updated weapon handedness parameters
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@ -15,11 +15,13 @@ async function init() {
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function update() {
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function update() {
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// get parameters
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// get parameters
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let requireStats = document.getElementById("requirements").checked;
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let requireStats = document.getElementById("requirements").checked;
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let twoHanding = document.getElementById("2handing").checked;
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let oneHandable = document.getElementById("2h-sometimes").checked;
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let twoHanding = document.getElementById("2h-always").checked || oneHandable;
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let allowedInfusions = [...document.getElementsByName("infusion")]
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let allowedInfusions = [...document.getElementsByName("infusion")]
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.filter(elem => elem.checked)
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.filter(elem => elem.checked)
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.map(elem => elem.value);
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.map(elem => elem.value);
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let categories = [...document.getElementsByName("category")].filter(el => el.checked).map(el => el.id);
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let categories = [...document.getElementsByName("category")].filter(el => el.checked).map(el => el.id);
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let onlyBuffable = document.getElementById("buffable").checked;
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// get upgrade level
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// get upgrade level
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let upgraded = document.getElementById("max-upgrade").checked;
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let upgraded = document.getElementById("max-upgrade").checked;
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@ -48,8 +50,10 @@ function update() {
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// filter out weapons that don't fit the current parameters
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// filter out weapons that don't fit the current parameters
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return (
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return (
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(weapon.requirements.every((stat, i) => stat <= stats[i]) || !requireStats) &&
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(weapon.requirements.every((stat, i) => stat <= stats[i]) || !requireStats) &&
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(weapon.requirements[0] <= Math.ceil(stats[0] / 1.5) || !oneHandable) &&
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categories.includes(weapon.category) &&
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categories.includes(weapon.category) &&
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allowedInfusions.some(id => weapon.infusions[id] != undefined)
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allowedInfusions.some(id => weapon.infusions[id] != undefined) &&
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(!onlyBuffable || Object.values(weapon.infusions).some(inf => inf.buffable))
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);
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);
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})
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})
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.map(weapon => {
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.map(weapon => {
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@ -57,7 +61,11 @@ function update() {
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let attackRatings = Object.values(INFUSIONS)
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let attackRatings = Object.values(INFUSIONS)
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.filter(inf => allowedInfusions.includes(inf.id))
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.filter(inf => allowedInfusions.includes(inf.id))
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.map(inf => {
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.map(inf => {
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return weapon.infusions[inf.id] != null ? damage(weapon, INFUSIONS[inf.id], upgraded, stats) : 0;
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return weapon.infusions[inf.id] != null
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? !onlyBuffable || weapon.infusions[inf.id].buffable
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? damage(weapon, INFUSIONS[inf.id], upgraded, stats)
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: 0
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: 0;
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});
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});
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let max = Math.max(0, ...attackRatings);
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let max = Math.max(0, ...attackRatings);
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@ -85,16 +85,33 @@
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</div>
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</div>
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<div>
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<div>
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<span>
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<span>
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<input id="2handing" type="checkbox"
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<input type="checkbox" id="buffable"
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onchange="update()" />
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onchange="update()" />
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<label for="2handing">2-handing (1.5x strength)</label>
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<label for="buffable">Buffable Only</label>
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</span>
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</div>
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<hr>
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<b>Handedness</b>
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<div>
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<span>
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<input type="radio" id="2h-never" name="handedness"
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onchange="update()" checked>
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<label for="2h-never">One-handing</label>
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</span>
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</span>
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</div>
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</div>
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<div>
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<div>
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<span>
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<span>
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<input type="checkbox" id="buffable"
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<input type="radio" id="2h-sometimes" name="handedness"
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onchange="update()" />
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onchange="update()" />
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<label for="buffable">Only Buffable</label>
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<label for="2h-sometimes">Usable
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One-Handed</label>
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</span>
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</div>
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<div>
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<span>
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<input id="2h-always" type="radio" name="handedness"
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onchange="update()" name="two-handing" />
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<label for="2h-always">Two-handing</label>
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</span>
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</span>
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</div>
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</div>
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<hr />
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<hr />
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