamages = { min: Infinity, max: 0 };
clearTableResult(tableResult);
var attackFactor = calcAttackFactor(attacker, victim);
var [minMagicAttackValue, maxMagicAttackValue, minInterval, totalCardinal] =
calcMagicAttackValue(attacker, attackerWeapon);
var lastWeightsLimit = maxMagicAttackValue - minInterval + 1;
var firstWeightLimit = minMagicAttackValue + minInterval - 1;
var [skillFormula, skillInfo] = getSkillFormula(
constants.skillPowerTable,
skillId,
attacker,
attackFactor
);
updateBattleValues(battleValues, skillInfo, attackerWeapon);
for (var damagesType of battleValues.damagesTypeCombinaison) {
if (!damagesType.weight) {
continue;
}
var damagesWeighted = {};
addRowToTableResult(tableResult, damagesType.name);
for (
var magicAttackValue = minMagicAttackValue;
magicAttackValue <= maxMagicAttackValue;
magicAttackValue++
) {
var weight;
if (magicAttackValue > lastWeightsLimit) {
weight = maxMagicAttackValue - magicAttackValue + 1;
} else if (magicAttackValue < firstWeightLimit) {
weight = magicAttackValue - minMagicAttackValue + 1;
} else {
weight = minInterval;
}
var rawDamages = skillFormula(magicAttackValue);
rawDamages = floorMultiplication(
rawDamages,
battleValues.weaponBonusCoeff
);
var damagesWithPrimaryBonuses = calcDamageWithPrimaryBonuses(
rawDamages,
battleValues
);
if (damagesWithPrimaryBonuses <= 2) {
for (var damages = 1; damages <= 5; damages++) {
var finalDamages = calcSkillDamageWithSecondaryBonuses(
damages,
battleValues,
damagesType,
damagesWithPrimaryBonuses,
skillFormula
);
addKeyValue(
damagesWeighted,
finalDamages,
(weight * damagesType.weight) / (5 * totalCardinal)
);
sumDamages += (finalDamages * weight * damagesType.weight) / 5;
}
} else {
var finalDamages = calcSkillDamageWithSecondaryBonuses(
damagesWithPrimaryBonuses,
battleValues,
damagesType,
damagesWithPrimaryBonuses,
skillFormula
);
addKeyValue(
damagesWeighted,
finalDamages,
(weight * damagesType.weight) / totalCardinal
);
sumDamages += finalDamages * weight * damagesType.weight;
}
}
addToTableResult(tableResult, damagesWeighted, minMaxDamages);
}
if (minMaxDamages.min === Infinity) {
minMaxDamages.min = 0;
}
return [sumDamages / totalCardinal, minMaxDamages];
}
function createMonster(name) {
var data = monsterData[name];
var monster = {
name: name,
rank: data[0],
race: data[1],
attack: data[2],
level: data[3],
type: data[4],
str: data[5],
dex: data[6],
vit: data[7],
int: data[8],
minAttackValue: data[9],
maxAttackValue: data[10],
defense: data[11] + data[3] + data[7],
criticalHit: data[12],
piercingHit: data[13],
fistDefense: data[14],
swordDefense: data[15],
twoHandedSwordDefense: data[16],
daggerDefense: data[17],
bellDefense: data[18],
fanDefense: data[19],
arrowDefense: data[20],
clawDefense: data[21],
fireResistance: data[22],
lightningResistance: data[23],
magicResistance: data[24],
windResistance: data[25],
lightningBonus: data[26],
fireBonus: data[27],
iceBonus: data[28],
windBonus: data[29],
earthBonus: data[30],
darknessBonus: data[31],
darknessResistance: data[32],
iceResistance: data[33],
earthResistance: data[34],
damageMultiplier: data[35],
};
return monster;
}
function createBattle(characters, battle) {
function isPseudoSaved(pseudo) {
return characters.savedCharacters.hasOwnProperty(pseudo);
}
battle.battleForm.addEventListener("submit", function (event) {
event.preventDefault();
var battleInfo = new FormData(event.target);
var attackerName = battleInfo.get("attacker");
var attackType = battleInfo.get("attackTypeSelection");
var victimName = battleInfo.get("victim");
if (!attackerName && !attackType && !victimName) {
return;
}
var attackerWeapon = null;
if (isPseudoSaved(attackerName)) {
var attacker = copyObject(characters.savedCharacters[attackerName]);
if (weaponData.hasOwnProperty(attacker.weapon)) {
attackerWeapon = weaponData[attacker.weapon];
} else {
attackerWeapon = weaponData[0];
}
} else {
var attacker = createMonster(attackerName);
}
if (isPseudoSaved(victimName)) {
var victim = copyObject(characters.savedCharacters[victimName]);
} else {
var victim = createMonster(victimName);
}
var meanDamages, minMaxDamages;
var calcDamages;
var skillId = 0;
if (attackType === "physical") {
calcDamages = calcPhysicalDamages;
} else if (attackType.startsWith("attackSkill")) {
skillId = parseInt(attackType.split("attackSkill")[1]);
if (isMagicClass(attacker)) {
calcDamages = calcMagicSkillDamages;
} else {
calcDamages = calcPhysicalSkillDamages;
}
}
[meanDamages, minMaxDamages] = calcDamages(
attacker,
attackerWeapon,
victim,
battle.tableResult,
battle.mapping,
battle.constants,
skillId
);
battle.damageResult.textContent =
attacker.name +
" inflige " +
numberFormat(meanDamages, 1) +
" dégâts en moyenne à " +
victim.name +
" (minimum : " +
minMaxDamages.min +
", maximum : " +
minMaxDamages.max +
").";
showElement(battle.tableContainer);
});
battle.attackerSelection.addEventListener("change", function (event) {
var attackerName = event.target.value;
var attackTypeSelection = battle.attackTypeSelection;
if (isPseudoSaved(attackerName)) {
var attacker = characters.savedCharacters[attackerName];
filterAttackTypeSelection(attacker, attackTypeSelection);
} else {
for (var option of attackTypeSelection.options) {
if (option.dataset.class) {
hideElement(option);
}
}
attackTypeSelection.selectedIndex = 0;
}
});
}
function createMapping() {
mapping = {
typeFlag: [
"animalBonus", // 0
"humanBonus", // 1
"orcBonus", // 2
"mysticBonus", // 3
"undeadBonus", // 4
"insectBonus", // 5
"desertBonus", // 6
"devilBonus", // 7
],
raceBonus: {
warrior: "warriorBonus",
sura: "suraBonus",
ninja: "ninjaBonus",
shaman: "shamanBonus",
lycan: "lycanBonus",
},
raceResistance: {
warrior: "warriorResistance",
sura: "suraResistance",
ninja: "ninjaResistance",
shaman: "shamanResistance",
lycan: "lycanResistance",
},
defenseWeapon: [
"swordDefense", // 0
"daggerDefense", // 1
"arrowDefense", // 2
"twoHandedSwordDefense", // 3
"bellDefense", // 4
"clawDefense", // 5
"fanDefense", // 6
"swordDefense", // 7
"fistDefense", // 8
],
breakWeapon: [
"breakSwordDefense", // 0
"breakDaggerDefense", // 1
"breakArrowDefense", // 2
"breakTwoHandedSwordDefense", // 3
"breakBellDefense", // 4
"breakClawDefense", // 5
"breakFanDefense", // 6
"breakSwordDefense", // 7
],
elementBonus: [
"fireBonus", // 0
"iceBonus", // 1
"windBonus", // 2
"lightningBonus", // 3
"earthBonus", // 4
"darknessBonus", // 5
],
elementResistance: [
"fireResistance", // 0
"iceResistance", // 1
"windResistance", // 2
"lightningResistance", // 3
"earthResistance", // 4
"darknessResistance", // 5
],
};
return mapping;
}
function createConstants() {
var constants = {
polymorphPowerTable: [
10, 11, 11, 12, 13, 13, 14, 15, 16, 17, 18, 19, 20, 22, 23, 24, 26, 27,
29, 31, 33, 35, 37, 39, 41, 44, 46, 49, 52, 55, 59, 62, 66, 70, 74, 79,
84, 89, 94, 100, 0,
],
skillPowerTable: [
0, 0.05, 0.06, 0.08, 0.1, 0.12, 0.14, 0.16, 0.18, 0.2, 0.22, 0.24, 0.26,
0.28, 0.3, 0.32, 0.34, 0.36, 0.38, 0.4, 0.5, 0.52, 0.54, 0.56, 0.58, 0.6,
0.63, 0.66, 0.69, 0.72, 0.82, 0.85, 0.88, 0.91, 0.94, 0.98, 1.02, 1.06,
1.1, 1.15, 1.25,
],
marriageTable: {
harmonyEarrings: [4, 5, 6, 8],
loveEarrings: [4, 5, 6, 8],
harmonyBracelet: [4, 5, 6, 8],
loveNecklace: [20, 25, 30, 40],
harmonyNecklace: [12, 16, 20, 30],
},
};
return constants;
}
function createDamageCalculatorInformation() {
var characters = {
unsavedChanges: false,
savedCharacters: {},
currentCharacter: null,
characterCreation: document.getElementById("character-creation"),
addNewCharacterButton: document.getElementById("add-new-character"),
uploadCharacter: document.getElementById("upload-character"),
newCharacterTemplate: document.getElementById("new-character-template")
.children[0],
charactersContainer: document.getElementById("characters-container"),
newMonsterTemplate: document.getElementById("new-monster-template")
.children[0],
monstersContainer: document.getElementById("monsters-container"),
monsterListForm: document.getElementById("monster-list-form"),
searchMonster: document.getElementById("search-monster"),
monsterList: document.getElementById("monster-list"),
saveButton: document.getElementById("save-button"),
classChoice: document.getElementById("class-choice"),
stateChoice: document.getElementById("state-choice"),
polymorphMonster: document.getElementById("polymorph-monster"),
weaponCategory: document.getElementById("weapon-category"),
weaponDisplay: document.getElementById("weapon-display"),
weaponUpgrade: document.getElementById("upgrade-choice"),
randomAttackValue: document.getElementById("random-attack-value"),
randomMagicAttackValue: document.getElementById(
"random-magic-attack-value"
),
lowRankCheckbox: document.getElementById("low-rank"),
playerRankChoice: document.getElementById("player-rank"),
skillContainer: document.getElementById("skill-container"),
};
characters.race = characters.characterCreation.race;
characters.weapon = characters.characterCreation.weapon;
delete characters.newCharacterTemplate.dataset.click;
var savedCharacters = getSavedCharacters();
var savedMonsters = getSavedMonsters();
for (var [pseudo, character] of Object.entries(savedCharacters)) {
characters.savedCharacters[pseudo] = character;
}
characters.savedMonsters = savedMonsters;
var skillContainer = document.getElementById("skill-container");
characters.skillElementsToFilter =
skillContainer.querySelectorAll("[data-class]");
var mapping = createMapping();
var constants = createConstants();
var battle = {
resetAttackType: false,
battleForm: document.getElementById("create-battle"),
attackerSelection: document.getElementById("attacker-selection"),
attackTypeSelection: document.getElementById("attack-type-selection"),
victimSelection: document.getElementById("victim-selection"),
damageResult: document.getElementById("result-damage"),
tableContainer: document.getElementById("result-table-container"),
tableResult: document.getElementById("result-table").children[0],
mapping: mapping,
constants: constants,
};
return [characters, battle];
}
function loadScript(src, callback) {
var script = document.createElement("script");
script.src = src;
function onComplete() {
if (script.parentNode) {
script.parentNode.removeChild(script);
}
callback();
}
document.head.appendChild(script);
script.onload = onComplete;
script.onerror = onComplete;
}
function loadStyle(src) {
var link = document.createElement("link");
link.href = src;
link.rel = "stylesheet";
document.head.appendChild(link);
}
function loading() {
var mainContainer = document.getElementById("hide-all");
var loadingAnimation = document.getElementById("loading-animation");
mainContainer.classList.remove("tabber-noactive");
loadingAnimation.classList.add("tabber-noactive");
}
(function () {
var javascriptSource =
"/index.php?title=Utilisateur:Ankhseram/Calculator.js&action=raw&ctype=text/javascript";
var cssSource =
"/index.php?title=Utilisateur:Ankhseram/Style.css&action=raw&ctype=text/css";
loadStyle(cssSource);
function main() {
var [characters, battle] = createDamageCalculatorInformation();
characterManagement(characters, battle);
monsterManagement(characters, battle);
updateBattleChoice(characters, battle);
createBattle(characters, battle);
loading();
}
loadScript(javascriptSource, main);
})();