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DoomRL Weapon Calculator

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Oct 9th, 2014
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  1. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Frameset//EN"
  2. "http://www.w3.org/TR/xhtml1/DTD/xhtml1-frameset.dtd">
  3. <html>
  4.  
  5. <head>
  6. <meta charset="utf-8">
  7. </head>
  8.  
  9. <script language="JavaScript">
  10. function calc(f) {
  11. if (f.dist.value == "") {
  12. f.dist.value = 4
  13. }
  14. if (f.dist.value == 0) {
  15. f.dist.value = 1
  16. }
  17. var die = 0
  18. var dice = 0
  19. var ismelee = 0
  20. var isblade = 0
  21. var ispistol = 0
  22. var isshotgun = 0
  23. var isburst = 0
  24. var isexp = 0
  25. var isproj = 0
  26. var acc = 0
  27. var radius = 0
  28. var type = 0
  29. var firetime = 0
  30. var reltime = 0
  31. var mod = 0
  32. var clipsize = 1
  33. var volley = 1
  34. var consume = 0
  35.  
  36. var die2 = 0
  37. var dice2 = 0
  38. var ismelee2 = 0
  39. var isblade2 = 0
  40. var ispistol2 = 0
  41. var isburst2 = 0
  42. var acc2 = 0
  43. var radius2 = 0
  44. var type2 = 0
  45. var firetime2 = 0
  46. var reltime2 = 0
  47. var mod2 = 0
  48. var clipsize2 = 1
  49. var volley2 = 1
  50. var consume2 = 0
  51.  
  52. var protect = 0
  53. var melres = 0
  54. var bulres = 0
  55. var shpres = 0
  56. var firres = 0
  57. var plares = 0
  58. var acires = 0
  59.  
  60. var pmod = 0
  61. var tmod = 0
  62. var bmod = 0
  63. var amod = 0
  64. var fmod = 0
  65. var smod = 0
  66.  
  67. var finlv = 0
  68. var soblv = 0
  69. var rellv = 0
  70. var eelv = 0
  71. var soglv = 0
  72. var brulv = 0
  73. var isdug = 0
  74. var thlv = 0
  75.  
  76. var dist = 0
  77.  
  78. var isber = 0
  79.  
  80. var isaomc = 0
  81.  
  82. var master = 0
  83.  
  84. var i = 0
  85. var j = 0
  86. var k = 0
  87. var l = 0
  88. var m = 0
  89. var n = 0
  90. var p = 0
  91.  
  92. var damage = 0
  93. var totdam = 0
  94. var dps = 0
  95. var time = 0
  96. var totrel = 0
  97.  
  98. var accroll = 0
  99. var losroll = 0
  100. var accjudge = 0
  101.  
  102.  
  103.  
  104. // Fists
  105. if (f.weapon.selectedIndex == 0) {
  106. die = 1
  107. dice = 3
  108. ismelee = 1
  109. acc = 10
  110. type = 1
  111. firetime = 1
  112. mod = 0
  113. }
  114. // Combat knife
  115. if (f.weapon.selectedIndex == 1) {
  116. die = 2
  117. dice = 5
  118. ismelee = 1
  119. isblade = 1
  120. acc = 11
  121. type = 1
  122. firetime = 1
  123. mod = 5
  124. }
  125. // Chainsaw
  126. if (f.weapon.selectedIndex == 2) {
  127. die = 4
  128. dice = 6
  129. ismelee = 1
  130. acc = 10
  131. type = 1
  132. firetime = 1
  133. mod = 5
  134. }
  135. // Chainsword
  136. if (f.weapon.selectedIndex == 3) {
  137. die = 8
  138. dice = 2
  139. ismelee = 1
  140. isblade = 1
  141. acc = 12
  142. type = 1
  143. firetime = 1
  144. mod = 1
  145. }
  146. // Piercing combat knife
  147. if (f.weapon.selectedIndex == 4) {
  148. die = 2
  149. dice = 6
  150. ismelee = 1
  151. isblade = 1
  152. acc = 11
  153. type = 7
  154. firetime = 1
  155. mod = 1
  156. }
  157. // Piercing chainsaw
  158. if (f.weapon.selectedIndex == 5) {
  159. die = 4
  160. dice = 7
  161. ismelee = 1
  162. isblade = 1
  163. acc = 10
  164. type = 7
  165. firetime = 1
  166. mod = 1
  167. }
  168. // Double Chainsaw
  169. if (f.weapon.selectedIndex == 6) {
  170. die = 8
  171. dice = 6
  172. ismelee = 1
  173. acc = 8
  174. type = 1
  175. firetime = 1
  176. mod = 1
  177. }
  178. // Ripper
  179. if (f.weapon.selectedIndex == 7) {
  180. die = 6
  181. dice = 6
  182. ismelee = 1
  183. acc = 6
  184. type = 1
  185. firetime = 0.5
  186. mod = 1
  187. }
  188. // Butcher's Cleaver
  189. if (f.weapon.selectedIndex == 8) {
  190. die = 5
  191. dice = 6
  192. ismelee = 1
  193. isblade = 1
  194. acc = 10
  195. type = 1
  196. firetime = 1
  197. mod = 0
  198. }
  199. // Mjollnir
  200. if (f.weapon.selectedIndex == 9) {
  201. die = 1
  202. dice = 15
  203. ismelee = 1
  204. acc = 10
  205. type = 1
  206. firetime = 1
  207. mod = 0
  208. }
  209. // Subtle Knife
  210. if (f.weapon.selectedIndex == 10) {
  211. die = 3
  212. dice = 5
  213. ismelee = 1
  214. isblade = 1
  215. acc = 10
  216. type = 5
  217. firetime = 1
  218. mod = 0
  219. }
  220. // Dragonslayer
  221. if (f.weapon.selectedIndex == 11) {
  222. die = 9
  223. dice = 9
  224. ismelee = 1
  225. isblade = 1
  226. acc = 10
  227. type = 1
  228. firetime = 1
  229. mod = 0
  230. isber = 1
  231. }
  232. // Longinus Spear
  233. if (f.weapon.selectedIndex == 12) {
  234. die = 8
  235. dice = 8
  236. ismelee = 1
  237. acc = 10
  238. type = 5
  239. firetime = 1
  240. mod = 0
  241. }
  242. // Azrael's Scythe
  243. if (f.weapon.selectedIndex == 13) {
  244. die = 9
  245. dice = 9
  246. ismelee = 1
  247. acc = 10
  248. type = 5
  249. firetime = 1
  250. mod = 0
  251. }
  252. // Pistol
  253. if (f.weapon.selectedIndex == 15) {
  254. die = 2
  255. dice = 4
  256. ispistol = 1
  257. acc = 14
  258. type = 2
  259. firetime = 1
  260. reltime = 1.2
  261. clipsize = 6
  262. volley = 1
  263. consume = 1
  264. mod = 5
  265. }
  266. // Blaster
  267. if (f.weapon.selectedIndex == 16) {
  268. die = 2
  269. dice = 4
  270. ispistol = 1
  271. acc = 13
  272. type = 5
  273. firetime = 1
  274. reltime = 0
  275. clipsize = 10
  276. volley = 1
  277. consume = 1
  278. mod = 5
  279. }
  280. // Combat pistol
  281. if (f.weapon.selectedIndex == 17) {
  282. die = 3
  283. dice = 3
  284. ispistol = 1
  285. acc = 15
  286. type = 2
  287. firetime = 1
  288. reltime = 1.8
  289. clipsize = 15
  290. volley = 1
  291. consume = 1
  292. mod = 5
  293. }
  294. // HIgh power pistol
  295. if (f.weapon.selectedIndex == 18) {
  296. die = 2
  297. dice = 6
  298. ispistol = 1
  299. acc = 14
  300. type = 2
  301. firetime = 1
  302. reltime = 1.2
  303. clipsize = 4
  304. volley = 1
  305. consume = 1
  306. mod = 1
  307. }
  308. // High power blaster
  309. if (f.weapon.selectedIndex == 19) {
  310. die = 2
  311. dice = 6
  312. ispistol = 1
  313. acc = 13
  314. type = 5
  315. firetime = 1
  316. reltime = 0
  317. clipsize = 7
  318. volley = 1
  319. consume = 1
  320. mod = 1
  321. }
  322. // High power combat pistol
  323. if (f.weapon.selectedIndex == 20) {
  324. die = 3
  325. dice = 5
  326. ispistol = 1
  327. acc = 15
  328. type = 2
  329. firetime = 1
  330. reltime = 1.8
  331. clipsize = 10
  332. volley = 1
  333. consume = 1
  334. mod = 1
  335. }
  336. // Demolition pistol
  337. if (f.weapon.selectedIndex == 21) {
  338. die = 4
  339. dice = 2
  340. ispistol = 1
  341. acc = 14
  342. type = 2
  343. firetime = 1
  344. reltime = 1.2
  345. clipsize = 6
  346. volley = 1
  347. radius = 1
  348. consume = 1
  349. mod = 1
  350. }
  351. // Demolition combat pistol
  352. if (f.weapon.selectedIndex == 22) {
  353. die = 5
  354. dice = 2
  355. ispistol = 1
  356. acc = 15
  357. type = 2
  358. firetime = 1
  359. reltime = 1.8
  360. clipsize = 15
  361. volley = 1
  362. radius = 1
  363. consume = 1
  364. mod = 1
  365. }
  366. // Nanomachic pistol
  367. if (f.weapon.selectedIndex == 23) {
  368. die = 2
  369. dice = 4
  370. ispistol = 1
  371. acc = 14
  372. type = 2
  373. firetime = 1
  374. reltime = 0
  375. clipsize = 1
  376. volley = 1
  377. consume = 1
  378. mod = 1
  379. }
  380. // Nanomachic blaster
  381. if (f.weapon.selectedIndex == 24) {
  382. die = 2
  383. dice = 4
  384. ispistol = 1
  385. acc = 13
  386. type = 5
  387. firetime = 1
  388. reltime = 0
  389. clipsize = 1
  390. volley = 1
  391. consume = 1
  392. mod = 1
  393. }
  394. // Nanomachic combat pistol
  395. if (f.weapon.selectedIndex == 25) {
  396. die = 3
  397. dice = 3
  398. ispistol = 1
  399. acc = 15
  400. type = 2
  401. firetime = 1
  402. reltime = 0
  403. clipsize = 1
  404. volley = 1
  405. consume = 1
  406. mod = 1
  407. }
  408. // Speedloader pistol
  409. if (f.weapon.selectedIndex == 26) {
  410. die = 2
  411. dice = 4
  412. ispistol = 1
  413. acc = 14
  414. type = 2
  415. firetime = 1
  416. reltime = 0.6
  417. clipsize = 6
  418. volley = 1
  419. consume = 1
  420. mod = 1
  421. }
  422. // Storm bolter pistol
  423. if (f.weapon.selectedIndex == 27) {
  424. die = 1
  425. dice = 8
  426. ispistol = 1
  427. acc = 12
  428. type = 2
  429. firetime = 0.85
  430. reltime = 1.2
  431. clipsize = 9
  432. volley = 2
  433. consume = 1
  434. mod = 1
  435. }
  436. // Storm bolter blaster
  437. if (f.weapon.selectedIndex == 28) {
  438. die = 1
  439. dice = 8
  440. ispistol = 1
  441. acc = 11
  442. type = 5
  443. firetime = 0.85
  444. reltime = 0
  445. clipsize = 15
  446. volley = 2
  447. consume = 1
  448. mod = 1
  449. }
  450. // Storm bolter combat pistol
  451. if (f.weapon.selectedIndex == 29) {
  452. die = 1
  453. dice = 9
  454. ispistol = 1
  455. acc = 13
  456. type = 2
  457. firetime = 0.85
  458. reltime = 1.8
  459. clipsize = 23
  460. volley = 2
  461. consume = 1
  462. mod = 1
  463. }
  464. // Energy pistol
  465. if (f.weapon.selectedIndex == 30) {
  466. die = 3
  467. dice = 4
  468. ispistol = 1
  469. acc = 14
  470. type = 5
  471. firetime = 1
  472. reltime = 1.2
  473. clipsize = 6
  474. volley = 2
  475. consume = 1
  476. mod = 1
  477. }
  478. // Energy blaster
  479. if (f.weapon.selectedIndex == 31) {
  480. die = 3
  481. dice = 4
  482. ispistol = 1
  483. acc = 13
  484. type = 5
  485. firetime = 1
  486. reltime = 0
  487. clipsize = 10
  488. volley = 2
  489. consume = 1
  490. mod = 1
  491. }
  492. // Energy combat pistol
  493. if (f.weapon.selectedIndex == 32) {
  494. die = 4
  495. dice = 3
  496. ispistol = 1
  497. acc = 15
  498. type = 5
  499. firetime = 1
  500. reltime = 1.8
  501. clipsize = 15
  502. volley = 2
  503. consume = 1
  504. mod = 1
  505. }
  506. // Anti-Freak Jackal
  507. if (f.weapon.selectedIndex == 33) {
  508. die = 5
  509. dice = 3
  510. ispistol = 1
  511. acc = 14
  512. type = 4
  513. firetime = 1
  514. reltime = 2
  515. clipsize = 6
  516. volley = 1
  517. radius = 1
  518. consume = 1
  519. mod = 0
  520. }
  521. // Grammaton Cleric Beretta (single)
  522. if (f.weapon.selectedIndex == 34) {
  523. die = 2
  524. dice = 6
  525. ispistol = 1
  526. acc = 15
  527. type = 2
  528. firetime = 1
  529. reltime = 2
  530. clipsize = 18
  531. volley = 1
  532. consume = 1
  533. mod = 0
  534. }
  535. // Grammaton Cleric Beretta (semi-auto)
  536. if (f.weapon.selectedIndex == 35) {
  537. die = 1
  538. dice = 8
  539. ispistol = 1
  540. isburst = 1
  541. acc = 13
  542. type = 2
  543. firetime = 1
  544. reltime = 2
  545. clipsize = 18
  546. volley = 3
  547. consume = 1
  548. mod = 0
  549. }
  550. // Grammaton Cleric Beretta (full-auto)
  551. if (f.weapon.selectedIndex == 36) {
  552. die = 1
  553. dice = 7
  554. ispistol = 1
  555. isburst = 1
  556. acc = 11
  557. type = 2
  558. firetime = 1
  559. reltime = 2
  560. clipsize = 18
  561. volley = 6
  562. consume = 1
  563. mod = 0
  564. }
  565. // Trigun
  566. if (f.weapon.selectedIndex == 37) {
  567. die = 3
  568. dice = 6
  569. ispistol = 1
  570. acc = 16
  571. type = 2
  572. firetime = 0.7
  573. reltime = 2
  574. clipsize = 6
  575. volley = 1
  576. consume = 1
  577. mod = 0
  578. }
  579.  
  580. // Shotgun
  581. if (f.weapon.selectedIndex == 39) {
  582. die = 8
  583. dice = 3
  584. isshotgun = 1
  585. acc = 10
  586. type = 3
  587. firetime = 1
  588. reltime = 1
  589. clipsize = 1
  590. volley = 1
  591. consume = 1
  592. mod = 5
  593. }
  594. // Combat shotgun
  595. if (f.weapon.selectedIndex == 40) {
  596. die = 7
  597. dice = 3
  598. isshotgun = 2
  599. acc = 10
  600. type = 3
  601. firetime = 1
  602. reltime = 6
  603. clipsize = 5
  604. volley = 1
  605. consume = 1
  606. mod = 5
  607. }
  608. // Double shotgun
  609. if (f.weapon.selectedIndex == 41) {
  610. die = 9
  611. dice = 3
  612. isshotgun = 3
  613. acc = 10
  614. type = 3
  615. firetime = 1
  616. reltime = 2
  617. clipsize = 2
  618. volley = 2
  619. consume = 1
  620. mod = 5
  621. }
  622. // Assault shotgun
  623. if (f.weapon.selectedIndex == 42) {
  624. die = 7
  625. dice = 3
  626. isshotgun = 2
  627. acc = 10
  628. type = 3
  629. firetime = 1
  630. reltime = 6
  631. clipsize = 6
  632. volley = 1
  633. consume = 1
  634. mod = 5
  635. }
  636. // Plasma shotgun
  637. if (f.weapon.selectedIndex == 43) {
  638. die = 7
  639. dice = 3
  640. isshotgun = 4
  641. acc = 10
  642. type = 5
  643. firetime = 1
  644. reltime = 2
  645. clipsize = 30
  646. volley = 1
  647. consume = 3
  648. mod = 5
  649. }
  650. // Super shotgun
  651. if (f.weapon.selectedIndex == 44) {
  652. die = 8
  653. dice = 4
  654. isshotgun = 1
  655. acc = 10
  656. type = 3
  657. firetime = 1
  658. reltime = 2
  659. clipsize = 2
  660. volley = 2
  661. consume = 1
  662. mod = 5
  663. }
  664. // Elephant gun
  665. if (f.weapon.selectedIndex == 45) {
  666. die = 12
  667. dice = 3
  668. isshotgun = 1
  669. acc = 10
  670. type = 3
  671. firetime = 1
  672. reltime = 2.5
  673. clipsize = 1
  674. volley = 1
  675. consume = 1
  676. mod = 1
  677. }
  678. // Tactical shotgun
  679. if (f.weapon.selectedIndex == 46) {
  680. die = 8
  681. dice = 3
  682. isshotgun = 2
  683. acc = 10
  684. type = 3
  685. firetime = 1
  686. reltime = 5
  687. clipsize = 5
  688. volley = 1
  689. consume = 1
  690. mod = 1
  691. }
  692. // Focused double shotgun
  693. if (f.weapon.selectedIndex == 47) {
  694. die = 8
  695. dice = 4
  696. isshotgun = 1
  697. acc = 10
  698. type = 3
  699. firetime = 1
  700. reltime = 2
  701. clipsize = 2
  702. volley = 2
  703. consume = 1
  704. mod = 1
  705. }
  706. // Plasmatic shotgun
  707. if (f.weapon.selectedIndex == 48) {
  708. die = 8
  709. dice = 3
  710. isshotgun = 1
  711. acc = 10
  712. type = 5
  713. firetime = 1
  714. reltime = 1
  715. clipsize = 1
  716. volley = 1
  717. consume = 1
  718. mod = 1
  719. }
  720. // Plasmatic combat shotgun
  721. if (f.weapon.selectedIndex == 49) {
  722. die = 7
  723. dice = 3
  724. isshotgun = 2
  725. acc = 10
  726. type = 5
  727. firetime = 1
  728. reltime = 6
  729. clipsize = 5
  730. volley = 1
  731. consume = 1
  732. mod = 1
  733. }
  734. // Plasmatic double shotgun
  735. if (f.weapon.selectedIndex == 50) {
  736. die = 9
  737. dice = 3
  738. isshotgun = 3
  739. acc = 10
  740. type = 5
  741. firetime = 1
  742. reltime = 2
  743. clipsize = 2
  744. volley = 2
  745. consume = 1
  746. mod = 1
  747. }
  748. // Plasmatic assault shotgun
  749. if (f.weapon.selectedIndex == 51) {
  750. die = 7
  751. dice = 3
  752. isshotgun = 2
  753. acc = 10
  754. type = 5
  755. firetime = 1
  756. reltime = 6
  757. clipsize = 6
  758. volley = 1
  759. consume = 1
  760. mod = 1
  761. }
  762. // Plasmatic super shotgun
  763. if (f.weapon.selectedIndex == 52) {
  764. die = 8
  765. dice = 4
  766. isshotgun = 1
  767. acc = 10
  768. type = 5
  769. firetime = 1
  770. reltime = 2
  771. clipsize = 2
  772. volley = 2
  773. consume = 1
  774. mod = 1
  775. }
  776. // Nano shotgun
  777. if (f.weapon.selectedIndex == 53) {
  778. die = 5
  779. dice = 3
  780. isshotgun = 1
  781. acc = 10
  782. type = 7
  783. firetime = 1
  784. reltime = 0
  785. clipsize = 1
  786. volley = 1
  787. consume = 1
  788. mod = 1
  789. }
  790. // Nano combat shotgun
  791. if (f.weapon.selectedIndex == 54) {
  792. die = 4
  793. dice = 3
  794. isshotgun = 2
  795. acc = 10
  796. type = 7
  797. firetime = 1
  798. reltime = 0
  799. clipsize = 1
  800. volley = 1
  801. consume = 1
  802. mod = 1
  803. }
  804. // Nano double shotgun
  805. if (f.weapon.selectedIndex == 55) {
  806. die = 6
  807. dice = 3
  808. isshotgun = 3
  809. acc = 10
  810. type = 7
  811. firetime = 1
  812. reltime = 0
  813. clipsize = 2
  814. volley = 2
  815. consume = 1
  816. mod = 1
  817. }
  818. // Nano assault shotgun
  819. if (f.weapon.selectedIndex == 56) {
  820. die = 4
  821. dice = 3
  822. isshotgun = 2
  823. acc = 10
  824. type = 7
  825. firetime = 1
  826. reltime = 0
  827. clipsize = 1
  828. volley = 1
  829. consume = 1
  830. mod = 1
  831. }
  832. // Nano plasma shotgun
  833. if (f.weapon.selectedIndex == 57) {
  834. die = 4
  835. dice = 3
  836. isshotgun = 4
  837. acc = 10
  838. type = 7
  839. firetime = 1
  840. reltime = 0
  841. clipsize = 3
  842. volley = 1
  843. consume = 3
  844. mod = 1
  845. }
  846. // Nano super shotgun
  847. if (f.weapon.selectedIndex == 58) {
  848. die = 5
  849. dice = 4
  850. isshotgun = 1
  851. acc = 10
  852. type = 7
  853. firetime = 1
  854. reltime = 0
  855. clipsize = 2
  856. volley = 2
  857. consume = 1
  858. mod = 1
  859. }
  860. // Frag Shotgun
  861. if (f.weapon.selectedIndex == 59) {
  862. die = 7
  863. dice = 3
  864. isshotgun = 2
  865. acc = 10
  866. type = 3
  867. firetime = 1.5
  868. reltime = 2.5
  869. clipsize = 16
  870. volley = 1
  871. consume = 4
  872. mod = 0
  873. }
  874. // Jackhammer
  875. if (f.weapon.selectedIndex == 60) {
  876. die = 8
  877. dice = 3
  878. isshotgun = 2
  879. isburst = 1
  880. acc = 10
  881. type = 3
  882. firetime = 1
  883. reltime = 2.5
  884. clipsize = 9
  885. volley = 3
  886. consume = 1
  887. mod = 0
  888. }
  889. // Chaingun
  890. if (f.weapon.selectedIndex == 62) {
  891. die = 1
  892. dice = 6
  893. isburst = 1
  894. acc = 12
  895. type = 2
  896. firetime = 1
  897. reltime = 2.5
  898. clipsize = 40
  899. volley = 4
  900. consume = 1
  901. mod = 5
  902. }
  903. // Plasma rifle
  904. if (f.weapon.selectedIndex == 63) {
  905. die = 1
  906. dice = 7
  907. isburst = 1
  908. acc = 12
  909. type = 5
  910. firetime = 1
  911. reltime = 2
  912. clipsize = 40
  913. volley = 6
  914. consume = 1
  915. mod = 5
  916. }
  917. // Minigun
  918. if (f.weapon.selectedIndex == 64) {
  919. die = 1
  920. dice = 6
  921. isburst = 1
  922. acc = 11
  923. type = 2
  924. firetime = 1.2
  925. reltime = 3.5
  926. clipsize = 200
  927. volley = 8
  928. consume = 1
  929. mod = 5
  930. }
  931. // Laser rifle
  932. if (f.weapon.selectedIndex == 65) {
  933. die = 1
  934. dice = 7
  935. isburst = 1
  936. acc = 18
  937. type = 5
  938. firetime = 1
  939. reltime = 1.5
  940. clipsize = 40
  941. volley = 5
  942. consume = 1
  943. mod = 5
  944. }
  945. // Tristar blaster
  946. if (f.weapon.selectedIndex == 66) {
  947. die = 4
  948. dice = 5
  949. isburst = 1
  950. acc = 15
  951. type = 5
  952. firetime = 1
  953. reltime = 1.5
  954. clipsize = 45
  955. volley = 3
  956. radius = 2
  957. consume = 5
  958. mod = 5
  959. }
  960. // High power chaingun
  961. if (f.weapon.selectedIndex == 67) {
  962. die = 1
  963. dice = 8
  964. isburst = 1
  965. acc = 12
  966. type = 2
  967. firetime = 1
  968. reltime = 2.5
  969. clipsize = 26
  970. volley = 4
  971. consume = 1
  972. mod = 1
  973. }
  974. // High power plasma rifle
  975. if (f.weapon.selectedIndex == 68) {
  976. die = 1
  977. dice = 9
  978. isburst = 1
  979. acc = 12
  980. type = 5
  981. firetime = 1
  982. reltime = 2
  983. clipsize = 26
  984. volley = 6
  985. consume = 1
  986. mod = 1
  987. }
  988. // High power minigun
  989. if (f.weapon.selectedIndex == 69) {
  990. die = 1
  991. dice = 8
  992. isburst = 1
  993. acc = 11
  994. type = 2
  995. firetime = 1.2
  996. reltime = 3.5
  997. clipsize = 130
  998. volley = 8
  999. consume = 1
  1000. mod = 1
  1001. }
  1002. // High power laser rifle
  1003. if (f.weapon.selectedIndex == 70) {
  1004. die = 1
  1005. dice = 9
  1006. isburst = 1
  1007. acc = 18
  1008. type = 5
  1009. firetime = 1
  1010. reltime = 1.5
  1011. clipsize = 26
  1012. volley = 5
  1013. consume = 1
  1014. mod = 1
  1015. }
  1016. // High power tristar blaster
  1017. if (f.weapon.selectedIndex == 71) {
  1018. die = 4
  1019. dice = 7
  1020. isburst = 1
  1021. acc = 15
  1022. type = 5
  1023. firetime = 1
  1024. reltime = 1.5
  1025. clipsize = 30
  1026. volley = 3
  1027. radius = 2
  1028. consume = 5
  1029. mod = 1
  1030. }
  1031. // Demolition chaingun
  1032. if (f.weapon.selectedIndex == 72) {
  1033. die = 3
  1034. dice = 2
  1035. isburst = 1
  1036. acc = 12
  1037. type = 2
  1038. firetime = 1
  1039. reltime = 2.5
  1040. clipsize = 40
  1041. volley = 4
  1042. radius = 1
  1043. consume = 1
  1044. mod = 1
  1045. }
  1046. // Demolition minigun
  1047. if (f.weapon.selectedIndex == 73) {
  1048. die = 3
  1049. dice = 2
  1050. isburst = 1
  1051. acc = 11
  1052. type = 2
  1053. firetime = 1.2
  1054. reltime = 3.5
  1055. clipsize = 200
  1056. volley = 8
  1057. radius = 1
  1058. consume = 1
  1059. mod = 1
  1060. }
  1061. // Nanomachic chaingun
  1062. if (f.weapon.selectedIndex == 74) {
  1063. die = 1
  1064. dice = 6
  1065. isburst = 1
  1066. acc = 12
  1067. type = 2
  1068. firetime = 1
  1069. reltime = 0
  1070. clipsize = 40
  1071. volley = 4
  1072. consume = 1
  1073. mod = 1
  1074. }
  1075. // Nanomachic plasma rifle
  1076. if (f.weapon.selectedIndex == 75) {
  1077. die = 1
  1078. dice = 7
  1079. isburst = 1
  1080. acc = 12
  1081. type = 5
  1082. firetime = 1
  1083. reltime = 0
  1084. clipsize = 40
  1085. volley = 6
  1086. consume = 1
  1087. mod = 1
  1088. }
  1089. // Nanomachic minigun
  1090. if (f.weapon.selectedIndex == 76) {
  1091. die = 1
  1092. dice = 6
  1093. isburst = 1
  1094. acc = 11
  1095. type = 2
  1096. firetime = 1.2
  1097. reltime = 0
  1098. clipsize = 200
  1099. volley = 8
  1100. consume = 1
  1101. mod = 1
  1102. }
  1103. // Nanomachic laser rifle
  1104. if (f.weapon.selectedIndex == 77) {
  1105. die = 1
  1106. dice = 7
  1107. isburst = 1
  1108. acc = 18
  1109. type = 5
  1110. firetime = 1
  1111. reltime = 0
  1112. clipsize = 40
  1113. volley = 5
  1114. consume = 1
  1115. mod = 1
  1116. }
  1117. // Nanomachic tristar blaster
  1118. if (f.weapon.selectedIndex == 78) {
  1119. die = 4
  1120. dice = 5
  1121. isburst = 1
  1122. acc = 15
  1123. type = 5
  1124. firetime = 1
  1125. reltime = 0
  1126. clipsize = 45
  1127. volley = 3
  1128. radius = 2
  1129. consume = 5
  1130. mod = 1
  1131. }
  1132. // Gatling gun
  1133. if (f.weapon.selectedIndex == 79) {
  1134. die = 1
  1135. dice = 7
  1136. isburst = 1
  1137. acc = 12
  1138. type = 2
  1139. firetime = 1
  1140. reltime = 3
  1141. clipsize = 60
  1142. volley = 6
  1143. consume = 1
  1144. mod = 1
  1145. }
  1146. // Hyperblaster
  1147. if (f.weapon.selectedIndex == 80) {
  1148. die = 2
  1149. dice = 4
  1150. isburst = 1
  1151. acc = 14
  1152. type = 5
  1153. firetime = 0.5
  1154. reltime = 2.5
  1155. clipsize = 40
  1156. volley = 3
  1157. consume = 1
  1158. mod = 1
  1159. }
  1160. // Assault chaingun
  1161. if (f.weapon.selectedIndex == 81) {
  1162. die = 2
  1163. dice = 5
  1164. isburst = 1
  1165. acc = 14
  1166. type = 2
  1167. firetime = 1
  1168. reltime = 1.25
  1169. clipsize = 40
  1170. volley = 2
  1171. consume = 2
  1172. mod = 1
  1173. }
  1174. // Assault plasma rifle
  1175. if (f.weapon.selectedIndex == 82) {
  1176. die = 2
  1177. dice = 6
  1178. isburst = 1
  1179. acc = 14
  1180. type = 5
  1181. firetime = 1
  1182. reltime = 1
  1183. clipsize = 40
  1184. volley = 3
  1185. consume = 2
  1186. mod = 1
  1187. }
  1188. // Assault minigun
  1189. if (f.weapon.selectedIndex == 83) {
  1190. die = 2
  1191. dice = 5
  1192. isburst = 1
  1193. acc = 13
  1194. type = 2
  1195. firetime = 1.2
  1196. reltime = 1.75
  1197. clipsize = 200
  1198. volley = 4
  1199. consume = 2
  1200. mod = 1
  1201. }
  1202. // Assault laser rifle
  1203. if (f.weapon.selectedIndex == 84) {
  1204. die = 2
  1205. dice = 6
  1206. isburst = 1
  1207. acc = 20
  1208. type = 5
  1209. firetime = 1
  1210. reltime = 0.75
  1211. clipsize = 40
  1212. volley = 3
  1213. consume = 2
  1214. mod = 1
  1215. }
  1216. // Burst chaingun
  1217. if (f.weapon.selectedIndex == 85) {
  1218. die = 1
  1219. dice = 8
  1220. isburst = 1
  1221. acc = 10
  1222. type = 2
  1223. firetime = 1
  1224. reltime = 3.75
  1225. clipsize = 80
  1226. volley = 6
  1227. consume = 1
  1228. mod = 1
  1229. }
  1230. // Burst plasma rifle
  1231. if (f.weapon.selectedIndex == 86) {
  1232. die = 1
  1233. dice = 9
  1234. isburst = 1
  1235. acc = 10
  1236. type = 5
  1237. firetime = 1
  1238. reltime = 3
  1239. clipsize = 80
  1240. volley = 8
  1241. consume = 1
  1242. mod = 1
  1243. }
  1244. // Burst minigun
  1245. if (f.weapon.selectedIndex == 87) {
  1246. die = 1
  1247. dice = 8
  1248. isburst = 1
  1249. acc = 9
  1250. type = 2
  1251. firetime = 1.2
  1252. reltime = 5.25
  1253. clipsize = 400
  1254. volley = 10
  1255. consume = 1
  1256. mod = 1
  1257. }
  1258. // Burst laser rifle
  1259. if (f.weapon.selectedIndex == 88) {
  1260. die = 1
  1261. dice = 9
  1262. isburst = 1
  1263. acc = 16
  1264. type = 5
  1265. firetime = 1
  1266. reltime = 2.25
  1267. clipsize = 80
  1268. volley = 5
  1269. consume = 1
  1270. mod = 1
  1271. }
  1272. // BFG 10K
  1273. if (f.weapon.selectedIndex == 89) {
  1274. die = 6
  1275. dice = 4
  1276. isburst = 1
  1277. acc = 13
  1278. type = 5
  1279. firetime = 1
  1280. reltime = 2
  1281. clipsize = 50
  1282. volley = 5
  1283. radius = 2
  1284. consume = 5
  1285. mod = 1
  1286. }
  1287. // Railgun
  1288. if (f.weapon.selectedIndex == 90) {
  1289. die = 8
  1290. dice = 8
  1291. acc = 22
  1292. type = 5
  1293. firetime = 1.5
  1294. reltime = 2
  1295. clipsize = 40
  1296. volley = 1
  1297. consume = 5
  1298. mod = 1
  1299. }
  1300. // Mega Buster(bullet)
  1301. if (f.weapon.selectedIndex == 91) {
  1302. die = 1
  1303. dice = 8
  1304. isburst = 1
  1305. acc = 12
  1306. type = 2
  1307. firetime = 1
  1308. reltime = 3.5
  1309. clipsize = 60
  1310. volley = 3
  1311. consume = 1.66666
  1312. mod = 0
  1313. }
  1314. // Mega Buster(acid)
  1315. if (f.weapon.selectedIndex == 92) {
  1316. die = 4
  1317. dice = 2
  1318. isburst = 1
  1319. acc = 11
  1320. type = 6
  1321. firetime = 1
  1322. reltime = 3.5
  1323. clipsize = 60
  1324. volley = 3
  1325. consume = 1.66666
  1326. mod = 0
  1327. }
  1328. // Mega Buster(fire)
  1329. if (f.weapon.selectedIndex == 93) {
  1330. die = 4
  1331. dice = 2
  1332. isburst = 1
  1333. acc = 12
  1334. type = 4
  1335. firetime = 1
  1336. reltime = 3.5
  1337. clipsize = 60
  1338. volley = 3
  1339. consume = 1.66666
  1340. mod = 0
  1341. }
  1342. // Mega Buster(plasma)
  1343. if (f.weapon.selectedIndex == 94) {
  1344. die = 1
  1345. dice = 10
  1346. isburst = 1
  1347. acc = 10
  1348. type = 5
  1349. firetime = 1
  1350. reltime = 3.5
  1351. clipsize = 60
  1352. volley = 3
  1353. consume = 1.66666
  1354. mod = 0
  1355. }
  1356. // Rocket launcher
  1357. if (f.weapon.selectedIndex == 96) {
  1358. die = 6
  1359. dice = 6
  1360. isexp = 1
  1361. acc = 14
  1362. type = 4
  1363. firetime = 1
  1364. reltime = 1.5
  1365. clipsize = 1
  1366. volley = 1
  1367. radius = 4
  1368. consume = 1
  1369. mod = 5
  1370. }
  1371. // Missile launcher
  1372. if (f.weapon.selectedIndex == 97) {
  1373. die = 6
  1374. dice = 6
  1375. isexp = 1
  1376. acc = 20
  1377. type = 4
  1378. firetime = 0.8
  1379. reltime = 4.8
  1380. clipsize = 4
  1381. volley = 1
  1382. radius = 3
  1383. consume = 1
  1384. mod = 5
  1385. }
  1386. // Napalm launcher
  1387. if (f.weapon.selectedIndex == 98) {
  1388. die = 7
  1389. dice = 7
  1390. isexp = 1
  1391. acc = 20
  1392. type = 4
  1393. firetime = 0.8
  1394. reltime = 1.2
  1395. clipsize = 1
  1396. volley = 1
  1397. radius = 2
  1398. consume = 1
  1399. mod = 5
  1400. }
  1401. // Micro launcher
  1402. if (f.weapon.selectedIndex == 99) {
  1403. die = 5
  1404. dice = 5
  1405. isexp = 1
  1406. acc = 17
  1407. type = 4
  1408. firetime = 0.8
  1409. reltime = 0.8
  1410. clipsize = 1
  1411. volley = 1
  1412. radius = 3
  1413. consume = 1
  1414. mod = 1
  1415. }
  1416. // Tactical rocket launcher
  1417. if (f.weapon.selectedIndex == 100) {
  1418. die = 6
  1419. dice = 6
  1420. isexp = 1
  1421. acc = 14
  1422. type = 4
  1423. firetime = 1.0
  1424. reltime = 0.8
  1425. clipsize = 5
  1426. volley = 1
  1427. radius = 2
  1428. consume = 1
  1429. mod = 1
  1430. }
  1431. // Nanomachic rocket launcher
  1432. if (f.weapon.selectedIndex == 101) {
  1433. die = 6
  1434. dice = 6
  1435. isexp = 1
  1436. acc = 14
  1437. type = 4
  1438. firetime = 1
  1439. reltime = 0
  1440. clipsize = 1
  1441. volley = 1
  1442. radius = 4
  1443. consume = 1
  1444. mod = 1
  1445. }
  1446. // Nanomachic missile launcher
  1447. if (f.weapon.selectedIndex == 102) {
  1448. die = 6
  1449. dice = 6
  1450. isexp = 1
  1451. acc = 20
  1452. type = 4
  1453. firetime = 0.8
  1454. reltime = 0
  1455. clipsize = 4
  1456. volley = 1
  1457. radius = 3
  1458. consume = 1
  1459. mod = 1
  1460. }
  1461. // Nanomachic napalm launcher
  1462. if (f.weapon.selectedIndex == 103) {
  1463. die = 7
  1464. dice = 7
  1465. isexp = 1
  1466. acc = 20
  1467. type = 4
  1468. firetime = 0.8
  1469. reltime = 0
  1470. clipsize = 1
  1471. volley = 1
  1472. radius = 2
  1473. consume = 1
  1474. mod = 1
  1475. }
  1476. // Revenant's launcher
  1477. if (f.weapon.selectedIndex == 104) {
  1478. die = 7
  1479. dice = 6
  1480. isexp = 1
  1481. isproj = 1
  1482. acc = 16
  1483. type = 4
  1484. firetime = 1
  1485. reltime = 1.4
  1486. clipsize = 1
  1487. volley = 1
  1488. radius = 3
  1489. consume = 1
  1490. mod = 0
  1491. }
  1492. // BFG 9000
  1493. if (f.weapon.selectedIndex == 106) {
  1494. die = 10
  1495. dice = 8
  1496. isexp = 1
  1497. isproj = 1
  1498. acc = 15
  1499. type = 5
  1500. firetime = 1
  1501. reltime = 2
  1502. clipsize = 100
  1503. volley = 1
  1504. radius = 10
  1505. consume = 40
  1506. mod = 5
  1507. }
  1508. // nuclear BFG 9000
  1509. if (f.weapon.selectedIndex == 107) {
  1510. die = 8
  1511. dice = 6
  1512. isexp = 1
  1513. isproj = 1
  1514. acc = 15
  1515. type = 5
  1516. firetime = 1.5
  1517. reltime = 20
  1518. clipsize = 40
  1519. volley = 1
  1520. radius = 7
  1521. consume = 40
  1522. mod = 5
  1523. }
  1524. // High power BFG 9000
  1525. if (f.weapon.selectedIndex == 108) {
  1526. die = 10
  1527. dice = 10
  1528. isexp = 1
  1529. isproj = 1
  1530. acc = 15
  1531. type = 5
  1532. firetime = 1
  1533. reltime = 2
  1534. clipsize = 65
  1535. volley = 1
  1536. radius = 10
  1537. consume = 40
  1538. mod = 1
  1539. }
  1540. // VBFG 9000
  1541. if (f.weapon.selectedIndex == 109) {
  1542. die = 10
  1543. dice = 8
  1544. isexp = 1
  1545. isproj = 1
  1546. acc = 15
  1547. type = 5
  1548. firetime = 1
  1549. reltime = 2
  1550. clipsize = 150
  1551. volley = 1
  1552. radius = 12
  1553. consume = 60
  1554. mod = 1
  1555. }
  1556. // nuclear VBFG 9000
  1557. if (f.weapon.selectedIndex == 110) {
  1558. die = 8
  1559. dice = 8
  1560. isexp = 1
  1561. isproj = 1
  1562. acc = 15
  1563. type = 5
  1564. firetime = 1.5
  1565. reltime = 30
  1566. clipsize = 60
  1567. volley = 1
  1568. radius = 12
  1569. consume = 60
  1570. mod = 1
  1571. }
  1572. // Biggest fucking gun
  1573. if (f.weapon.selectedIndex == 111) {
  1574. die = 20
  1575. dice = 12
  1576. isexp = 1
  1577. isproj = 1
  1578. acc = 15
  1579. type = 5
  1580. firetime = 1
  1581. reltime = 2
  1582. clipsize = 250
  1583. volley = 1
  1584. radius = 16
  1585. consume = 100
  1586. mod = 1
  1587. }
  1588. // Biggest fucking nuclear gun
  1589. if (f.weapon.selectedIndex == 112) {
  1590. die = 16
  1591. dice = 12
  1592. isexp = 1
  1593. isproj = 1
  1594. acc = 15
  1595. type = 5
  1596. firetime = 1
  1597. reltime = 50
  1598. clipsize = 100
  1599. volley = 1
  1600. radius = 16
  1601. consume = 100
  1602. mod = 1
  1603. }
  1604. // Acid Spitter
  1605. if (f.weapon.selectedIndex == 114) {
  1606. die = 10
  1607. dice = 10
  1608. isexp = 1
  1609. acc = 15
  1610. type = 6
  1611. firetime = 0.8
  1612. reltime = 17
  1613. clipsize = 10
  1614. volley = 1
  1615. radius = 3
  1616. consume = 10
  1617. mod = 0
  1618. }
  1619. // Charch's Null Pointer
  1620. if (f.weapon.selectedIndex == 115) {
  1621. die = 10
  1622. dice = 1
  1623. acc = 16
  1624. type = 5
  1625. firetime = 1
  1626. reltime = 2
  1627. clipsize = 60
  1628. volley = 1
  1629. radius = 1
  1630. consume = 10
  1631. mod = 0
  1632. }
  1633.  
  1634.  
  1635.  
  1636.  
  1637. // Combat knife
  1638. if (f.weapon2.selectedIndex == 0) {
  1639. die2 = 2
  1640. dice2 = 5
  1641. ismelee2 = 1
  1642. isblade2 = 1
  1643. acc2 = 11
  1644. type2 = 1
  1645. firetime2 = 1
  1646. mod2 = 5
  1647. }
  1648. // Chainsword
  1649. if (f.weapon2.selectedIndex == 1) {
  1650. die2 = 8
  1651. dice2 = 2
  1652. ismelee2 = 1
  1653. isblade2 = 1
  1654. acc2 = 12
  1655. type2 = 1
  1656. firetime2 = 1
  1657. mod2 = 1
  1658. }
  1659. // Piercing combat knife
  1660. if (f.weapon2.selectedIndex == 2) {
  1661. die2 = 2
  1662. dice2 = 6
  1663. ismelee2 = 1
  1664. isblade2 = 1
  1665. acc2 = 11
  1666. type2 = 7
  1667. firetime2 = 1
  1668. mod2 = 1
  1669. }
  1670. // Butcher's Cleaver
  1671. if (f.weapon2.selectedIndex == 3) {
  1672. die2 = 5
  1673. dice2 = 6
  1674. ismelee2 = 1
  1675. isblade2 = 1
  1676. acc2 = 10
  1677. type2 = 1
  1678. firetime2 = 1
  1679. mod2 = 0
  1680. }
  1681. // Subtle Knife
  1682. if (f.weapon2.selectedIndex == 4) {
  1683. die2 = 3
  1684. dice2 = 5
  1685. ismelee2 = 1
  1686. isblade2 = 1
  1687. acc2 = 10
  1688. type2 = 5
  1689. firetime2 = 1
  1690. mod2 = 0
  1691. }
  1692. // Pistol
  1693. if (f.weapon2.selectedIndex == 5) {
  1694. die2 = 2
  1695. dice2 = 4
  1696. ispistol2 = 1
  1697. acc2 = 14
  1698. type2 = 2
  1699. firetime2 = 1
  1700. reltime2 = 1.2
  1701. clipsize2 = 6
  1702. volley2 = 1
  1703. consume2 = 1
  1704. mod2 = 5
  1705. }
  1706. // Blaster
  1707. if (f.weapon2.selectedIndex == 6) {
  1708. die2 = 2
  1709. dice2 = 4
  1710. ispistol2 = 1
  1711. acc2 = 13
  1712. type2 = 5
  1713. firetime2 = 1
  1714. reltime2 = 0
  1715. clipsize2 = 10
  1716. volley2 = 1
  1717. consume2 = 1
  1718. mod2 = 5
  1719. }
  1720. // Combat pistol
  1721. if (f.weapon2.selectedIndex == 7) {
  1722. die2 = 3
  1723. dice2 = 3
  1724. ispistol2 = 1
  1725. acc2 = 15
  1726. type2 = 2
  1727. firetime2 = 1
  1728. reltime2 = 1.8
  1729. clipsize2 = 15
  1730. volley2 = 1
  1731. consume2 = 1
  1732. mod2 = 5
  1733. }
  1734. // HIgh power pistol
  1735. if (f.weapon2.selectedIndex == 8) {
  1736. die2 = 2
  1737. dice2 = 6
  1738. ispistol2 = 1
  1739. acc2 = 14
  1740. type2 = 2
  1741. firetime2 = 1
  1742. reltime2 = 1.2
  1743. clipsize2 = 4
  1744. volley2 = 1
  1745. consume2 = 1
  1746. mod2 = 1
  1747. }
  1748. // High power blaster
  1749. if (f.weapon2.selectedIndex == 9) {
  1750. die2 = 2
  1751. dice2 = 6
  1752. ispistol2 = 1
  1753. acc2 = 13
  1754. type2 = 5
  1755. firetime2 = 1
  1756. reltime2 = 0
  1757. clipsize2 = 7
  1758. volley2 = 1
  1759. consume2 = 1
  1760. mod2 = 1
  1761. }
  1762. // High power combat pistol
  1763. if (f.weapon2.selectedIndex == 10) {
  1764. die2 = 3
  1765. dice2 = 5
  1766. ispistol2 = 1
  1767. acc2 = 15
  1768. type2 = 2
  1769. firetime2 = 1
  1770. reltime2 = 1.8
  1771. clipsize2 = 10
  1772. volley2 = 1
  1773. consume2 = 1
  1774. mod2 = 1
  1775. }
  1776. // Demolition pistol
  1777. if (f.weapon2.selectedIndex == 11) {
  1778. die2 = 4
  1779. dice2 = 2
  1780. ispistol2 = 1
  1781. acc2 = 14
  1782. type2 = 2
  1783. firetime2 = 1
  1784. reltime2 = 1.2
  1785. clipsize2 = 6
  1786. volley2 = 1
  1787. radius2 = 1
  1788. consume2 = 1
  1789. mod2 = 1
  1790. }
  1791. // Demolition combat pistol
  1792. if (f.weapon2.selectedIndex == 12) {
  1793. die2 = 5
  1794. dice2 = 2
  1795. ispistol2 = 1
  1796. acc2 = 15
  1797. type2 = 2
  1798. firetime2 = 1
  1799. reltime2 = 1.8
  1800. clipsize2 = 15
  1801. volley2 = 1
  1802. radius2 = 1
  1803. consume2 = 1
  1804. mod2 = 1
  1805. }
  1806. // Nanomachic pistol
  1807. if (f.weapon2.selectedIndex == 13) {
  1808. die2 = 2
  1809. dice2 = 4
  1810. ispistol2 = 1
  1811. acc2 = 14
  1812. type2 = 2
  1813. firetime2 = 1
  1814. reltime2 = 0
  1815. clipsize2 = 1
  1816. volley2 = 1
  1817. consume2 = 1
  1818. mod2 = 1
  1819. }
  1820. // Nanomachic blaster
  1821. if (f.weapon2.selectedIndex == 14) {
  1822. die2 = 2
  1823. dice2 = 4
  1824. ispistol2 = 1
  1825. acc2 = 13
  1826. type2 = 5
  1827. firetime2 = 1
  1828. reltime2 = 0
  1829. clipsize2 = 1
  1830. volley2 = 1
  1831. consume2 = 1
  1832. mod2 = 1
  1833. }
  1834. // Nanomachic combat pistol
  1835. if (f.weapon2.selectedIndex == 15) {
  1836. die2 = 3
  1837. dice2 = 3
  1838. ispistol2 = 1
  1839. acc2 = 15
  1840. type2 = 2
  1841. firetime2 = 1
  1842. reltime2 = 0
  1843. clipsize2 = 1
  1844. volley2 = 1
  1845. consume2 = 1
  1846. mod2 = 1
  1847. }
  1848. // Speedloader pistol
  1849. if (f.weapon2.selectedIndex == 16) {
  1850. die2 = 2
  1851. dice2 = 4
  1852. ispistol2 = 1
  1853. acc2 = 14
  1854. type2 = 2
  1855. firetime2 = 1
  1856. reltime2 = 0.6
  1857. clipsize2 = 6
  1858. volley2 = 1
  1859. consume2 = 1
  1860. mod2 = 1
  1861. }
  1862. // Storm bolter pistol
  1863. if (f.weapon2.selectedIndex == 17) {
  1864. die2 = 1
  1865. dice2 = 8
  1866. ispistol2 = 1
  1867. acc2 = 12
  1868. type2 = 2
  1869. firetime2 = 0.85
  1870. reltime2 = 1.2
  1871. clipsize2 = 9
  1872. volley2 = 2
  1873. consume2 = 1
  1874. mod2 = 1
  1875. }
  1876. // Storm bolter blaster
  1877. if (f.weapon2.selectedIndex == 18) {
  1878. die2 = 1
  1879. dice2 = 8
  1880. ispistol2 = 1
  1881. acc2 = 11
  1882. type2 = 5
  1883. firetime2 = 0.85
  1884. reltime2 = 0
  1885. clipsize2 = 15
  1886. volley2 = 2
  1887. consume2 = 1
  1888. mod2 = 1
  1889. }
  1890. // Storm bolter combat pistol
  1891. if (f.weapon2.selectedIndex == 19) {
  1892. die2 = 1
  1893. dice2 = 9
  1894. ispistol2 = 1
  1895. acc2 = 13
  1896. type2 = 2
  1897. firetime2 = 0.85
  1898. reltime2 = 1.8
  1899. clipsize2 = 23
  1900. volley2 = 2
  1901. consume2 = 1
  1902. mod2 = 1
  1903. }
  1904. // Energy pistol
  1905. if (f.weapon2.selectedIndex == 20) {
  1906. die2 = 3
  1907. dice2 = 4
  1908. ispistol2 = 1
  1909. acc2 = 14
  1910. type2 = 5
  1911. firetime2 = 1
  1912. reltime2 = 1.2
  1913. clipsize2 = 6
  1914. volley2 = 2
  1915. consume2 = 1
  1916. mod2 = 1
  1917. }
  1918. // Energy blaster
  1919. if (f.weapon2.selectedIndex == 21) {
  1920. die2 = 3
  1921. dice2 = 4
  1922. ispistol2 = 1
  1923. acc2 = 13
  1924. type2 = 5
  1925. firetime2 = 1
  1926. reltime2 = 0
  1927. clipsize2 = 10
  1928. volley2 = 2
  1929. consume2 = 1
  1930. mod2 = 1
  1931. }
  1932. // Energy combat pistol
  1933. if (f.weapon2.selectedIndex == 22) {
  1934. die2 = 4
  1935. dice2 = 3
  1936. ispistol2 = 1
  1937. acc2 = 15
  1938. type2 = 5
  1939. firetime2 = 1
  1940. reltime2 = 1.8
  1941. clipsize2 = 15
  1942. volley2 = 2
  1943. consume2 = 1
  1944. mod2 = 1
  1945. }
  1946. // Anti-Freak Jackal
  1947. if (f.weapon2.selectedIndex == 23) {
  1948. die2 = 5
  1949. dice2 = 3
  1950. ispistol2 = 1
  1951. acc2 = 14
  1952. type2 = 4
  1953. firetime2 = 1
  1954. reltime2 = 2
  1955. clipsize2 = 6
  1956. volley2 = 1
  1957. radius2 = 1
  1958. consume2 = 1
  1959. mod2 = 0
  1960. }
  1961. // Grammaton Cleric Beretta (single)
  1962. if (f.weapon2.selectedIndex == 24) {
  1963. die2 = 2
  1964. dice2 = 6
  1965. ispistol2 = 1
  1966. isburst2 = 1
  1967. acc2 = 15
  1968. type2 = 2
  1969. firetime2 = 1
  1970. reltime2 = 2
  1971. clipsize2 = 18
  1972. volley2 = 1
  1973. consume2 = 1
  1974. mod2 = 0
  1975. }
  1976. // Grammaton Cleric Beretta (semi-auto)
  1977. if (f.weapon2.selectedIndex == 25) {
  1978. die2 = 1
  1979. dice2 = 8
  1980. ispistol2 = 1
  1981. isburst2 = 1
  1982. acc2 = 13
  1983. type2 = 2
  1984. firetime2 = 1
  1985. reltime2 = 2
  1986. clipsize2 = 18
  1987. volley2 = 3
  1988. consume2 = 1
  1989. mod2 = 0
  1990. }
  1991. // Grammaton Cleric Beretta (full-auto)
  1992. if (f.weapon2.selectedIndex == 26) {
  1993. die2 = 1
  1994. dice2 = 7
  1995. ispistol2 = 1
  1996. acc2 = 11
  1997. type2 = 2
  1998. firetime2 = 1
  1999. reltime2 = 2
  2000. clipsize2 = 18
  2001. volley2 = 6
  2002. consume2 = 1
  2003. mod2 = 0
  2004. }
  2005. // Trigun
  2006. if (f.weapon2.selectedIndex == 27) {
  2007. die2 = 3
  2008. dice2 = 6
  2009. ispistol2 = 1
  2010. acc2 = 16
  2011. type2 = 2
  2012. firetime2 = 0.7
  2013. reltime2 = 2
  2014. clipsize2 = 6
  2015. volley2 = 1
  2016. consume2 = 1
  2017. mod2 = 0
  2018. }
  2019.  
  2020.  
  2021.  
  2022. finlv = f.fin.selectedIndex
  2023. soblv = f.sob.selectedIndex
  2024. rellv = f.rel.selectedIndex
  2025. eelv = f.ee.selectedIndex
  2026. soglv = f.sog.selectedIndex
  2027. brulv = f.bru.selectedIndex
  2028.  
  2029. if (f.dg.checked == true) {
  2030. isdug = 1
  2031. }
  2032. thlv = f.th.selectedIndex
  2033.  
  2034. dist = f.dist.value
  2035.  
  2036. if (f.ber.checked == true) {
  2037. isber = 1
  2038. }
  2039. if (f.aomc.checked == true) {
  2040. isaomc = 1
  2041. }
  2042.  
  2043. if (f.none.checked == true) {
  2044. master = 0
  2045. }
  2046. if (f.mmb.checked == true) {
  2047. master = 1
  2048. }
  2049. if (f.mbd.checked == true) {
  2050. master = 2
  2051. }
  2052. if (f.mss.checked == true) {
  2053. master = 3
  2054. }
  2055. if (f.mad.checked == true) {
  2056. master = 4
  2057. }
  2058. if (f.msh.checked == true) {
  2059. master = 5
  2060. }
  2061. if (f.mac.checked == true) {
  2062. master = 6
  2063. }
  2064. if (f.mce.checked == true) {
  2065. master = 7
  2066. }
  2067.  
  2068. if (master == 1) {
  2069. if (eelv >= 1) {
  2070. alert("Some of traits are blocked.");
  2071. return;
  2072. }
  2073. }
  2074. if (master == 2) {
  2075. if (eelv >= 1) {
  2076. alert("Some of traits are blocked.");
  2077. return;
  2078. }
  2079. }
  2080. if (master == 3) {
  2081. if ((soglv >= 1) || (eelv >= 1)) {
  2082. alert("Some of traits are blocked.");
  2083. return;
  2084. }
  2085. }
  2086. if (master == 4) {
  2087. if (mod == 1) {
  2088. mod = 0
  2089. }
  2090. if (mod == 5) {
  2091. mod = 1
  2092. }
  2093. if ((finlv >= 1) || (eelv >= 1)) {
  2094. alert("Some of traits are blocked.");
  2095. return;
  2096. }
  2097. }
  2098. if (master == 5) {
  2099. if ((soblv >= 1) || (eelv >= 1)) {
  2100. alert("Some of traits are blocked.");
  2101. return;
  2102. }
  2103. }
  2104. if (master == 6) {
  2105. if (eelv >= 1) {
  2106. alert("Some of traits are blocked.");
  2107. return;
  2108. }
  2109. }
  2110. if (master == 7) {
  2111. if (rellv >= 1) {
  2112. alert("Some of traits are blocked.");
  2113. return;
  2114. }
  2115. }
  2116.  
  2117.  
  2118.  
  2119. pmod = f.pow.selectedIndex
  2120. tmod = f.tec.selectedIndex
  2121. bmod = f.bul.selectedIndex
  2122. amod = f.agi.selectedIndex
  2123. fmod = f.fir.selectedIndex
  2124. smod = f.sni.selectedIndex
  2125.  
  2126. if ((pmod + tmod + bmod + amod + fmod + smod) > mod) {
  2127. alert("Too many mods are implemented.");
  2128. return;
  2129. }
  2130.  
  2131. pmod2 = f.pow2.selectedIndex
  2132. tmod2 = f.tec2.selectedIndex
  2133. bmod2 = f.bul2.selectedIndex
  2134. amod2 = f.agi2.selectedIndex
  2135. fmod2 = f.fir2.selectedIndex
  2136. smod2 = f.sni2.selectedIndex
  2137.  
  2138. if ((pmod2 + tmod2 + bmod2 + amod2 + fmod2 + smod2) > mod2) {
  2139. alert("Too many mods are implemented.");
  2140. return;
  2141. }
  2142.  
  2143.  
  2144.  
  2145. // Former human/sergeant/captain
  2146. if (f.enemy.selectedIndex == 0) {}
  2147. // Imp
  2148. if (f.enemy.selectedIndex == 1) {
  2149. firres = 25
  2150. }
  2151. // Nightmare imp
  2152. if (f.enemy.selectedIndex == 2) {
  2153. firres = 50
  2154. }
  2155. // Lost soul
  2156. if (f.enemy.selectedIndex == 3) {
  2157. bulres = 50
  2158. firres = 75
  2159. }
  2160. // Cacodemon/Pain elemental
  2161. if (f.enemy.selectedIndex == 4) {
  2162. protect = 1
  2163. }
  2164. // Hell knight
  2165. if (f.enemy.selectedIndex == 5) {
  2166. protect = 1
  2167. acidres = 50
  2168. }
  2169. // Demons, etc
  2170. if (f.enemy.selectedIndex == 6) {
  2171. protect = 2
  2172. }
  2173. // Arachnotron
  2174. if (f.enemy.selectedIndex == 7) {
  2175. protect = 2
  2176. melres = -100
  2177. }
  2178. // Baron of hell/Bruiser
  2179. if (f.enemy.selectedIndex == 8) {
  2180. protect = 2
  2181. acidres = 50
  2182. }
  2183. // Revenant
  2184. if (f.enemy.selectedIndex == 9) {
  2185. protect = 2
  2186. bulres = 50
  2187. firres = 25
  2188. }
  2189. // Nightmare demon/archvile/Shambler
  2190. if (f.enemy.selectedIndex == 10) {
  2191. protect = 3
  2192. }
  2193. // Elite former human
  2194. if (f.enemy.selectedIndex == 11) {
  2195. protect = 3
  2196. bulres = 15
  2197. shpres = 15
  2198. }
  2199. // Elite former sergeant
  2200. if (f.enemy.selectedIndex == 12) {
  2201. protect = 4
  2202. plares = 20
  2203. }
  2204. // Arena Master/SMM
  2205. if (f.enemy.selectedIndex == 13) {
  2206. protect = 2
  2207. }
  2208. // Agony Elemental/Cyberdemon
  2209. if (f.enemy.selectedIndex == 14) {
  2210. protect = 4
  2211. }
  2212. // Lava elemental
  2213. if (f.enemy.selectedIndex == 15) {
  2214. protect = 5
  2215. }
  2216. // Angel of Death
  2217. if (f.enemy.selectedIndex == 16) {
  2218. protect = 10
  2219. }
  2220.  
  2221.  
  2222. for (k = 1; k <= pmod; k++) {
  2223. if (ismelee == 1) {
  2224. dice = dice + 1
  2225. } else {
  2226. if (dice >= die) {
  2227. dice = dice + 1
  2228. } else {
  2229. die = die + 1
  2230. }
  2231. }
  2232. }
  2233. for (k = 1; k <= tmod; k++) {
  2234. firetime = 0.85 * firetime
  2235. }
  2236. for (k = 1; k <= bmod; k++) {
  2237. if (ismelee == 1) {
  2238. die = die + 1
  2239. } else {
  2240. if (clipsize > 2) {
  2241. clipsize = Math.floor(1.3 * clipsize)
  2242. } else {
  2243. reltime = 0.75 * reltime
  2244. }
  2245. }
  2246. }
  2247. for (k = 1; k <= amod; k++) {
  2248. acc = acc + 1
  2249. }
  2250. if (ismelee == 1) {
  2251. dist = 1
  2252. f.dist.value = 1
  2253. } else {
  2254. if (smod < 1) {
  2255. if (master == 7) {
  2256. if (dist <= 10) {
  2257. acc = acc - Math.floor(dist / 3)
  2258. } else {
  2259. acc = acc - Math.floor((dist - 10) * 2 / 3) - 3
  2260. }
  2261. } else {
  2262. if (dist <= 8) {
  2263. acc = acc - Math.floor(dist / 3)
  2264. } else {
  2265. acc = acc - Math.floor((dist - 8) * 2 / 3) - 3
  2266. }
  2267. }
  2268. }
  2269. }
  2270. if (isburst == 1) {
  2271. volley = volley + 2 * fmod
  2272. } else {
  2273. if (radius >= 3) {
  2274. radius = radius + 2 * fmod
  2275. }
  2276. }
  2277. for (k = 1; k <= pmod2; k++) {
  2278. if (ismelee2 == 1) {
  2279. dice2 = dice2 + 1
  2280. } else {
  2281. if (dice2 >= die2) {
  2282. dice2 = dice2 + 1
  2283. } else {
  2284. die2 = die2 + 1
  2285. }
  2286. }
  2287. }
  2288. for (k = 1; k <= tmod2; k++) {
  2289. firetime2 = 0.85 * firetime2
  2290. }
  2291. for (k = 1; k <= bmod2; k++) {
  2292. if (ismelee2 == 1) {
  2293. die2 = die2 + 1
  2294. } else {
  2295. if (clipsize2 > 2) {
  2296. clipsize2 = Math.floor(1.3 * clipsize2)
  2297. } else {
  2298. reltime2 = 0.75 * reltime2
  2299. }
  2300. }
  2301. }
  2302. for (k = 1; k <= amod2; k++) {
  2303. acc2 = acc2 + 1
  2304. }
  2305. if ((ismelee2 == 1) && (ismelee == 1)) {
  2306. dist = 1
  2307. f.dist.value = 1
  2308. } else {
  2309. if (smod2 < 1) {
  2310. if (master == 7) {
  2311. if (dist <= 10) {
  2312. acc2 = acc2 - Math.floor(dist / 3)
  2313. } else {
  2314. acc2 = acc2 - Math.floor((dist - 10) * 2 / 3) - 3
  2315. }
  2316. } else {
  2317. if (dist <= 8) {
  2318. acc2 = acc2 - Math.floor(dist / 3)
  2319. } else {
  2320. acc2 = acc2 - Math.floor((dist - 8) * 2 / 3) - 3
  2321. }
  2322. }
  2323. }
  2324. }
  2325. if (isburst2 == 1) {
  2326. volley2 = volley2 + 2 * fmod2
  2327. } else {
  2328. if (radius2 >= 3) {
  2329. radius2 = radius2 + 2 * fmod2
  2330. }
  2331. }
  2332.  
  2333. firetime = (1 - 0.15 * finlv) * firetime
  2334. firetime2 = (1 - 0.15 * finlv) * firetime2
  2335. reltime = (1 - 0.2 * rellv) * reltime
  2336. reltime2 = (1 - 0.2 * rellv) * reltime2
  2337. acc = acc + 2 * eelv
  2338. acc2 = acc2 + 2 * eelv
  2339.  
  2340. if (ispistol == 1) {
  2341. firetime = (1 - 0.2 * soglv) * firetime
  2342. }
  2343. if ((master == 5) && (isshotgun > 0)) {
  2344. firetime = firetime / 3
  2345. }
  2346. if (ispistol2 == 1) {
  2347. firetime2 = (1 - 0.2 * soglv) * firetime2
  2348. }
  2349.  
  2350. if (firetime <= 0.1) {
  2351. firetime = 0.1
  2352. }
  2353. if (firetime2 <= 0.1) {
  2354. firetime2 = 0.1
  2355. }
  2356. if (ismelee == 1) {
  2357. acc = acc + 2 * brulv
  2358. }
  2359. if (ismelee2 == 1) {
  2360. acc2 = acc2 + 2 * brulv
  2361. }
  2362. if (isaomc == 1) {
  2363. acc = acc + 12
  2364. acc2 = acc2 + 12
  2365. }
  2366.  
  2367. if (isburst == 1) {
  2368. volley = volley + thlv
  2369. }
  2370. if (isburst2 == 1) {
  2371. volley2 = volley2 + thlv
  2372. }
  2373.  
  2374. if ((master == 2) && (ispistol == 1)) {
  2375. firetime = firetime * (1 + 0.5 * (thlv / volley))
  2376. volley = volley + thlv
  2377. }
  2378. if ((master == 2) && (ispistol2 == 1)) {
  2379. firetime2 = firetime2 * (1 + 0.5 * (thlv / volley))
  2380. volley2 = volley2 + thlv
  2381. }
  2382.  
  2383.  
  2384.  
  2385. var count = 10000
  2386.  
  2387. var hitcount = 0
  2388.  
  2389. for (j = 0; j < count; j++) {
  2390. for (l = 0; l < volley; l++) {
  2391. damage = 0
  2392. accroll = 0
  2393. accjudge = 0
  2394. losroll = 0
  2395. for (k = 1; k <= 3; k++) {
  2396. accroll = accroll + Math.floor(1 + (6 * Math.random()));
  2397. }
  2398. if (smod == 2) {
  2399. losroll = 1
  2400. } else {
  2401. if (master == 7) {
  2402. if (dist <= 10) {
  2403. losroll = 1
  2404. } else {
  2405. if (Math.random() < 0.5) {
  2406. losroll = 1
  2407. } else {
  2408. losroll = 0
  2409. }
  2410. }
  2411. } else {
  2412. if (dist <= 8) {
  2413. losroll = 1
  2414. } else {
  2415. if (Math.random() < 0.5) {
  2416. losroll = 1
  2417. } else {
  2418. losroll = 0
  2419. }
  2420. }
  2421. }
  2422. }
  2423.  
  2424. if ((isshotgun == 0) && ((((accroll <= acc) || (accroll <= 4)) && (accroll <= 16)) && (losroll == 1))) {
  2425. accjudge = 1
  2426. }
  2427. if (((isshotgun == 1) || (isshotgun == 2) || (isshotgun == 4)) && (dist <= 15)) {
  2428. accjudge = 1
  2429. }
  2430. if ((isshotgun == 3) && (dist <= 8)) {
  2431. accjudge = 1
  2432. }
  2433. if (isproj == 1) {
  2434. accjudge = 1
  2435. }
  2436.  
  2437.  
  2438.  
  2439. if (accjudge == 1) {
  2440.  
  2441. hitcount = hitcount + 1
  2442.  
  2443. for (i = 1; i <= die; i++) {
  2444. if (isaomc == 0) {
  2445. damage = damage + Math.floor(1 + (dice * Math.random()));
  2446. }
  2447. if ((isaomc == 1) || ((ispistol == 1) && (master == 3))) {
  2448. damage = damage + dice
  2449. }
  2450. }
  2451.  
  2452. damage = damage + soblv
  2453. if (ispistol == 1) {
  2454. damage = damage + soglv
  2455. }
  2456. if (ismelee == 1) {
  2457. damage = damage + 3 * brulv
  2458. }
  2459.  
  2460. if ((isber == 1) && (ismelee == 1)) {
  2461. damage = damage * 2
  2462. }
  2463.  
  2464. if (isshotgun == 1) {
  2465. damage = damage * (1 - 0.07 * dist)
  2466. }
  2467. if ((isshotgun == 2) || (isshotgun == 4)) {
  2468. damage = damage * (1 - 0.05 * dist)
  2469. }
  2470. if (isshotgun == 3) {
  2471. damage = damage * (1 - 0.1 * dist)
  2472. }
  2473.  
  2474.  
  2475. if (type == 1) {
  2476. damage = damage * (1 - 0.01 * melres)
  2477. damage = damage - parseInt(protect);
  2478. }
  2479. if (type == 2) {
  2480. damage = damage * (1 - 0.01 * bulres)
  2481. damage = damage - parseInt(protect);
  2482. }
  2483. if (type == 3) {
  2484. if (master != 4) {
  2485. damage = damage * (1 - 0.01 * shpres)
  2486. damage = damage - 2 * parseInt(protect);
  2487. }
  2488. }
  2489. if (type == 4) {
  2490. damage = damage * (1 - 0.01 * firres)
  2491. damage = damage - parseInt(protect);
  2492. }
  2493. if (type == 5) {
  2494. damage = damage * (1 - 0.01 * plares)
  2495. damage = damage - Math.floor(parseInt(protect) / 2);
  2496. }
  2497. if (type == 6) {
  2498. damage = damage * (1 - 0.01 * acires)
  2499. damage = damage - parseInt(protect);
  2500. }
  2501. damage = Math.floor(damage)
  2502. if (damage <= 1) {
  2503. damage = 1
  2504. }
  2505. totdam = totdam + damage
  2506. }
  2507. }
  2508.  
  2509.  
  2510. if (((isdug == 1) && (ispistol == 1) && (ispistol2 == 1)) || ((isblade == 1) && (isblade2 == 1) && (master == 1))) {
  2511.  
  2512. for (m = 0; m < volley2; m++) {
  2513. damage = 0
  2514. accroll = 0
  2515. losroll = 0
  2516. for (n = 1; n <= 3; n++) {
  2517. accroll = accroll + Math.floor(1 + (6 * Math.random()));
  2518. }
  2519. if (smod2 == 2) {
  2520. losroll = 1
  2521. } else {
  2522. if (master == 7) {
  2523. if (dist <= 10) {
  2524. losroll = 1
  2525. } else {
  2526. if (Math.random() < 0.5) {
  2527. losroll = 1
  2528. } else {
  2529. losroll = 0
  2530. }
  2531. }
  2532. } else {
  2533. if (dist <= 8) {
  2534. losroll = 1
  2535. } else {
  2536. if (Math.random() < 0.5) {
  2537. losroll = 1
  2538. } else {
  2539. losroll = 0
  2540. }
  2541. }
  2542. }
  2543. }
  2544.  
  2545. if (((((accroll <= acc2) || (accroll <= 4)) && (accroll <= 16)) && (losroll == 1)) || (radius2 >= 1)) {
  2546.  
  2547. hitcount = hitcount + 1
  2548.  
  2549. for (p = 1; p <= die2; p++) {
  2550. if (isaomc == 0) {
  2551. damage = damage + Math.floor(1 + (dice2 * Math.random()));
  2552. }
  2553. if ((isaomc == 1) || ((ispistol2 == 1) && (master == 3))) {
  2554. damage = damage + dice2
  2555. }
  2556. }
  2557.  
  2558. damage = damage + soblv
  2559. if (ispistol2 == 1) {
  2560. damage = damage + soglv
  2561. }
  2562. if (ismelee2 == 1) {
  2563. damage = damage + 3 * brulv
  2564. }
  2565.  
  2566. if ((isber == 1) && (ismelee2 == 1)) {
  2567. damage = damage * 2
  2568. }
  2569.  
  2570. if (type2 == 1) {
  2571. damage = damage * (1 - 0.01 * melres)
  2572. damage = damage - parseInt(protect);
  2573. }
  2574. if (type2 == 2) {
  2575. damage = damage * (1 - 0.01 * bulres)
  2576. damage = damage - parseInt(protect);
  2577. }
  2578. if (type2 == 3) {
  2579. damage = damage * (1 - 0.01 * shpres)
  2580. damage = damage - 2 * parseInt(protect);
  2581. }
  2582. if (type2 == 4) {
  2583. damage = damage * (1 - 0.01 * firres)
  2584. damage = damage - parseInt(protect);
  2585. }
  2586. if (type2 == 5) {
  2587. damage = damage * (1 - 0.01 * plares)
  2588. damage = damage - Math.floor(parseInt(protect) / 2);
  2589. }
  2590. if (type2 == 6) {
  2591. damage = damage * (1 - 0.01 * acires)
  2592. damage = damage - parseInt(protect);
  2593. }
  2594. damage = Math.floor(damage)
  2595. if (damage <= 1) {
  2596. damage = 1
  2597. }
  2598. totdam = totdam + damage
  2599. }
  2600. }
  2601.  
  2602. }
  2603.  
  2604. if ((isdug == 1) && (ispistol == 1) && (ispistol2 == 1)) {
  2605. time = time + (firetime + firetime2) * 0.6
  2606. } else {
  2607. time = time + firetime
  2608. }
  2609.  
  2610. }
  2611.  
  2612. if (((isdug == 1) && (ispistol == 1) && (ispistol2 == 1)) || ((isblade == 1) && (isblade2 == 1) && (master == 1))) {
  2613. hitcount = hitcount / (count * (volley + volley2))
  2614. } else {
  2615. hitcount = hitcount / (count * volley)
  2616. }
  2617.  
  2618. if ((isdug == 1) && (ispistol == 1) && (ispistol2 == 1)) {
  2619. if (master != 6) {
  2620. totrel = (reltime + reltime2) * Math.max((consume * volley * count / clipsize), (consume2 * volley2 * count / clipsize2))
  2621. } else {
  2622. if (isburst == 1) {
  2623. if (isburst2 == 1) {
  2624. totrel = (reltime + reltime2) * Math.max((consume * count / clipsize), (consume2 * count / clipsize2))
  2625. } else {
  2626. totrel = (reltime + reltime2) * Math.max((consume * count / clipsize), (consume2 * volley2 * count / clipsize2))
  2627. }
  2628. } else {
  2629. if (isburst2 == 1) {
  2630. totrel = (reltime + reltime2) * Math.max((consume * volley * count / clipsize), (consume2 * count / clipsize2))
  2631. } else {
  2632. totrel = (reltime + reltime2) * Math.max((consume * volley * count / clipsize), (consume2 * volley2 * count / clipsize2))
  2633. }
  2634. }
  2635. }
  2636. } else {
  2637. if (master != 6) {
  2638. totrel = reltime * consume * volley * count / clipsize
  2639. } else {
  2640. if (isburst == 1) {
  2641. totrel = reltime * consume * count / clipsize
  2642. } else {
  2643. totrel = reltime * consume * volley * count / clipsize
  2644. }
  2645. }
  2646. }
  2647.  
  2648.  
  2649. dps = totdam / (time + totrel);
  2650.  
  2651. result = "Total damage : "
  2652. result += totdam
  2653. result += " (Accuracy "
  2654. result += hitcount * 100
  2655. result += "%) <br>Total fire time : "
  2656. result += time
  2657. result += "s<br>Total reload time : "
  2658. result += totrel
  2659. result += "s<br>DPS : "
  2660. result += dps
  2661.  
  2662. Result.innerHTML = result
  2663.  
  2664.  
  2665.  
  2666. }
  2667. </script>
  2668.  
  2669. <form>
  2670.  
  2671. <br> Weapon :
  2672. <select name="weapon">
  2673. <option>Fists</option>
  2674. <option>Combat knife</option>
  2675. <option>Chainsaw</option>
  2676. <option>Chainsword</option>
  2677. <option>Piercing combat knife</option>
  2678. <option>Piercing chainsaw</option>
  2679. <option>Double chainsaw</option>
  2680. <option>Ripper</option>
  2681. <option>Butcher's Cleaver</option>
  2682. <option>Mjollnir</option>
  2683. <option>Subtle Knife</option>
  2684. <option>Dragonslayer (+berserk)</option>
  2685. <option>Longinus Spear</option>
  2686. <option>Azrael's Scythe</option>
  2687. <option>---------------------</option>
  2688. <option>Pistol</option>
  2689. <option>Blaster</option>
  2690. <option>Combat pistol</option>
  2691. <option>High power pistol</option>
  2692. <option>High power blaster</option>
  2693. <option>High power combat pistol</option>
  2694. <option>Demolition pistol</option>
  2695. <option>Demolition combat pistol</option>
  2696. <option>Nanomachic pistol</option>
  2697. <option>Nanomachic blaster</option>
  2698. <option>Nanomachic combat pistol</option>
  2699. <option>Speedloader pistol</option>
  2700. <option>Storm pistol</option>
  2701. <option>Storm blaster</option>
  2702. <option>Storm combat pistol</option>
  2703. <option>Energy pistol</option>
  2704. <option>Energy blaster</option>
  2705. <option>Energy combat pistol</option>
  2706. <option>Anti-Freak Jackal</option>
  2707. <option>Grammaton Cleric Beretta(single)</option>
  2708. <option>Grammaton Cleric Beretta(semi-auto)</option>
  2709. <option>Grammaton Cleric Beretta(full-auto)</option>
  2710. <option>Trigun</option>
  2711. <option>---------------------</option>
  2712. <option>Shotgun</option>
  2713. <option>Combat shotgun</option>
  2714. <option>Double shotgun</option>
  2715. <option>Assault shotgun</option>
  2716. <option>Plasma shotgun</option>
  2717. <option>Super shotgun</option>
  2718. <option>Elephant gun</option>
  2719. <option>Tactical shotgun</option>
  2720. <option>Focused double shotgun</option>
  2721. <option>Plasmatic shotgun</option>
  2722. <option>Plasmatic combat shotgun</option>
  2723. <option>Plasmatic double shotgun</option>
  2724. <option>Plasmatic assault shotgun</option>
  2725. <option>Plasmatic super shotgun</option>
  2726. <option>Nano shotgun</option>
  2727. <option>Nano combat shotgun</option>
  2728. <option>Nano double shotgun</option>
  2729. <option>Nano assault shotgun</option>
  2730. <option>Nano plasma shotgun</option>
  2731. <option>Nano super shotgun</option>
  2732. <option>Frag Shotgun</option>
  2733. <option>Jackhammer</option>
  2734. <option>---------------------</option>
  2735. <option>Chaingun</option>
  2736. <option>Plasma rifle</option>
  2737. <option>Minigun</option>
  2738. <option>Laser rifle</option>
  2739. <option>Tristar blaster</option>
  2740. <option>High power chaingun</option>
  2741. <option>High power plasma rifle</option>
  2742. <option>High power minigun</option>
  2743. <option>High power laser rifle</option>
  2744. <option>High power tristar blaster</option>
  2745. <option>Demolition chaingun</option>
  2746. <option>Demolition minigun</option>
  2747. <option>Nanomachic chaingun</option>
  2748. <option>Nanomachic plasma rifle</option>
  2749. <option>Nanomachic minigun</option>
  2750. <option>Nanomachic laser rifle</option>
  2751. <option>Nanomachic tristar blaster</option>
  2752. <option>Gatling gun</option>
  2753. <option>Hyperblaster</option>
  2754. <option>Assault chaingun</option>
  2755. <option>Assault plasma rifle</option>
  2756. <option>Assault minigun</option>
  2757. <option>Assault laser rifle</option>
  2758. <option>Burst chaingun</option>
  2759. <option>Burst plasma rifle</option>
  2760. <option>Burst minigun</option>
  2761. <option>Burst laser rifle</option>
  2762. <option>BFG 10K</option>
  2763. <option>Railgun</option>
  2764. <option>Mega Buster(bullet)</option>
  2765. <option>Mega Buster(acid)</option>
  2766. <option>Mega Buster(fire)</option>
  2767. <option>Mega Buster(plasma)</option>
  2768. <option>---------------------</option>
  2769. <option>Rocket launcher</option>
  2770. <option>Missile launcher</option>
  2771. <option>Napalm launcher</option>
  2772. <option>Micro launcher</option>
  2773. <option>Tactical rocket launcher</option>
  2774. <option>Nanomachic rocket launcher</option>
  2775. <option>Nanomachic missile tlauncher</option>
  2776. <option>Nanomachic napalm launcher</option>
  2777. <option>Revenant's Launcher</option>
  2778. <option>---------------------</option>
  2779. <option>BFG 9000</option>
  2780. <option>nuclear BFG 9000</option>
  2781. <option>HIgh power BFG 9000</option>
  2782. <option>VBFG 9000</option>
  2783. <option>nuclear VBFG 9000</option>
  2784. <option>Biggest fucking gun</option>
  2785. <option>Biggest fucking nuclear gun</option>
  2786. <option>---------------------</option>
  2787. <option>Acid Spitter</option>
  2788. <option>Charch's Null Pointer</option>
  2789. </select>
  2790. <br> P :
  2791. <select name="pow">
  2792. <option>0</option>
  2793. <option>1</option>
  2794. <option>2</option>
  2795. <option>3</option>
  2796. </select>
  2797. &nbsp;&nbsp; T :
  2798. <select name="tec">
  2799. <option>0</option>
  2800. <option>1</option>
  2801. <option>2</option>
  2802. <option>3</option>
  2803. </select>
  2804. &nbsp;&nbsp; B :
  2805. <select name="bul">
  2806. <option>0</option>
  2807. <option>1</option>
  2808. <option>2</option>
  2809. <option>3</option>
  2810. </select>
  2811. &nbsp;&nbsp; A :
  2812. <select name="agi">
  2813. <option>0</option>
  2814. <option>1</option>
  2815. <option>2</option>
  2816. <option>3</option>
  2817. </select>
  2818. &nbsp;&nbsp; F :
  2819. <select name="fir">
  2820. <option>0</option>
  2821. <option>1</option>
  2822. <option>2</option>
  2823. </select>
  2824. &nbsp;&nbsp; S :
  2825. <select name="sni">
  2826. <option>0</option>
  2827. <option>1</option>
  2828. <option>2</option>
  2829. </select>
  2830. <br>
  2831. <br>Weapon2 (DG/MMB) :
  2832. <select name="weapon2">
  2833. <option>Combat knife</option>
  2834. <option>Chainsword</option>
  2835. <option>Piercing combat knife</option>
  2836. <option>Butcher's Cleaver</option>
  2837. <option>Subtle Knife</option>
  2838. <option>Pistol</option>
  2839. <option>Blaster</option>
  2840. <option>Combat pistol</option>
  2841. <option>High power pistol</option>
  2842. <option>High power blaster</option>
  2843. <option>High power combat pistol</option>
  2844. <option>Demolition pistol</option>
  2845. <option>Demolition combat pistol</option>
  2846. <option>Nanomachic pistol</option>
  2847. <option>Nanomachic blaster</option>
  2848. <option>Nanomachic combat pistol</option>
  2849. <option>Speedloader pistol</option>
  2850. <option>Storm pistol</option>
  2851. <option>Storm blaster</option>
  2852. <option>Storm combat pistol</option>
  2853. <option>Energy pistol</option>
  2854. <option>Energy blaster</option>
  2855. <option>Energy combat pistol</option>
  2856. <option>Anti-Freak Jackal</option>
  2857. <option>Grammaton Cleric Beretta(single)</option>
  2858. <option>Grammaton Cleric Beretta(semi-auto)</option>
  2859. <option>Grammaton Cleric Beretta(full-auto)</option>
  2860. <option>Trigun</option>
  2861. </select>
  2862. <br> P :
  2863. <select name="pow2">
  2864. <option>0</option>
  2865. <option>1</option>
  2866. <option>2</option>
  2867. <option>3</option>
  2868. </select>
  2869. &nbsp;&nbsp; T :
  2870. <select name="tec2">
  2871. <option>0</option>
  2872. <option>1</option>
  2873. <option>2</option>
  2874. <option>3</option>
  2875. </select>
  2876. &nbsp;&nbsp; B :
  2877. <select name="bul2">
  2878. <option>0</option>
  2879. <option>1</option>
  2880. <option>2</option>
  2881. <option>3</option>
  2882. </select>
  2883. &nbsp;&nbsp; A :
  2884. <select name="agi2">
  2885. <option>0</option>
  2886. <option>1</option>
  2887. <option>2</option>
  2888. <option>3</option>
  2889. </select>
  2890. &nbsp;&nbsp; F :
  2891. <select name="fir2">
  2892. <option>0</option>
  2893. <option>1</option>
  2894. <option>2</option>
  2895. </select>
  2896. &nbsp;&nbsp; S :
  2897. <select name="sni2">
  2898. <option>0</option>
  2899. <option>1</option>
  2900. <option>2</option>
  2901. </select>
  2902. <br>
  2903. <br> Fin :
  2904. <select name="fin">
  2905. <option>0</option>
  2906. <option>1</option>
  2907. <option>2</option>
  2908. <option>3</option>
  2909. </select>
  2910. &nbsp;&nbsp; SoB :
  2911. <select name="sob">
  2912. <option>0</option>
  2913. <option>1</option>
  2914. <option>2</option>
  2915. <option>3</option>
  2916. <option>4</option>
  2917. <option>5</option>
  2918. </select>
  2919. &nbsp;&nbsp; Rel :
  2920. <select name="rel">
  2921. <option>0</option>
  2922. <option>1</option>
  2923. <option>2</option>
  2924. <option>3</option>
  2925. </select>
  2926. &nbsp;&nbsp; EE :
  2927. <select name="ee">
  2928. <option>0</option>
  2929. <option>1</option>
  2930. <option>2</option>
  2931. <option>3</option>
  2932. <option>4</option>
  2933. <option>5</option>
  2934. </select>
  2935. &nbsp;&nbsp;
  2936. <br> SoG :
  2937. <select name="sog">
  2938. <option>0</option>
  2939. <option>1</option>
  2940. <option>2</option>
  2941. <option>3</option>
  2942. <option>4</option>
  2943. <option>5</option>
  2944. </select>
  2945. &nbsp;&nbsp; Bru :
  2946. <select name="bru">
  2947. <option>0</option>
  2948. <option>1</option>
  2949. <option>2</option>
  2950. <option>3</option>
  2951. <option>4</option>
  2952. <option>5</option>
  2953. </select>
  2954. &nbsp;&nbsp;
  2955. <br> DG :
  2956. <input type="checkbox" name="dg"> &nbsp;&nbsp; TH :
  2957. <select name="th">
  2958. <option>0</option>
  2959. <option>1</option>
  2960. <option>2</option>
  2961. </select>
  2962. &nbsp;&nbsp;
  2963. <br>
  2964. <br> Distance :
  2965. <input type="text" name="dist" maxlength="2" size="2">&nbsp;&nbsp; Berserk :
  2966. <input type="checkbox" name="ber">&nbsp;&nbsp; AoMC :
  2967. <input type="checkbox" name="aomc">
  2968. <br>
  2969. <br>
  2970. <input type="radio" id="none" name="master" checked>None &nbsp;&nbsp;
  2971. <input type="radio" id="mmb" name="master">Malicious Blades &nbsp;&nbsp;
  2972. <input type="radio" id="mbd" name="master">Bullet Dance
  2973. <br>
  2974. <input type="radio" id="mss" name="master">Sharpshooter &nbsp;&nbsp;
  2975. <input type="radio" id="mad" name="master">Army of the Dead &nbsp;&nbsp;
  2976. <input type="radio" id="msh" name="master">Shottyhead
  2977. <br>
  2978. <input type="radio" id="mac" name="master">Ammochain &nbsp;&nbsp;
  2979. <input type="radio" id="mce" name="master">Cateye &nbsp;&nbsp;
  2980. <br>
  2981. <br> Enemy Type :
  2982. <select name="enemy">
  2983. <option>Former human/sergeant/captain (Armor 0)</option>
  2984. <option>Imp (Armor 0, 25% fire)</option>
  2985. <option>Nightmare imp (Armor 0, 50% fire)</option>
  2986. <option>Lost soul (Armor 0, 50% bullet, 75% fire)</option>
  2987. <option>Cacodemon/Pain elemental (Armor 1)</option>
  2988. <option>Hell knight (Armor 1, 50% acid)</option>
  2989. <option>Demon/Former commando/Mancubus/Arch-vile/Nightmare cacodemon/arachnotron (Armor 2)</option>
  2990. <option>Arachnotron (Armor 2, -100% melee)</option>
  2991. <option>Baron of hell/Bruiser brother (Armor 2, 50% acid)</option>
  2992. <option>Revenant (Armor 2, 50% bullet, 25% fire)</option>
  2993. <option>Nightmare demon/Nightmare arch-vile/Shambler (Armor 3)</option>
  2994. <option>Elite former human/sergeant (Armor 3, 15% bullet, 15% sharpnel)</option>
  2995. <option>Elite former captain/commando (Armor 4, 20% plasma)</option>
  2996. <option>Arena Master/Spider Mastermind (Armor 2)</option>
  2997. <option>Agony elemental/Cyberdemon (Armor 4)</option>
  2998. <option>Lava elemental/John Carmack (Armor 5)</option>
  2999. <option>Angel of Death (Armor 10)</option>
  3000. </select>
  3001.  
  3002.  
  3003.  
  3004. <br>
  3005. <br>
  3006. <input type="button" value="Calculate" onclick="calc(this.form);">
  3007. <br>
  3008. <br>
  3009.  
  3010. <div id="Result"></div>
  3011.  
  3012.  
  3013. </form>
  3014.  
  3015. </html>
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