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- <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Frameset//EN"
- "http://www.w3.org/TR/xhtml1/DTD/xhtml1-frameset.dtd">
- <html>
- <head>
- <meta charset="utf-8">
- </head>
- <script language="JavaScript">
- function calc(f) {
- if (f.dist.value == "") {
- f.dist.value = 4
- }
- if (f.dist.value == 0) {
- f.dist.value = 1
- }
- var die = 0
- var dice = 0
- var ismelee = 0
- var isblade = 0
- var ispistol = 0
- var isshotgun = 0
- var isburst = 0
- var isexp = 0
- var isproj = 0
- var acc = 0
- var radius = 0
- var type = 0
- var firetime = 0
- var reltime = 0
- var mod = 0
- var clipsize = 1
- var volley = 1
- var consume = 0
- var die2 = 0
- var dice2 = 0
- var ismelee2 = 0
- var isblade2 = 0
- var ispistol2 = 0
- var isburst2 = 0
- var acc2 = 0
- var radius2 = 0
- var type2 = 0
- var firetime2 = 0
- var reltime2 = 0
- var mod2 = 0
- var clipsize2 = 1
- var volley2 = 1
- var consume2 = 0
- var protect = 0
- var melres = 0
- var bulres = 0
- var shpres = 0
- var firres = 0
- var plares = 0
- var acires = 0
- var pmod = 0
- var tmod = 0
- var bmod = 0
- var amod = 0
- var fmod = 0
- var smod = 0
- var finlv = 0
- var soblv = 0
- var rellv = 0
- var eelv = 0
- var soglv = 0
- var brulv = 0
- var isdug = 0
- var thlv = 0
- var dist = 0
- var isber = 0
- var isaomc = 0
- var master = 0
- var i = 0
- var j = 0
- var k = 0
- var l = 0
- var m = 0
- var n = 0
- var p = 0
- var damage = 0
- var totdam = 0
- var dps = 0
- var time = 0
- var totrel = 0
- var accroll = 0
- var losroll = 0
- var accjudge = 0
- // Fists
- if (f.weapon.selectedIndex == 0) {
- die = 1
- dice = 3
- ismelee = 1
- acc = 10
- type = 1
- firetime = 1
- mod = 0
- }
- // Combat knife
- if (f.weapon.selectedIndex == 1) {
- die = 2
- dice = 5
- ismelee = 1
- isblade = 1
- acc = 11
- type = 1
- firetime = 1
- mod = 5
- }
- // Chainsaw
- if (f.weapon.selectedIndex == 2) {
- die = 4
- dice = 6
- ismelee = 1
- acc = 10
- type = 1
- firetime = 1
- mod = 5
- }
- // Chainsword
- if (f.weapon.selectedIndex == 3) {
- die = 8
- dice = 2
- ismelee = 1
- isblade = 1
- acc = 12
- type = 1
- firetime = 1
- mod = 1
- }
- // Piercing combat knife
- if (f.weapon.selectedIndex == 4) {
- die = 2
- dice = 6
- ismelee = 1
- isblade = 1
- acc = 11
- type = 7
- firetime = 1
- mod = 1
- }
- // Piercing chainsaw
- if (f.weapon.selectedIndex == 5) {
- die = 4
- dice = 7
- ismelee = 1
- isblade = 1
- acc = 10
- type = 7
- firetime = 1
- mod = 1
- }
- // Double Chainsaw
- if (f.weapon.selectedIndex == 6) {
- die = 8
- dice = 6
- ismelee = 1
- acc = 8
- type = 1
- firetime = 1
- mod = 1
- }
- // Ripper
- if (f.weapon.selectedIndex == 7) {
- die = 6
- dice = 6
- ismelee = 1
- acc = 6
- type = 1
- firetime = 0.5
- mod = 1
- }
- // Butcher's Cleaver
- if (f.weapon.selectedIndex == 8) {
- die = 5
- dice = 6
- ismelee = 1
- isblade = 1
- acc = 10
- type = 1
- firetime = 1
- mod = 0
- }
- // Mjollnir
- if (f.weapon.selectedIndex == 9) {
- die = 1
- dice = 15
- ismelee = 1
- acc = 10
- type = 1
- firetime = 1
- mod = 0
- }
- // Subtle Knife
- if (f.weapon.selectedIndex == 10) {
- die = 3
- dice = 5
- ismelee = 1
- isblade = 1
- acc = 10
- type = 5
- firetime = 1
- mod = 0
- }
- // Dragonslayer
- if (f.weapon.selectedIndex == 11) {
- die = 9
- dice = 9
- ismelee = 1
- isblade = 1
- acc = 10
- type = 1
- firetime = 1
- mod = 0
- isber = 1
- }
- // Longinus Spear
- if (f.weapon.selectedIndex == 12) {
- die = 8
- dice = 8
- ismelee = 1
- acc = 10
- type = 5
- firetime = 1
- mod = 0
- }
- // Azrael's Scythe
- if (f.weapon.selectedIndex == 13) {
- die = 9
- dice = 9
- ismelee = 1
- acc = 10
- type = 5
- firetime = 1
- mod = 0
- }
- // Pistol
- if (f.weapon.selectedIndex == 15) {
- die = 2
- dice = 4
- ispistol = 1
- acc = 14
- type = 2
- firetime = 1
- reltime = 1.2
- clipsize = 6
- volley = 1
- consume = 1
- mod = 5
- }
- // Blaster
- if (f.weapon.selectedIndex == 16) {
- die = 2
- dice = 4
- ispistol = 1
- acc = 13
- type = 5
- firetime = 1
- reltime = 0
- clipsize = 10
- volley = 1
- consume = 1
- mod = 5
- }
- // Combat pistol
- if (f.weapon.selectedIndex == 17) {
- die = 3
- dice = 3
- ispistol = 1
- acc = 15
- type = 2
- firetime = 1
- reltime = 1.8
- clipsize = 15
- volley = 1
- consume = 1
- mod = 5
- }
- // HIgh power pistol
- if (f.weapon.selectedIndex == 18) {
- die = 2
- dice = 6
- ispistol = 1
- acc = 14
- type = 2
- firetime = 1
- reltime = 1.2
- clipsize = 4
- volley = 1
- consume = 1
- mod = 1
- }
- // High power blaster
- if (f.weapon.selectedIndex == 19) {
- die = 2
- dice = 6
- ispistol = 1
- acc = 13
- type = 5
- firetime = 1
- reltime = 0
- clipsize = 7
- volley = 1
- consume = 1
- mod = 1
- }
- // High power combat pistol
- if (f.weapon.selectedIndex == 20) {
- die = 3
- dice = 5
- ispistol = 1
- acc = 15
- type = 2
- firetime = 1
- reltime = 1.8
- clipsize = 10
- volley = 1
- consume = 1
- mod = 1
- }
- // Demolition pistol
- if (f.weapon.selectedIndex == 21) {
- die = 4
- dice = 2
- ispistol = 1
- acc = 14
- type = 2
- firetime = 1
- reltime = 1.2
- clipsize = 6
- volley = 1
- radius = 1
- consume = 1
- mod = 1
- }
- // Demolition combat pistol
- if (f.weapon.selectedIndex == 22) {
- die = 5
- dice = 2
- ispistol = 1
- acc = 15
- type = 2
- firetime = 1
- reltime = 1.8
- clipsize = 15
- volley = 1
- radius = 1
- consume = 1
- mod = 1
- }
- // Nanomachic pistol
- if (f.weapon.selectedIndex == 23) {
- die = 2
- dice = 4
- ispistol = 1
- acc = 14
- type = 2
- firetime = 1
- reltime = 0
- clipsize = 1
- volley = 1
- consume = 1
- mod = 1
- }
- // Nanomachic blaster
- if (f.weapon.selectedIndex == 24) {
- die = 2
- dice = 4
- ispistol = 1
- acc = 13
- type = 5
- firetime = 1
- reltime = 0
- clipsize = 1
- volley = 1
- consume = 1
- mod = 1
- }
- // Nanomachic combat pistol
- if (f.weapon.selectedIndex == 25) {
- die = 3
- dice = 3
- ispistol = 1
- acc = 15
- type = 2
- firetime = 1
- reltime = 0
- clipsize = 1
- volley = 1
- consume = 1
- mod = 1
- }
- // Speedloader pistol
- if (f.weapon.selectedIndex == 26) {
- die = 2
- dice = 4
- ispistol = 1
- acc = 14
- type = 2
- firetime = 1
- reltime = 0.6
- clipsize = 6
- volley = 1
- consume = 1
- mod = 1
- }
- // Storm bolter pistol
- if (f.weapon.selectedIndex == 27) {
- die = 1
- dice = 8
- ispistol = 1
- acc = 12
- type = 2
- firetime = 0.85
- reltime = 1.2
- clipsize = 9
- volley = 2
- consume = 1
- mod = 1
- }
- // Storm bolter blaster
- if (f.weapon.selectedIndex == 28) {
- die = 1
- dice = 8
- ispistol = 1
- acc = 11
- type = 5
- firetime = 0.85
- reltime = 0
- clipsize = 15
- volley = 2
- consume = 1
- mod = 1
- }
- // Storm bolter combat pistol
- if (f.weapon.selectedIndex == 29) {
- die = 1
- dice = 9
- ispistol = 1
- acc = 13
- type = 2
- firetime = 0.85
- reltime = 1.8
- clipsize = 23
- volley = 2
- consume = 1
- mod = 1
- }
- // Energy pistol
- if (f.weapon.selectedIndex == 30) {
- die = 3
- dice = 4
- ispistol = 1
- acc = 14
- type = 5
- firetime = 1
- reltime = 1.2
- clipsize = 6
- volley = 2
- consume = 1
- mod = 1
- }
- // Energy blaster
- if (f.weapon.selectedIndex == 31) {
- die = 3
- dice = 4
- ispistol = 1
- acc = 13
- type = 5
- firetime = 1
- reltime = 0
- clipsize = 10
- volley = 2
- consume = 1
- mod = 1
- }
- // Energy combat pistol
- if (f.weapon.selectedIndex == 32) {
- die = 4
- dice = 3
- ispistol = 1
- acc = 15
- type = 5
- firetime = 1
- reltime = 1.8
- clipsize = 15
- volley = 2
- consume = 1
- mod = 1
- }
- // Anti-Freak Jackal
- if (f.weapon.selectedIndex == 33) {
- die = 5
- dice = 3
- ispistol = 1
- acc = 14
- type = 4
- firetime = 1
- reltime = 2
- clipsize = 6
- volley = 1
- radius = 1
- consume = 1
- mod = 0
- }
- // Grammaton Cleric Beretta (single)
- if (f.weapon.selectedIndex == 34) {
- die = 2
- dice = 6
- ispistol = 1
- acc = 15
- type = 2
- firetime = 1
- reltime = 2
- clipsize = 18
- volley = 1
- consume = 1
- mod = 0
- }
- // Grammaton Cleric Beretta (semi-auto)
- if (f.weapon.selectedIndex == 35) {
- die = 1
- dice = 8
- ispistol = 1
- isburst = 1
- acc = 13
- type = 2
- firetime = 1
- reltime = 2
- clipsize = 18
- volley = 3
- consume = 1
- mod = 0
- }
- // Grammaton Cleric Beretta (full-auto)
- if (f.weapon.selectedIndex == 36) {
- die = 1
- dice = 7
- ispistol = 1
- isburst = 1
- acc = 11
- type = 2
- firetime = 1
- reltime = 2
- clipsize = 18
- volley = 6
- consume = 1
- mod = 0
- }
- // Trigun
- if (f.weapon.selectedIndex == 37) {
- die = 3
- dice = 6
- ispistol = 1
- acc = 16
- type = 2
- firetime = 0.7
- reltime = 2
- clipsize = 6
- volley = 1
- consume = 1
- mod = 0
- }
- // Shotgun
- if (f.weapon.selectedIndex == 39) {
- die = 8
- dice = 3
- isshotgun = 1
- acc = 10
- type = 3
- firetime = 1
- reltime = 1
- clipsize = 1
- volley = 1
- consume = 1
- mod = 5
- }
- // Combat shotgun
- if (f.weapon.selectedIndex == 40) {
- die = 7
- dice = 3
- isshotgun = 2
- acc = 10
- type = 3
- firetime = 1
- reltime = 6
- clipsize = 5
- volley = 1
- consume = 1
- mod = 5
- }
- // Double shotgun
- if (f.weapon.selectedIndex == 41) {
- die = 9
- dice = 3
- isshotgun = 3
- acc = 10
- type = 3
- firetime = 1
- reltime = 2
- clipsize = 2
- volley = 2
- consume = 1
- mod = 5
- }
- // Assault shotgun
- if (f.weapon.selectedIndex == 42) {
- die = 7
- dice = 3
- isshotgun = 2
- acc = 10
- type = 3
- firetime = 1
- reltime = 6
- clipsize = 6
- volley = 1
- consume = 1
- mod = 5
- }
- // Plasma shotgun
- if (f.weapon.selectedIndex == 43) {
- die = 7
- dice = 3
- isshotgun = 4
- acc = 10
- type = 5
- firetime = 1
- reltime = 2
- clipsize = 30
- volley = 1
- consume = 3
- mod = 5
- }
- // Super shotgun
- if (f.weapon.selectedIndex == 44) {
- die = 8
- dice = 4
- isshotgun = 1
- acc = 10
- type = 3
- firetime = 1
- reltime = 2
- clipsize = 2
- volley = 2
- consume = 1
- mod = 5
- }
- // Elephant gun
- if (f.weapon.selectedIndex == 45) {
- die = 12
- dice = 3
- isshotgun = 1
- acc = 10
- type = 3
- firetime = 1
- reltime = 2.5
- clipsize = 1
- volley = 1
- consume = 1
- mod = 1
- }
- // Tactical shotgun
- if (f.weapon.selectedIndex == 46) {
- die = 8
- dice = 3
- isshotgun = 2
- acc = 10
- type = 3
- firetime = 1
- reltime = 5
- clipsize = 5
- volley = 1
- consume = 1
- mod = 1
- }
- // Focused double shotgun
- if (f.weapon.selectedIndex == 47) {
- die = 8
- dice = 4
- isshotgun = 1
- acc = 10
- type = 3
- firetime = 1
- reltime = 2
- clipsize = 2
- volley = 2
- consume = 1
- mod = 1
- }
- // Plasmatic shotgun
- if (f.weapon.selectedIndex == 48) {
- die = 8
- dice = 3
- isshotgun = 1
- acc = 10
- type = 5
- firetime = 1
- reltime = 1
- clipsize = 1
- volley = 1
- consume = 1
- mod = 1
- }
- // Plasmatic combat shotgun
- if (f.weapon.selectedIndex == 49) {
- die = 7
- dice = 3
- isshotgun = 2
- acc = 10
- type = 5
- firetime = 1
- reltime = 6
- clipsize = 5
- volley = 1
- consume = 1
- mod = 1
- }
- // Plasmatic double shotgun
- if (f.weapon.selectedIndex == 50) {
- die = 9
- dice = 3
- isshotgun = 3
- acc = 10
- type = 5
- firetime = 1
- reltime = 2
- clipsize = 2
- volley = 2
- consume = 1
- mod = 1
- }
- // Plasmatic assault shotgun
- if (f.weapon.selectedIndex == 51) {
- die = 7
- dice = 3
- isshotgun = 2
- acc = 10
- type = 5
- firetime = 1
- reltime = 6
- clipsize = 6
- volley = 1
- consume = 1
- mod = 1
- }
- // Plasmatic super shotgun
- if (f.weapon.selectedIndex == 52) {
- die = 8
- dice = 4
- isshotgun = 1
- acc = 10
- type = 5
- firetime = 1
- reltime = 2
- clipsize = 2
- volley = 2
- consume = 1
- mod = 1
- }
- // Nano shotgun
- if (f.weapon.selectedIndex == 53) {
- die = 5
- dice = 3
- isshotgun = 1
- acc = 10
- type = 7
- firetime = 1
- reltime = 0
- clipsize = 1
- volley = 1
- consume = 1
- mod = 1
- }
- // Nano combat shotgun
- if (f.weapon.selectedIndex == 54) {
- die = 4
- dice = 3
- isshotgun = 2
- acc = 10
- type = 7
- firetime = 1
- reltime = 0
- clipsize = 1
- volley = 1
- consume = 1
- mod = 1
- }
- // Nano double shotgun
- if (f.weapon.selectedIndex == 55) {
- die = 6
- dice = 3
- isshotgun = 3
- acc = 10
- type = 7
- firetime = 1
- reltime = 0
- clipsize = 2
- volley = 2
- consume = 1
- mod = 1
- }
- // Nano assault shotgun
- if (f.weapon.selectedIndex == 56) {
- die = 4
- dice = 3
- isshotgun = 2
- acc = 10
- type = 7
- firetime = 1
- reltime = 0
- clipsize = 1
- volley = 1
- consume = 1
- mod = 1
- }
- // Nano plasma shotgun
- if (f.weapon.selectedIndex == 57) {
- die = 4
- dice = 3
- isshotgun = 4
- acc = 10
- type = 7
- firetime = 1
- reltime = 0
- clipsize = 3
- volley = 1
- consume = 3
- mod = 1
- }
- // Nano super shotgun
- if (f.weapon.selectedIndex == 58) {
- die = 5
- dice = 4
- isshotgun = 1
- acc = 10
- type = 7
- firetime = 1
- reltime = 0
- clipsize = 2
- volley = 2
- consume = 1
- mod = 1
- }
- // Frag Shotgun
- if (f.weapon.selectedIndex == 59) {
- die = 7
- dice = 3
- isshotgun = 2
- acc = 10
- type = 3
- firetime = 1.5
- reltime = 2.5
- clipsize = 16
- volley = 1
- consume = 4
- mod = 0
- }
- // Jackhammer
- if (f.weapon.selectedIndex == 60) {
- die = 8
- dice = 3
- isshotgun = 2
- isburst = 1
- acc = 10
- type = 3
- firetime = 1
- reltime = 2.5
- clipsize = 9
- volley = 3
- consume = 1
- mod = 0
- }
- // Chaingun
- if (f.weapon.selectedIndex == 62) {
- die = 1
- dice = 6
- isburst = 1
- acc = 12
- type = 2
- firetime = 1
- reltime = 2.5
- clipsize = 40
- volley = 4
- consume = 1
- mod = 5
- }
- // Plasma rifle
- if (f.weapon.selectedIndex == 63) {
- die = 1
- dice = 7
- isburst = 1
- acc = 12
- type = 5
- firetime = 1
- reltime = 2
- clipsize = 40
- volley = 6
- consume = 1
- mod = 5
- }
- // Minigun
- if (f.weapon.selectedIndex == 64) {
- die = 1
- dice = 6
- isburst = 1
- acc = 11
- type = 2
- firetime = 1.2
- reltime = 3.5
- clipsize = 200
- volley = 8
- consume = 1
- mod = 5
- }
- // Laser rifle
- if (f.weapon.selectedIndex == 65) {
- die = 1
- dice = 7
- isburst = 1
- acc = 18
- type = 5
- firetime = 1
- reltime = 1.5
- clipsize = 40
- volley = 5
- consume = 1
- mod = 5
- }
- // Tristar blaster
- if (f.weapon.selectedIndex == 66) {
- die = 4
- dice = 5
- isburst = 1
- acc = 15
- type = 5
- firetime = 1
- reltime = 1.5
- clipsize = 45
- volley = 3
- radius = 2
- consume = 5
- mod = 5
- }
- // High power chaingun
- if (f.weapon.selectedIndex == 67) {
- die = 1
- dice = 8
- isburst = 1
- acc = 12
- type = 2
- firetime = 1
- reltime = 2.5
- clipsize = 26
- volley = 4
- consume = 1
- mod = 1
- }
- // High power plasma rifle
- if (f.weapon.selectedIndex == 68) {
- die = 1
- dice = 9
- isburst = 1
- acc = 12
- type = 5
- firetime = 1
- reltime = 2
- clipsize = 26
- volley = 6
- consume = 1
- mod = 1
- }
- // High power minigun
- if (f.weapon.selectedIndex == 69) {
- die = 1
- dice = 8
- isburst = 1
- acc = 11
- type = 2
- firetime = 1.2
- reltime = 3.5
- clipsize = 130
- volley = 8
- consume = 1
- mod = 1
- }
- // High power laser rifle
- if (f.weapon.selectedIndex == 70) {
- die = 1
- dice = 9
- isburst = 1
- acc = 18
- type = 5
- firetime = 1
- reltime = 1.5
- clipsize = 26
- volley = 5
- consume = 1
- mod = 1
- }
- // High power tristar blaster
- if (f.weapon.selectedIndex == 71) {
- die = 4
- dice = 7
- isburst = 1
- acc = 15
- type = 5
- firetime = 1
- reltime = 1.5
- clipsize = 30
- volley = 3
- radius = 2
- consume = 5
- mod = 1
- }
- // Demolition chaingun
- if (f.weapon.selectedIndex == 72) {
- die = 3
- dice = 2
- isburst = 1
- acc = 12
- type = 2
- firetime = 1
- reltime = 2.5
- clipsize = 40
- volley = 4
- radius = 1
- consume = 1
- mod = 1
- }
- // Demolition minigun
- if (f.weapon.selectedIndex == 73) {
- die = 3
- dice = 2
- isburst = 1
- acc = 11
- type = 2
- firetime = 1.2
- reltime = 3.5
- clipsize = 200
- volley = 8
- radius = 1
- consume = 1
- mod = 1
- }
- // Nanomachic chaingun
- if (f.weapon.selectedIndex == 74) {
- die = 1
- dice = 6
- isburst = 1
- acc = 12
- type = 2
- firetime = 1
- reltime = 0
- clipsize = 40
- volley = 4
- consume = 1
- mod = 1
- }
- // Nanomachic plasma rifle
- if (f.weapon.selectedIndex == 75) {
- die = 1
- dice = 7
- isburst = 1
- acc = 12
- type = 5
- firetime = 1
- reltime = 0
- clipsize = 40
- volley = 6
- consume = 1
- mod = 1
- }
- // Nanomachic minigun
- if (f.weapon.selectedIndex == 76) {
- die = 1
- dice = 6
- isburst = 1
- acc = 11
- type = 2
- firetime = 1.2
- reltime = 0
- clipsize = 200
- volley = 8
- consume = 1
- mod = 1
- }
- // Nanomachic laser rifle
- if (f.weapon.selectedIndex == 77) {
- die = 1
- dice = 7
- isburst = 1
- acc = 18
- type = 5
- firetime = 1
- reltime = 0
- clipsize = 40
- volley = 5
- consume = 1
- mod = 1
- }
- // Nanomachic tristar blaster
- if (f.weapon.selectedIndex == 78) {
- die = 4
- dice = 5
- isburst = 1
- acc = 15
- type = 5
- firetime = 1
- reltime = 0
- clipsize = 45
- volley = 3
- radius = 2
- consume = 5
- mod = 1
- }
- // Gatling gun
- if (f.weapon.selectedIndex == 79) {
- die = 1
- dice = 7
- isburst = 1
- acc = 12
- type = 2
- firetime = 1
- reltime = 3
- clipsize = 60
- volley = 6
- consume = 1
- mod = 1
- }
- // Hyperblaster
- if (f.weapon.selectedIndex == 80) {
- die = 2
- dice = 4
- isburst = 1
- acc = 14
- type = 5
- firetime = 0.5
- reltime = 2.5
- clipsize = 40
- volley = 3
- consume = 1
- mod = 1
- }
- // Assault chaingun
- if (f.weapon.selectedIndex == 81) {
- die = 2
- dice = 5
- isburst = 1
- acc = 14
- type = 2
- firetime = 1
- reltime = 1.25
- clipsize = 40
- volley = 2
- consume = 2
- mod = 1
- }
- // Assault plasma rifle
- if (f.weapon.selectedIndex == 82) {
- die = 2
- dice = 6
- isburst = 1
- acc = 14
- type = 5
- firetime = 1
- reltime = 1
- clipsize = 40
- volley = 3
- consume = 2
- mod = 1
- }
- // Assault minigun
- if (f.weapon.selectedIndex == 83) {
- die = 2
- dice = 5
- isburst = 1
- acc = 13
- type = 2
- firetime = 1.2
- reltime = 1.75
- clipsize = 200
- volley = 4
- consume = 2
- mod = 1
- }
- // Assault laser rifle
- if (f.weapon.selectedIndex == 84) {
- die = 2
- dice = 6
- isburst = 1
- acc = 20
- type = 5
- firetime = 1
- reltime = 0.75
- clipsize = 40
- volley = 3
- consume = 2
- mod = 1
- }
- // Burst chaingun
- if (f.weapon.selectedIndex == 85) {
- die = 1
- dice = 8
- isburst = 1
- acc = 10
- type = 2
- firetime = 1
- reltime = 3.75
- clipsize = 80
- volley = 6
- consume = 1
- mod = 1
- }
- // Burst plasma rifle
- if (f.weapon.selectedIndex == 86) {
- die = 1
- dice = 9
- isburst = 1
- acc = 10
- type = 5
- firetime = 1
- reltime = 3
- clipsize = 80
- volley = 8
- consume = 1
- mod = 1
- }
- // Burst minigun
- if (f.weapon.selectedIndex == 87) {
- die = 1
- dice = 8
- isburst = 1
- acc = 9
- type = 2
- firetime = 1.2
- reltime = 5.25
- clipsize = 400
- volley = 10
- consume = 1
- mod = 1
- }
- // Burst laser rifle
- if (f.weapon.selectedIndex == 88) {
- die = 1
- dice = 9
- isburst = 1
- acc = 16
- type = 5
- firetime = 1
- reltime = 2.25
- clipsize = 80
- volley = 5
- consume = 1
- mod = 1
- }
- // BFG 10K
- if (f.weapon.selectedIndex == 89) {
- die = 6
- dice = 4
- isburst = 1
- acc = 13
- type = 5
- firetime = 1
- reltime = 2
- clipsize = 50
- volley = 5
- radius = 2
- consume = 5
- mod = 1
- }
- // Railgun
- if (f.weapon.selectedIndex == 90) {
- die = 8
- dice = 8
- acc = 22
- type = 5
- firetime = 1.5
- reltime = 2
- clipsize = 40
- volley = 1
- consume = 5
- mod = 1
- }
- // Mega Buster(bullet)
- if (f.weapon.selectedIndex == 91) {
- die = 1
- dice = 8
- isburst = 1
- acc = 12
- type = 2
- firetime = 1
- reltime = 3.5
- clipsize = 60
- volley = 3
- consume = 1.66666
- mod = 0
- }
- // Mega Buster(acid)
- if (f.weapon.selectedIndex == 92) {
- die = 4
- dice = 2
- isburst = 1
- acc = 11
- type = 6
- firetime = 1
- reltime = 3.5
- clipsize = 60
- volley = 3
- consume = 1.66666
- mod = 0
- }
- // Mega Buster(fire)
- if (f.weapon.selectedIndex == 93) {
- die = 4
- dice = 2
- isburst = 1
- acc = 12
- type = 4
- firetime = 1
- reltime = 3.5
- clipsize = 60
- volley = 3
- consume = 1.66666
- mod = 0
- }
- // Mega Buster(plasma)
- if (f.weapon.selectedIndex == 94) {
- die = 1
- dice = 10
- isburst = 1
- acc = 10
- type = 5
- firetime = 1
- reltime = 3.5
- clipsize = 60
- volley = 3
- consume = 1.66666
- mod = 0
- }
- // Rocket launcher
- if (f.weapon.selectedIndex == 96) {
- die = 6
- dice = 6
- isexp = 1
- acc = 14
- type = 4
- firetime = 1
- reltime = 1.5
- clipsize = 1
- volley = 1
- radius = 4
- consume = 1
- mod = 5
- }
- // Missile launcher
- if (f.weapon.selectedIndex == 97) {
- die = 6
- dice = 6
- isexp = 1
- acc = 20
- type = 4
- firetime = 0.8
- reltime = 4.8
- clipsize = 4
- volley = 1
- radius = 3
- consume = 1
- mod = 5
- }
- // Napalm launcher
- if (f.weapon.selectedIndex == 98) {
- die = 7
- dice = 7
- isexp = 1
- acc = 20
- type = 4
- firetime = 0.8
- reltime = 1.2
- clipsize = 1
- volley = 1
- radius = 2
- consume = 1
- mod = 5
- }
- // Micro launcher
- if (f.weapon.selectedIndex == 99) {
- die = 5
- dice = 5
- isexp = 1
- acc = 17
- type = 4
- firetime = 0.8
- reltime = 0.8
- clipsize = 1
- volley = 1
- radius = 3
- consume = 1
- mod = 1
- }
- // Tactical rocket launcher
- if (f.weapon.selectedIndex == 100) {
- die = 6
- dice = 6
- isexp = 1
- acc = 14
- type = 4
- firetime = 1.0
- reltime = 0.8
- clipsize = 5
- volley = 1
- radius = 2
- consume = 1
- mod = 1
- }
- // Nanomachic rocket launcher
- if (f.weapon.selectedIndex == 101) {
- die = 6
- dice = 6
- isexp = 1
- acc = 14
- type = 4
- firetime = 1
- reltime = 0
- clipsize = 1
- volley = 1
- radius = 4
- consume = 1
- mod = 1
- }
- // Nanomachic missile launcher
- if (f.weapon.selectedIndex == 102) {
- die = 6
- dice = 6
- isexp = 1
- acc = 20
- type = 4
- firetime = 0.8
- reltime = 0
- clipsize = 4
- volley = 1
- radius = 3
- consume = 1
- mod = 1
- }
- // Nanomachic napalm launcher
- if (f.weapon.selectedIndex == 103) {
- die = 7
- dice = 7
- isexp = 1
- acc = 20
- type = 4
- firetime = 0.8
- reltime = 0
- clipsize = 1
- volley = 1
- radius = 2
- consume = 1
- mod = 1
- }
- // Revenant's launcher
- if (f.weapon.selectedIndex == 104) {
- die = 7
- dice = 6
- isexp = 1
- isproj = 1
- acc = 16
- type = 4
- firetime = 1
- reltime = 1.4
- clipsize = 1
- volley = 1
- radius = 3
- consume = 1
- mod = 0
- }
- // BFG 9000
- if (f.weapon.selectedIndex == 106) {
- die = 10
- dice = 8
- isexp = 1
- isproj = 1
- acc = 15
- type = 5
- firetime = 1
- reltime = 2
- clipsize = 100
- volley = 1
- radius = 10
- consume = 40
- mod = 5
- }
- // nuclear BFG 9000
- if (f.weapon.selectedIndex == 107) {
- die = 8
- dice = 6
- isexp = 1
- isproj = 1
- acc = 15
- type = 5
- firetime = 1.5
- reltime = 20
- clipsize = 40
- volley = 1
- radius = 7
- consume = 40
- mod = 5
- }
- // High power BFG 9000
- if (f.weapon.selectedIndex == 108) {
- die = 10
- dice = 10
- isexp = 1
- isproj = 1
- acc = 15
- type = 5
- firetime = 1
- reltime = 2
- clipsize = 65
- volley = 1
- radius = 10
- consume = 40
- mod = 1
- }
- // VBFG 9000
- if (f.weapon.selectedIndex == 109) {
- die = 10
- dice = 8
- isexp = 1
- isproj = 1
- acc = 15
- type = 5
- firetime = 1
- reltime = 2
- clipsize = 150
- volley = 1
- radius = 12
- consume = 60
- mod = 1
- }
- // nuclear VBFG 9000
- if (f.weapon.selectedIndex == 110) {
- die = 8
- dice = 8
- isexp = 1
- isproj = 1
- acc = 15
- type = 5
- firetime = 1.5
- reltime = 30
- clipsize = 60
- volley = 1
- radius = 12
- consume = 60
- mod = 1
- }
- // Biggest fucking gun
- if (f.weapon.selectedIndex == 111) {
- die = 20
- dice = 12
- isexp = 1
- isproj = 1
- acc = 15
- type = 5
- firetime = 1
- reltime = 2
- clipsize = 250
- volley = 1
- radius = 16
- consume = 100
- mod = 1
- }
- // Biggest fucking nuclear gun
- if (f.weapon.selectedIndex == 112) {
- die = 16
- dice = 12
- isexp = 1
- isproj = 1
- acc = 15
- type = 5
- firetime = 1
- reltime = 50
- clipsize = 100
- volley = 1
- radius = 16
- consume = 100
- mod = 1
- }
- // Acid Spitter
- if (f.weapon.selectedIndex == 114) {
- die = 10
- dice = 10
- isexp = 1
- acc = 15
- type = 6
- firetime = 0.8
- reltime = 17
- clipsize = 10
- volley = 1
- radius = 3
- consume = 10
- mod = 0
- }
- // Charch's Null Pointer
- if (f.weapon.selectedIndex == 115) {
- die = 10
- dice = 1
- acc = 16
- type = 5
- firetime = 1
- reltime = 2
- clipsize = 60
- volley = 1
- radius = 1
- consume = 10
- mod = 0
- }
- // Combat knife
- if (f.weapon2.selectedIndex == 0) {
- die2 = 2
- dice2 = 5
- ismelee2 = 1
- isblade2 = 1
- acc2 = 11
- type2 = 1
- firetime2 = 1
- mod2 = 5
- }
- // Chainsword
- if (f.weapon2.selectedIndex == 1) {
- die2 = 8
- dice2 = 2
- ismelee2 = 1
- isblade2 = 1
- acc2 = 12
- type2 = 1
- firetime2 = 1
- mod2 = 1
- }
- // Piercing combat knife
- if (f.weapon2.selectedIndex == 2) {
- die2 = 2
- dice2 = 6
- ismelee2 = 1
- isblade2 = 1
- acc2 = 11
- type2 = 7
- firetime2 = 1
- mod2 = 1
- }
- // Butcher's Cleaver
- if (f.weapon2.selectedIndex == 3) {
- die2 = 5
- dice2 = 6
- ismelee2 = 1
- isblade2 = 1
- acc2 = 10
- type2 = 1
- firetime2 = 1
- mod2 = 0
- }
- // Subtle Knife
- if (f.weapon2.selectedIndex == 4) {
- die2 = 3
- dice2 = 5
- ismelee2 = 1
- isblade2 = 1
- acc2 = 10
- type2 = 5
- firetime2 = 1
- mod2 = 0
- }
- // Pistol
- if (f.weapon2.selectedIndex == 5) {
- die2 = 2
- dice2 = 4
- ispistol2 = 1
- acc2 = 14
- type2 = 2
- firetime2 = 1
- reltime2 = 1.2
- clipsize2 = 6
- volley2 = 1
- consume2 = 1
- mod2 = 5
- }
- // Blaster
- if (f.weapon2.selectedIndex == 6) {
- die2 = 2
- dice2 = 4
- ispistol2 = 1
- acc2 = 13
- type2 = 5
- firetime2 = 1
- reltime2 = 0
- clipsize2 = 10
- volley2 = 1
- consume2 = 1
- mod2 = 5
- }
- // Combat pistol
- if (f.weapon2.selectedIndex == 7) {
- die2 = 3
- dice2 = 3
- ispistol2 = 1
- acc2 = 15
- type2 = 2
- firetime2 = 1
- reltime2 = 1.8
- clipsize2 = 15
- volley2 = 1
- consume2 = 1
- mod2 = 5
- }
- // HIgh power pistol
- if (f.weapon2.selectedIndex == 8) {
- die2 = 2
- dice2 = 6
- ispistol2 = 1
- acc2 = 14
- type2 = 2
- firetime2 = 1
- reltime2 = 1.2
- clipsize2 = 4
- volley2 = 1
- consume2 = 1
- mod2 = 1
- }
- // High power blaster
- if (f.weapon2.selectedIndex == 9) {
- die2 = 2
- dice2 = 6
- ispistol2 = 1
- acc2 = 13
- type2 = 5
- firetime2 = 1
- reltime2 = 0
- clipsize2 = 7
- volley2 = 1
- consume2 = 1
- mod2 = 1
- }
- // High power combat pistol
- if (f.weapon2.selectedIndex == 10) {
- die2 = 3
- dice2 = 5
- ispistol2 = 1
- acc2 = 15
- type2 = 2
- firetime2 = 1
- reltime2 = 1.8
- clipsize2 = 10
- volley2 = 1
- consume2 = 1
- mod2 = 1
- }
- // Demolition pistol
- if (f.weapon2.selectedIndex == 11) {
- die2 = 4
- dice2 = 2
- ispistol2 = 1
- acc2 = 14
- type2 = 2
- firetime2 = 1
- reltime2 = 1.2
- clipsize2 = 6
- volley2 = 1
- radius2 = 1
- consume2 = 1
- mod2 = 1
- }
- // Demolition combat pistol
- if (f.weapon2.selectedIndex == 12) {
- die2 = 5
- dice2 = 2
- ispistol2 = 1
- acc2 = 15
- type2 = 2
- firetime2 = 1
- reltime2 = 1.8
- clipsize2 = 15
- volley2 = 1
- radius2 = 1
- consume2 = 1
- mod2 = 1
- }
- // Nanomachic pistol
- if (f.weapon2.selectedIndex == 13) {
- die2 = 2
- dice2 = 4
- ispistol2 = 1
- acc2 = 14
- type2 = 2
- firetime2 = 1
- reltime2 = 0
- clipsize2 = 1
- volley2 = 1
- consume2 = 1
- mod2 = 1
- }
- // Nanomachic blaster
- if (f.weapon2.selectedIndex == 14) {
- die2 = 2
- dice2 = 4
- ispistol2 = 1
- acc2 = 13
- type2 = 5
- firetime2 = 1
- reltime2 = 0
- clipsize2 = 1
- volley2 = 1
- consume2 = 1
- mod2 = 1
- }
- // Nanomachic combat pistol
- if (f.weapon2.selectedIndex == 15) {
- die2 = 3
- dice2 = 3
- ispistol2 = 1
- acc2 = 15
- type2 = 2
- firetime2 = 1
- reltime2 = 0
- clipsize2 = 1
- volley2 = 1
- consume2 = 1
- mod2 = 1
- }
- // Speedloader pistol
- if (f.weapon2.selectedIndex == 16) {
- die2 = 2
- dice2 = 4
- ispistol2 = 1
- acc2 = 14
- type2 = 2
- firetime2 = 1
- reltime2 = 0.6
- clipsize2 = 6
- volley2 = 1
- consume2 = 1
- mod2 = 1
- }
- // Storm bolter pistol
- if (f.weapon2.selectedIndex == 17) {
- die2 = 1
- dice2 = 8
- ispistol2 = 1
- acc2 = 12
- type2 = 2
- firetime2 = 0.85
- reltime2 = 1.2
- clipsize2 = 9
- volley2 = 2
- consume2 = 1
- mod2 = 1
- }
- // Storm bolter blaster
- if (f.weapon2.selectedIndex == 18) {
- die2 = 1
- dice2 = 8
- ispistol2 = 1
- acc2 = 11
- type2 = 5
- firetime2 = 0.85
- reltime2 = 0
- clipsize2 = 15
- volley2 = 2
- consume2 = 1
- mod2 = 1
- }
- // Storm bolter combat pistol
- if (f.weapon2.selectedIndex == 19) {
- die2 = 1
- dice2 = 9
- ispistol2 = 1
- acc2 = 13
- type2 = 2
- firetime2 = 0.85
- reltime2 = 1.8
- clipsize2 = 23
- volley2 = 2
- consume2 = 1
- mod2 = 1
- }
- // Energy pistol
- if (f.weapon2.selectedIndex == 20) {
- die2 = 3
- dice2 = 4
- ispistol2 = 1
- acc2 = 14
- type2 = 5
- firetime2 = 1
- reltime2 = 1.2
- clipsize2 = 6
- volley2 = 2
- consume2 = 1
- mod2 = 1
- }
- // Energy blaster
- if (f.weapon2.selectedIndex == 21) {
- die2 = 3
- dice2 = 4
- ispistol2 = 1
- acc2 = 13
- type2 = 5
- firetime2 = 1
- reltime2 = 0
- clipsize2 = 10
- volley2 = 2
- consume2 = 1
- mod2 = 1
- }
- // Energy combat pistol
- if (f.weapon2.selectedIndex == 22) {
- die2 = 4
- dice2 = 3
- ispistol2 = 1
- acc2 = 15
- type2 = 5
- firetime2 = 1
- reltime2 = 1.8
- clipsize2 = 15
- volley2 = 2
- consume2 = 1
- mod2 = 1
- }
- // Anti-Freak Jackal
- if (f.weapon2.selectedIndex == 23) {
- die2 = 5
- dice2 = 3
- ispistol2 = 1
- acc2 = 14
- type2 = 4
- firetime2 = 1
- reltime2 = 2
- clipsize2 = 6
- volley2 = 1
- radius2 = 1
- consume2 = 1
- mod2 = 0
- }
- // Grammaton Cleric Beretta (single)
- if (f.weapon2.selectedIndex == 24) {
- die2 = 2
- dice2 = 6
- ispistol2 = 1
- isburst2 = 1
- acc2 = 15
- type2 = 2
- firetime2 = 1
- reltime2 = 2
- clipsize2 = 18
- volley2 = 1
- consume2 = 1
- mod2 = 0
- }
- // Grammaton Cleric Beretta (semi-auto)
- if (f.weapon2.selectedIndex == 25) {
- die2 = 1
- dice2 = 8
- ispistol2 = 1
- isburst2 = 1
- acc2 = 13
- type2 = 2
- firetime2 = 1
- reltime2 = 2
- clipsize2 = 18
- volley2 = 3
- consume2 = 1
- mod2 = 0
- }
- // Grammaton Cleric Beretta (full-auto)
- if (f.weapon2.selectedIndex == 26) {
- die2 = 1
- dice2 = 7
- ispistol2 = 1
- acc2 = 11
- type2 = 2
- firetime2 = 1
- reltime2 = 2
- clipsize2 = 18
- volley2 = 6
- consume2 = 1
- mod2 = 0
- }
- // Trigun
- if (f.weapon2.selectedIndex == 27) {
- die2 = 3
- dice2 = 6
- ispistol2 = 1
- acc2 = 16
- type2 = 2
- firetime2 = 0.7
- reltime2 = 2
- clipsize2 = 6
- volley2 = 1
- consume2 = 1
- mod2 = 0
- }
- finlv = f.fin.selectedIndex
- soblv = f.sob.selectedIndex
- rellv = f.rel.selectedIndex
- eelv = f.ee.selectedIndex
- soglv = f.sog.selectedIndex
- brulv = f.bru.selectedIndex
- if (f.dg.checked == true) {
- isdug = 1
- }
- thlv = f.th.selectedIndex
- dist = f.dist.value
- if (f.ber.checked == true) {
- isber = 1
- }
- if (f.aomc.checked == true) {
- isaomc = 1
- }
- if (f.none.checked == true) {
- master = 0
- }
- if (f.mmb.checked == true) {
- master = 1
- }
- if (f.mbd.checked == true) {
- master = 2
- }
- if (f.mss.checked == true) {
- master = 3
- }
- if (f.mad.checked == true) {
- master = 4
- }
- if (f.msh.checked == true) {
- master = 5
- }
- if (f.mac.checked == true) {
- master = 6
- }
- if (f.mce.checked == true) {
- master = 7
- }
- if (master == 1) {
- if (eelv >= 1) {
- alert("Some of traits are blocked.");
- return;
- }
- }
- if (master == 2) {
- if (eelv >= 1) {
- alert("Some of traits are blocked.");
- return;
- }
- }
- if (master == 3) {
- if ((soglv >= 1) || (eelv >= 1)) {
- alert("Some of traits are blocked.");
- return;
- }
- }
- if (master == 4) {
- if (mod == 1) {
- mod = 0
- }
- if (mod == 5) {
- mod = 1
- }
- if ((finlv >= 1) || (eelv >= 1)) {
- alert("Some of traits are blocked.");
- return;
- }
- }
- if (master == 5) {
- if ((soblv >= 1) || (eelv >= 1)) {
- alert("Some of traits are blocked.");
- return;
- }
- }
- if (master == 6) {
- if (eelv >= 1) {
- alert("Some of traits are blocked.");
- return;
- }
- }
- if (master == 7) {
- if (rellv >= 1) {
- alert("Some of traits are blocked.");
- return;
- }
- }
- pmod = f.pow.selectedIndex
- tmod = f.tec.selectedIndex
- bmod = f.bul.selectedIndex
- amod = f.agi.selectedIndex
- fmod = f.fir.selectedIndex
- smod = f.sni.selectedIndex
- if ((pmod + tmod + bmod + amod + fmod + smod) > mod) {
- alert("Too many mods are implemented.");
- return;
- }
- pmod2 = f.pow2.selectedIndex
- tmod2 = f.tec2.selectedIndex
- bmod2 = f.bul2.selectedIndex
- amod2 = f.agi2.selectedIndex
- fmod2 = f.fir2.selectedIndex
- smod2 = f.sni2.selectedIndex
- if ((pmod2 + tmod2 + bmod2 + amod2 + fmod2 + smod2) > mod2) {
- alert("Too many mods are implemented.");
- return;
- }
- // Former human/sergeant/captain
- if (f.enemy.selectedIndex == 0) {}
- // Imp
- if (f.enemy.selectedIndex == 1) {
- firres = 25
- }
- // Nightmare imp
- if (f.enemy.selectedIndex == 2) {
- firres = 50
- }
- // Lost soul
- if (f.enemy.selectedIndex == 3) {
- bulres = 50
- firres = 75
- }
- // Cacodemon/Pain elemental
- if (f.enemy.selectedIndex == 4) {
- protect = 1
- }
- // Hell knight
- if (f.enemy.selectedIndex == 5) {
- protect = 1
- acidres = 50
- }
- // Demons, etc
- if (f.enemy.selectedIndex == 6) {
- protect = 2
- }
- // Arachnotron
- if (f.enemy.selectedIndex == 7) {
- protect = 2
- melres = -100
- }
- // Baron of hell/Bruiser
- if (f.enemy.selectedIndex == 8) {
- protect = 2
- acidres = 50
- }
- // Revenant
- if (f.enemy.selectedIndex == 9) {
- protect = 2
- bulres = 50
- firres = 25
- }
- // Nightmare demon/archvile/Shambler
- if (f.enemy.selectedIndex == 10) {
- protect = 3
- }
- // Elite former human
- if (f.enemy.selectedIndex == 11) {
- protect = 3
- bulres = 15
- shpres = 15
- }
- // Elite former sergeant
- if (f.enemy.selectedIndex == 12) {
- protect = 4
- plares = 20
- }
- // Arena Master/SMM
- if (f.enemy.selectedIndex == 13) {
- protect = 2
- }
- // Agony Elemental/Cyberdemon
- if (f.enemy.selectedIndex == 14) {
- protect = 4
- }
- // Lava elemental
- if (f.enemy.selectedIndex == 15) {
- protect = 5
- }
- // Angel of Death
- if (f.enemy.selectedIndex == 16) {
- protect = 10
- }
- for (k = 1; k <= pmod; k++) {
- if (ismelee == 1) {
- dice = dice + 1
- } else {
- if (dice >= die) {
- dice = dice + 1
- } else {
- die = die + 1
- }
- }
- }
- for (k = 1; k <= tmod; k++) {
- firetime = 0.85 * firetime
- }
- for (k = 1; k <= bmod; k++) {
- if (ismelee == 1) {
- die = die + 1
- } else {
- if (clipsize > 2) {
- clipsize = Math.floor(1.3 * clipsize)
- } else {
- reltime = 0.75 * reltime
- }
- }
- }
- for (k = 1; k <= amod; k++) {
- acc = acc + 1
- }
- if (ismelee == 1) {
- dist = 1
- f.dist.value = 1
- } else {
- if (smod < 1) {
- if (master == 7) {
- if (dist <= 10) {
- acc = acc - Math.floor(dist / 3)
- } else {
- acc = acc - Math.floor((dist - 10) * 2 / 3) - 3
- }
- } else {
- if (dist <= 8) {
- acc = acc - Math.floor(dist / 3)
- } else {
- acc = acc - Math.floor((dist - 8) * 2 / 3) - 3
- }
- }
- }
- }
- if (isburst == 1) {
- volley = volley + 2 * fmod
- } else {
- if (radius >= 3) {
- radius = radius + 2 * fmod
- }
- }
- for (k = 1; k <= pmod2; k++) {
- if (ismelee2 == 1) {
- dice2 = dice2 + 1
- } else {
- if (dice2 >= die2) {
- dice2 = dice2 + 1
- } else {
- die2 = die2 + 1
- }
- }
- }
- for (k = 1; k <= tmod2; k++) {
- firetime2 = 0.85 * firetime2
- }
- for (k = 1; k <= bmod2; k++) {
- if (ismelee2 == 1) {
- die2 = die2 + 1
- } else {
- if (clipsize2 > 2) {
- clipsize2 = Math.floor(1.3 * clipsize2)
- } else {
- reltime2 = 0.75 * reltime2
- }
- }
- }
- for (k = 1; k <= amod2; k++) {
- acc2 = acc2 + 1
- }
- if ((ismelee2 == 1) && (ismelee == 1)) {
- dist = 1
- f.dist.value = 1
- } else {
- if (smod2 < 1) {
- if (master == 7) {
- if (dist <= 10) {
- acc2 = acc2 - Math.floor(dist / 3)
- } else {
- acc2 = acc2 - Math.floor((dist - 10) * 2 / 3) - 3
- }
- } else {
- if (dist <= 8) {
- acc2 = acc2 - Math.floor(dist / 3)
- } else {
- acc2 = acc2 - Math.floor((dist - 8) * 2 / 3) - 3
- }
- }
- }
- }
- if (isburst2 == 1) {
- volley2 = volley2 + 2 * fmod2
- } else {
- if (radius2 >= 3) {
- radius2 = radius2 + 2 * fmod2
- }
- }
- firetime = (1 - 0.15 * finlv) * firetime
- firetime2 = (1 - 0.15 * finlv) * firetime2
- reltime = (1 - 0.2 * rellv) * reltime
- reltime2 = (1 - 0.2 * rellv) * reltime2
- acc = acc + 2 * eelv
- acc2 = acc2 + 2 * eelv
- if (ispistol == 1) {
- firetime = (1 - 0.2 * soglv) * firetime
- }
- if ((master == 5) && (isshotgun > 0)) {
- firetime = firetime / 3
- }
- if (ispistol2 == 1) {
- firetime2 = (1 - 0.2 * soglv) * firetime2
- }
- if (firetime <= 0.1) {
- firetime = 0.1
- }
- if (firetime2 <= 0.1) {
- firetime2 = 0.1
- }
- if (ismelee == 1) {
- acc = acc + 2 * brulv
- }
- if (ismelee2 == 1) {
- acc2 = acc2 + 2 * brulv
- }
- if (isaomc == 1) {
- acc = acc + 12
- acc2 = acc2 + 12
- }
- if (isburst == 1) {
- volley = volley + thlv
- }
- if (isburst2 == 1) {
- volley2 = volley2 + thlv
- }
- if ((master == 2) && (ispistol == 1)) {
- firetime = firetime * (1 + 0.5 * (thlv / volley))
- volley = volley + thlv
- }
- if ((master == 2) && (ispistol2 == 1)) {
- firetime2 = firetime2 * (1 + 0.5 * (thlv / volley))
- volley2 = volley2 + thlv
- }
- var count = 10000
- var hitcount = 0
- for (j = 0; j < count; j++) {
- for (l = 0; l < volley; l++) {
- damage = 0
- accroll = 0
- accjudge = 0
- losroll = 0
- for (k = 1; k <= 3; k++) {
- accroll = accroll + Math.floor(1 + (6 * Math.random()));
- }
- if (smod == 2) {
- losroll = 1
- } else {
- if (master == 7) {
- if (dist <= 10) {
- losroll = 1
- } else {
- if (Math.random() < 0.5) {
- losroll = 1
- } else {
- losroll = 0
- }
- }
- } else {
- if (dist <= 8) {
- losroll = 1
- } else {
- if (Math.random() < 0.5) {
- losroll = 1
- } else {
- losroll = 0
- }
- }
- }
- }
- if ((isshotgun == 0) && ((((accroll <= acc) || (accroll <= 4)) && (accroll <= 16)) && (losroll == 1))) {
- accjudge = 1
- }
- if (((isshotgun == 1) || (isshotgun == 2) || (isshotgun == 4)) && (dist <= 15)) {
- accjudge = 1
- }
- if ((isshotgun == 3) && (dist <= 8)) {
- accjudge = 1
- }
- if (isproj == 1) {
- accjudge = 1
- }
- if (accjudge == 1) {
- hitcount = hitcount + 1
- for (i = 1; i <= die; i++) {
- if (isaomc == 0) {
- damage = damage + Math.floor(1 + (dice * Math.random()));
- }
- if ((isaomc == 1) || ((ispistol == 1) && (master == 3))) {
- damage = damage + dice
- }
- }
- damage = damage + soblv
- if (ispistol == 1) {
- damage = damage + soglv
- }
- if (ismelee == 1) {
- damage = damage + 3 * brulv
- }
- if ((isber == 1) && (ismelee == 1)) {
- damage = damage * 2
- }
- if (isshotgun == 1) {
- damage = damage * (1 - 0.07 * dist)
- }
- if ((isshotgun == 2) || (isshotgun == 4)) {
- damage = damage * (1 - 0.05 * dist)
- }
- if (isshotgun == 3) {
- damage = damage * (1 - 0.1 * dist)
- }
- if (type == 1) {
- damage = damage * (1 - 0.01 * melres)
- damage = damage - parseInt(protect);
- }
- if (type == 2) {
- damage = damage * (1 - 0.01 * bulres)
- damage = damage - parseInt(protect);
- }
- if (type == 3) {
- if (master != 4) {
- damage = damage * (1 - 0.01 * shpres)
- damage = damage - 2 * parseInt(protect);
- }
- }
- if (type == 4) {
- damage = damage * (1 - 0.01 * firres)
- damage = damage - parseInt(protect);
- }
- if (type == 5) {
- damage = damage * (1 - 0.01 * plares)
- damage = damage - Math.floor(parseInt(protect) / 2);
- }
- if (type == 6) {
- damage = damage * (1 - 0.01 * acires)
- damage = damage - parseInt(protect);
- }
- damage = Math.floor(damage)
- if (damage <= 1) {
- damage = 1
- }
- totdam = totdam + damage
- }
- }
- if (((isdug == 1) && (ispistol == 1) && (ispistol2 == 1)) || ((isblade == 1) && (isblade2 == 1) && (master == 1))) {
- for (m = 0; m < volley2; m++) {
- damage = 0
- accroll = 0
- losroll = 0
- for (n = 1; n <= 3; n++) {
- accroll = accroll + Math.floor(1 + (6 * Math.random()));
- }
- if (smod2 == 2) {
- losroll = 1
- } else {
- if (master == 7) {
- if (dist <= 10) {
- losroll = 1
- } else {
- if (Math.random() < 0.5) {
- losroll = 1
- } else {
- losroll = 0
- }
- }
- } else {
- if (dist <= 8) {
- losroll = 1
- } else {
- if (Math.random() < 0.5) {
- losroll = 1
- } else {
- losroll = 0
- }
- }
- }
- }
- if (((((accroll <= acc2) || (accroll <= 4)) && (accroll <= 16)) && (losroll == 1)) || (radius2 >= 1)) {
- hitcount = hitcount + 1
- for (p = 1; p <= die2; p++) {
- if (isaomc == 0) {
- damage = damage + Math.floor(1 + (dice2 * Math.random()));
- }
- if ((isaomc == 1) || ((ispistol2 == 1) && (master == 3))) {
- damage = damage + dice2
- }
- }
- damage = damage + soblv
- if (ispistol2 == 1) {
- damage = damage + soglv
- }
- if (ismelee2 == 1) {
- damage = damage + 3 * brulv
- }
- if ((isber == 1) && (ismelee2 == 1)) {
- damage = damage * 2
- }
- if (type2 == 1) {
- damage = damage * (1 - 0.01 * melres)
- damage = damage - parseInt(protect);
- }
- if (type2 == 2) {
- damage = damage * (1 - 0.01 * bulres)
- damage = damage - parseInt(protect);
- }
- if (type2 == 3) {
- damage = damage * (1 - 0.01 * shpres)
- damage = damage - 2 * parseInt(protect);
- }
- if (type2 == 4) {
- damage = damage * (1 - 0.01 * firres)
- damage = damage - parseInt(protect);
- }
- if (type2 == 5) {
- damage = damage * (1 - 0.01 * plares)
- damage = damage - Math.floor(parseInt(protect) / 2);
- }
- if (type2 == 6) {
- damage = damage * (1 - 0.01 * acires)
- damage = damage - parseInt(protect);
- }
- damage = Math.floor(damage)
- if (damage <= 1) {
- damage = 1
- }
- totdam = totdam + damage
- }
- }
- }
- if ((isdug == 1) && (ispistol == 1) && (ispistol2 == 1)) {
- time = time + (firetime + firetime2) * 0.6
- } else {
- time = time + firetime
- }
- }
- if (((isdug == 1) && (ispistol == 1) && (ispistol2 == 1)) || ((isblade == 1) && (isblade2 == 1) && (master == 1))) {
- hitcount = hitcount / (count * (volley + volley2))
- } else {
- hitcount = hitcount / (count * volley)
- }
- if ((isdug == 1) && (ispistol == 1) && (ispistol2 == 1)) {
- if (master != 6) {
- totrel = (reltime + reltime2) * Math.max((consume * volley * count / clipsize), (consume2 * volley2 * count / clipsize2))
- } else {
- if (isburst == 1) {
- if (isburst2 == 1) {
- totrel = (reltime + reltime2) * Math.max((consume * count / clipsize), (consume2 * count / clipsize2))
- } else {
- totrel = (reltime + reltime2) * Math.max((consume * count / clipsize), (consume2 * volley2 * count / clipsize2))
- }
- } else {
- if (isburst2 == 1) {
- totrel = (reltime + reltime2) * Math.max((consume * volley * count / clipsize), (consume2 * count / clipsize2))
- } else {
- totrel = (reltime + reltime2) * Math.max((consume * volley * count / clipsize), (consume2 * volley2 * count / clipsize2))
- }
- }
- }
- } else {
- if (master != 6) {
- totrel = reltime * consume * volley * count / clipsize
- } else {
- if (isburst == 1) {
- totrel = reltime * consume * count / clipsize
- } else {
- totrel = reltime * consume * volley * count / clipsize
- }
- }
- }
- dps = totdam / (time + totrel);
- result = "Total damage : "
- result += totdam
- result += " (Accuracy "
- result += hitcount * 100
- result += "%) <br>Total fire time : "
- result += time
- result += "s<br>Total reload time : "
- result += totrel
- result += "s<br>DPS : "
- result += dps
- Result.innerHTML = result
- }
- </script>
- <form>
- <br> Weapon :
- <select name="weapon">
- <option>Fists</option>
- <option>Combat knife</option>
- <option>Chainsaw</option>
- <option>Chainsword</option>
- <option>Piercing combat knife</option>
- <option>Piercing chainsaw</option>
- <option>Double chainsaw</option>
- <option>Ripper</option>
- <option>Butcher's Cleaver</option>
- <option>Mjollnir</option>
- <option>Subtle Knife</option>
- <option>Dragonslayer (+berserk)</option>
- <option>Longinus Spear</option>
- <option>Azrael's Scythe</option>
- <option>---------------------</option>
- <option>Pistol</option>
- <option>Blaster</option>
- <option>Combat pistol</option>
- <option>High power pistol</option>
- <option>High power blaster</option>
- <option>High power combat pistol</option>
- <option>Demolition pistol</option>
- <option>Demolition combat pistol</option>
- <option>Nanomachic pistol</option>
- <option>Nanomachic blaster</option>
- <option>Nanomachic combat pistol</option>
- <option>Speedloader pistol</option>
- <option>Storm pistol</option>
- <option>Storm blaster</option>
- <option>Storm combat pistol</option>
- <option>Energy pistol</option>
- <option>Energy blaster</option>
- <option>Energy combat pistol</option>
- <option>Anti-Freak Jackal</option>
- <option>Grammaton Cleric Beretta(single)</option>
- <option>Grammaton Cleric Beretta(semi-auto)</option>
- <option>Grammaton Cleric Beretta(full-auto)</option>
- <option>Trigun</option>
- <option>---------------------</option>
- <option>Shotgun</option>
- <option>Combat shotgun</option>
- <option>Double shotgun</option>
- <option>Assault shotgun</option>
- <option>Plasma shotgun</option>
- <option>Super shotgun</option>
- <option>Elephant gun</option>
- <option>Tactical shotgun</option>
- <option>Focused double shotgun</option>
- <option>Plasmatic shotgun</option>
- <option>Plasmatic combat shotgun</option>
- <option>Plasmatic double shotgun</option>
- <option>Plasmatic assault shotgun</option>
- <option>Plasmatic super shotgun</option>
- <option>Nano shotgun</option>
- <option>Nano combat shotgun</option>
- <option>Nano double shotgun</option>
- <option>Nano assault shotgun</option>
- <option>Nano plasma shotgun</option>
- <option>Nano super shotgun</option>
- <option>Frag Shotgun</option>
- <option>Jackhammer</option>
- <option>---------------------</option>
- <option>Chaingun</option>
- <option>Plasma rifle</option>
- <option>Minigun</option>
- <option>Laser rifle</option>
- <option>Tristar blaster</option>
- <option>High power chaingun</option>
- <option>High power plasma rifle</option>
- <option>High power minigun</option>
- <option>High power laser rifle</option>
- <option>High power tristar blaster</option>
- <option>Demolition chaingun</option>
- <option>Demolition minigun</option>
- <option>Nanomachic chaingun</option>
- <option>Nanomachic plasma rifle</option>
- <option>Nanomachic minigun</option>
- <option>Nanomachic laser rifle</option>
- <option>Nanomachic tristar blaster</option>
- <option>Gatling gun</option>
- <option>Hyperblaster</option>
- <option>Assault chaingun</option>
- <option>Assault plasma rifle</option>
- <option>Assault minigun</option>
- <option>Assault laser rifle</option>
- <option>Burst chaingun</option>
- <option>Burst plasma rifle</option>
- <option>Burst minigun</option>
- <option>Burst laser rifle</option>
- <option>BFG 10K</option>
- <option>Railgun</option>
- <option>Mega Buster(bullet)</option>
- <option>Mega Buster(acid)</option>
- <option>Mega Buster(fire)</option>
- <option>Mega Buster(plasma)</option>
- <option>---------------------</option>
- <option>Rocket launcher</option>
- <option>Missile launcher</option>
- <option>Napalm launcher</option>
- <option>Micro launcher</option>
- <option>Tactical rocket launcher</option>
- <option>Nanomachic rocket launcher</option>
- <option>Nanomachic missile tlauncher</option>
- <option>Nanomachic napalm launcher</option>
- <option>Revenant's Launcher</option>
- <option>---------------------</option>
- <option>BFG 9000</option>
- <option>nuclear BFG 9000</option>
- <option>HIgh power BFG 9000</option>
- <option>VBFG 9000</option>
- <option>nuclear VBFG 9000</option>
- <option>Biggest fucking gun</option>
- <option>Biggest fucking nuclear gun</option>
- <option>---------------------</option>
- <option>Acid Spitter</option>
- <option>Charch's Null Pointer</option>
- </select>
- <br> P :
- <select name="pow">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- <option>3</option>
- </select>
- T :
- <select name="tec">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- <option>3</option>
- </select>
- B :
- <select name="bul">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- <option>3</option>
- </select>
- A :
- <select name="agi">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- <option>3</option>
- </select>
- F :
- <select name="fir">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- </select>
- S :
- <select name="sni">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- </select>
- <br>
- <br>Weapon2 (DG/MMB) :
- <select name="weapon2">
- <option>Combat knife</option>
- <option>Chainsword</option>
- <option>Piercing combat knife</option>
- <option>Butcher's Cleaver</option>
- <option>Subtle Knife</option>
- <option>Pistol</option>
- <option>Blaster</option>
- <option>Combat pistol</option>
- <option>High power pistol</option>
- <option>High power blaster</option>
- <option>High power combat pistol</option>
- <option>Demolition pistol</option>
- <option>Demolition combat pistol</option>
- <option>Nanomachic pistol</option>
- <option>Nanomachic blaster</option>
- <option>Nanomachic combat pistol</option>
- <option>Speedloader pistol</option>
- <option>Storm pistol</option>
- <option>Storm blaster</option>
- <option>Storm combat pistol</option>
- <option>Energy pistol</option>
- <option>Energy blaster</option>
- <option>Energy combat pistol</option>
- <option>Anti-Freak Jackal</option>
- <option>Grammaton Cleric Beretta(single)</option>
- <option>Grammaton Cleric Beretta(semi-auto)</option>
- <option>Grammaton Cleric Beretta(full-auto)</option>
- <option>Trigun</option>
- </select>
- <br> P :
- <select name="pow2">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- <option>3</option>
- </select>
- T :
- <select name="tec2">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- <option>3</option>
- </select>
- B :
- <select name="bul2">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- <option>3</option>
- </select>
- A :
- <select name="agi2">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- <option>3</option>
- </select>
- F :
- <select name="fir2">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- </select>
- S :
- <select name="sni2">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- </select>
- <br>
- <br> Fin :
- <select name="fin">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- <option>3</option>
- </select>
- SoB :
- <select name="sob">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- <option>3</option>
- <option>4</option>
- <option>5</option>
- </select>
- Rel :
- <select name="rel">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- <option>3</option>
- </select>
- EE :
- <select name="ee">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- <option>3</option>
- <option>4</option>
- <option>5</option>
- </select>
-
- <br> SoG :
- <select name="sog">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- <option>3</option>
- <option>4</option>
- <option>5</option>
- </select>
- Bru :
- <select name="bru">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- <option>3</option>
- <option>4</option>
- <option>5</option>
- </select>
-
- <br> DG :
- <input type="checkbox" name="dg"> TH :
- <select name="th">
- <option>0</option>
- <option>1</option>
- <option>2</option>
- </select>
-
- <br>
- <br> Distance :
- <input type="text" name="dist" maxlength="2" size="2"> Berserk :
- <input type="checkbox" name="ber"> AoMC :
- <input type="checkbox" name="aomc">
- <br>
- <br>
- <input type="radio" id="none" name="master" checked>None
- <input type="radio" id="mmb" name="master">Malicious Blades
- <input type="radio" id="mbd" name="master">Bullet Dance
- <br>
- <input type="radio" id="mss" name="master">Sharpshooter
- <input type="radio" id="mad" name="master">Army of the Dead
- <input type="radio" id="msh" name="master">Shottyhead
- <br>
- <input type="radio" id="mac" name="master">Ammochain
- <input type="radio" id="mce" name="master">Cateye
- <br>
- <br> Enemy Type :
- <select name="enemy">
- <option>Former human/sergeant/captain (Armor 0)</option>
- <option>Imp (Armor 0, 25% fire)</option>
- <option>Nightmare imp (Armor 0, 50% fire)</option>
- <option>Lost soul (Armor 0, 50% bullet, 75% fire)</option>
- <option>Cacodemon/Pain elemental (Armor 1)</option>
- <option>Hell knight (Armor 1, 50% acid)</option>
- <option>Demon/Former commando/Mancubus/Arch-vile/Nightmare cacodemon/arachnotron (Armor 2)</option>
- <option>Arachnotron (Armor 2, -100% melee)</option>
- <option>Baron of hell/Bruiser brother (Armor 2, 50% acid)</option>
- <option>Revenant (Armor 2, 50% bullet, 25% fire)</option>
- <option>Nightmare demon/Nightmare arch-vile/Shambler (Armor 3)</option>
- <option>Elite former human/sergeant (Armor 3, 15% bullet, 15% sharpnel)</option>
- <option>Elite former captain/commando (Armor 4, 20% plasma)</option>
- <option>Arena Master/Spider Mastermind (Armor 2)</option>
- <option>Agony elemental/Cyberdemon (Armor 4)</option>
- <option>Lava elemental/John Carmack (Armor 5)</option>
- <option>Angel of Death (Armor 10)</option>
- </select>
- <br>
- <br>
- <input type="button" value="Calculate" onclick="calc(this.form);">
- <br>
- <br>
- <div id="Result"></div>
- </form>
- </html>
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