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- const earthTrait = 0
- , ligthingTrait = 1
- , waterTrait = 2
- , fireTrait = 3
- , powerTrait = 4;
- let weapons = [];
- function selectWeapon(t) {
- let a = weapons[t];
- a.weaponTrait == waterTrait ? $("#weaponWater").prop("checked", !0) : $("#weaponWater").prop("checked", !1),
- a.weaponTrait == earthTrait ? $("#weaponEarth").prop("checked", !0) : $("#weaponEarth").prop("checked", !1),
- a.weaponTrait == fireTrait ? $("#weaponFire").prop("checked", !0) : $("#weaponFire").prop("checked", !1),
- a.weaponTrait == ligthingTrait ? $("#weaponLighting").prop("checked", !0) : $("#weaponLighting").prop("checked", !1),
- a.stat1Trait == waterTrait ? $("#stat1Water").prop("checked", !0) : $("#stat1Water").prop("checked", !1),
- a.stat1Trait == earthTrait ? $("#stat1Earth").prop("checked", !0) : $("#stat1Earth").prop("checked", !1),
- a.stat1Trait == fireTrait ? $("#stat1Fire").prop("checked", !0) : $("#stat1Fire").prop("checked", !1),
- a.stat1Trait == ligthingTrait ? $("#stat1Lighting").prop("checked", !0) : $("#stat1Lighting").prop("checked", !1),
- a.stat1Trait == powerTrait ? $("#stat1Power").prop("checked", !0) : $("#stat1Power").prop("checked", !1),
- a.stat2Trait == waterTrait ? $("#stat2Water").prop("checked", !0) : $("#stat2Water").prop("checked", !1),
- a.stat2Trait == earthTrait ? $("#stat2Earth").prop("checked", !0) : $("#stat2Earth").prop("checked", !1),
- a.stat2Trait == fireTrait ? $("#stat2Fire").prop("checked", !0) : $("#stat2Fire").prop("checked", !1),
- a.stat2Trait == ligthingTrait ? $("#stat2Lighting").prop("checked", !0) : $("#stat2Lighting").prop("checked", !1),
- a.stat2Trait == powerTrait ? $("#stat2Power").prop("checked", !0) : $("#stat2Power").prop("checked", !1),
- a.stat3Trait == waterTrait ? $("#stat3Water").prop("checked", !0) : $("#stat3Water").prop("checked", !1),
- a.stat3Trait == earthTrait ? $("#stat3Earth").prop("checked", !0) : $("#stat3Earth").prop("checked", !1),
- a.stat3Trait == fireTrait ? $("#stat3Fire").prop("checked", !0) : $("#stat3Fire").prop("checked", !1),
- a.stat3Trait == ligthingTrait ? $("#stat3Lighting").prop("checked", !0) : $("#stat3Lighting").prop("checked", !1),
- a.stat3Trait == powerTrait ? $("#stat3Power").prop("checked", !0) : $("#stat3Power").prop("checked", !1),
- $("#weaponPower").val(a.weaponPower),
- $("#stat1").val(a.stat1),
- $("#stat2").val(a.stat2),
- $("#stat3").val(a.stat3)
- }
- function loadWeapons() {
- $("#saved-weapons").empty();
- let t = getCookie("weapons");
- if (null == t)
- return [];
- let a = t.split("|")
- , e = [];
- for (let t = 0; t < a.length - 1; t++) {
- let i = a[t].split("&");
- e.push({
- weaponTrait: i[0],
- weaponPower: i[1],
- stat1: i[2],
- stat1Trait: i[3],
- stat2: i[4],
- stat2Trait: i[5],
- stat3: i[6],
- stat3Trait: i[7]
- });
- let r = '\n <div class="col-12 col-md-3">\n <div class="card mb-3">\n <div class="card-header bg-info text-center">\n <div>' + getHtmlIconByTrait(i[0]) + '</div>\n </div>\n <div class="card-body bg-secondary">\n <div class="form-group text-center font-weight-bold">\n <div class="pb-1"><span>' + i[2] + " " + getHtmlIconByTrait(i[3]) + '</span></div>\n <div class="pb-1"><span>' + i[4] + " " + getHtmlIconByTrait(i[5]) + '</span></div>\n <div class="pb-1"><span>' + i[6] + " " + getHtmlIconByTrait(i[7]) + '</span></div>\n <div class="pb-1"><span>Bonus Power: ' + i[1] + '</span></div>\n <div class="col-12 text-center pt-2">\n <button id="fight" type="button" class="btn btn-md btn-primary btn-icon-text mr-2 mb-2" onclick="selectWeapon(' + t + ')">Load </button>\n <button id="fight" type="button" class="btn btn-md btn-primary btn-icon-text mr-2 mb-2" onclick="removeWeapon(' + t + ')">Delete </button>\n </div>\n </div>\n </div>\n </div>\n </div>';
- $("#saved-weapons").append(r)
- }
- return console.log(e),
- e
- }
- function removeWeapon(t) {
- weapons.splice(t, 1);
- let a = "";
- for (let t = 0; t < weapons.length; t++) {
- const e = weapons[t];
- a = a + (e.weaponTrait + "&" + e.weaponPower + "&" + e.stat1 + "&" + e.stat1Trait + "&" + e.stat2 + "&" + e.stat2Trait + "&" + e.stat3 + "&" + e.stat3Trait) + "|"
- }
- setCookie("weapons", a, 30),
- loadWeapons()
- }
- function getCookie(t) {
- for (var a = t + "=", e = document.cookie.split(";"), i = 0; i < e.length; i++) {
- for (var r = e[i]; " " == r.charAt(0); )
- r = r.substring(1, r.length);
- if (0 == r.indexOf(a))
- return r.substring(a.length, r.length)
- }
- return null
- }
- function eraseCookie(t) {
- document.cookie = t + "=; Path=/; Expires=Thu, 01 Jan 1970 00:00:01 GMT;"
- }
- function getHtmlIconByTrait(t) {
- return t == earthTrait ? '<i class="mdi mdi-earth"></i>' : t == waterTrait ? '<i class="mdi mdi-water"></i>' : t == fireTrait ? '<i class="mdi mdi-fire"></i>' : t == ligthingTrait ? '<i class="mdi mdi-weather-lightning"></i>' : t == powerTrait ? '<i class="mdi mdi-sword"></i>' : ""
- }
- function saveWeapon() {
- try {
- let t = parseInt($("input[name=weaponTrait]:checked").val())
- , a = parseInt($("input[name=stat1Radio]:checked").val())
- , e = parseInt($("input[name=stat2Radio]:checked").val())
- , i = parseInt($("input[name=stat3Radio]:checked").val())
- , r = validateInput($("#weaponPower"))
- , n = validateInput($("#stat1"))
- , o = validateInput($("#stat2"))
- , s = validateInput($("#stat3"));
- if (!existsWeapon(t, r, n, a, o, e, s, i)) {
- weapons.push({
- weaponTrait: t,
- weaponPower: r,
- stat1: n,
- stat1Trait: a,
- stat2: o,
- stat2Trait: e,
- stat3: s,
- stat3Trait: i
- });
- let p = "";
- for (let t = 0; t < weapons.length; t++) {
- const a = weapons[t];
- p = p + (a.weaponTrait + "&" + a.weaponPower + "&" + a.stat1 + "&" + a.stat1Trait + "&" + a.stat2 + "&" + a.stat2Trait + "&" + a.stat3 + "&" + a.stat3Trait) + "|"
- }
- setCookie("weapons", p, 30),
- loadWeapons()
- }
- } catch (t) {
- $("#warning").text("Error in parsing inputs, all stats and powers must be defined.")
- }
- }
- function existsWeapon(t, a, e, i, r, n, o, s) {
- for (let p = 0; p < weapons.length; p++) {
- const c = weapons[p];
- if (t == c.weaponTrait && a == c.weaponPower && e == c.stat1 && i == c.stat1Trait && r == c.stat2 && n == c.stat2Trait && o == c.stat3 && s == c.stat3Trait)
- return !0
- }
- return !1
- }
- function setCookie(t, a, e) {
- var i = "";
- if (e) {
- var r = new Date;
- r.setTime(r.getTime() + 24 * e * 60 * 60 * 1e3),
- i = "; expires=" + r.toUTCString()
- }
- document.cookie = t + "=" + (a || "") + i + "; path=/"
- }
- function validateInput(t) {
- let a = t.val();
- if (!isNaN(parseFloat(a)) && isFinite(a))
- return parseFloat(a);
- throw "Not number"
- }
- $(document).ready(function() {
- function t(t, a, e) {
- let i = 1;
- var r, n;
- return t == a && (i += .075),
- n = e,
- ((r = t) == fireTrait && n == earthTrait || r == waterTrait && n == fireTrait || r == ligthingTrait && n == waterTrait || r == earthTrait && n == ligthingTrait) && (i += .075),
- function(t, a) {
- return t == fireTrait && a == waterTrait || t == waterTrait && a == ligthingTrait || t == ligthingTrait && a == earthTrait || t == earthTrait && a == fireTrait
- }(t, e) && (i -= .075),
- i
- }
- function a(t, a) {
- return t = Math.ceil(t),
- a = Math.floor(a),
- Math.floor(Math.random() * (a - t + 1)) + t
- }
- $("#cryptoblades-donate").click(function() {
- window.open("https://bscscan.com/address/0xfabdda0ddcffc76b3d80c2dc44224c1f4c45501e", "_blank").focus()
- }),
- $("#save-weapon").click(function() {
- saveWeapon()
- }),
- $("#fight").click(function() {
- try {
- let e = parseInt($("input[name=heroTrait]:checked").val())
- , i = parseInt($("input[name=weaponTrait]:checked").val())
- , r = parseInt($("input[name=stat1Radio]:checked").val())
- , n = parseInt($("input[name=stat2Radio]:checked").val())
- , o = parseInt($("input[name=stat3Radio]:checked").val())
- , s = parseInt($("input[name=enemy1Radio]:checked").val())
- , p = parseInt($("input[name=enemy2Radio]:checked").val())
- , c = parseInt($("input[name=enemy3Radio]:checked").val())
- , d = parseInt($("input[name=enemy4Radio]:checked").val());
- !function(e, i, r, n, o, s, p, c, d, l, h, T, w, u, g, f, v, k) {
- let m, b, I = function(t, a, e, i, r, n, o) {
- let s = 1;
- a > 0 && e >= 0 && (s += e == t ? .0026750000000000003 * a : e == powerTrait ? .002575 * a : .0025 * a);
- i > 0 && r >= 0 && (s += r == t ? .0026750000000000003 * i : r == powerTrait ? .002575 * i : .0025 * i);
- n > 0 && o >= 0 && (s += o == t ? .0026750000000000003 * n : o == powerTrait ? .002575 * n : .0025 * n);
- return s
- }(n, o, s, p, c, d, l), y = e * I + r, x = Math.ceil(h - .1 * h), M = Math.floor(h + .1 * h), W = Math.ceil(y - .1 * y), P = Math.floor(y + .1 * y), F = Math.ceil(w - .1 * w), E = Math.floor(w + .1 * w), C = Math.ceil(y - .1 * y), L = Math.floor(y + .1 * y), R = Math.ceil(g - .1 * g), B = Math.floor(g + .1 * g), H = Math.ceil(y - .1 * y), N = Math.floor(y + .1 * y), D = Math.ceil(v - .1 * v), A = Math.floor(v + .1 * v), G = Math.ceil(y - .1 * y), J = Math.floor(y + .1 * y), O = t(i, n, T), S = t(i, n, u), U = t(i, n, f), _ = t(i, n, k), j = 0, q = 0, z = 0, K = 0;
- for (let t = 0; t < 500; t++)
- m = a(W, P) * O,
- b = a(x, M),
- m >= b && j++,
- m = a(C, L) * S,
- b = a(F, E),
- m >= b && q++,
- m = a(H, N) * U,
- b = a(R, B),
- m >= b && z++,
- m = a(G, J) * _,
- b = a(D, A),
- m >= b && K++;
- $("#enemy1Chance").text((j / 500 * 100).toFixed(2) + " %"),
- $("#enemy2Chance").text((q / 500 * 100).toFixed(2) + " %"),
- $("#enemy3Chance").text((z / 500 * 100).toFixed(2) + " %"),
- $("#enemy4Chance").text((K / 500 * 100).toFixed(2) + " %")
- }(validateInput($("#heroPower")), e, validateInput($("#weaponPower")), i, validateInput($("#stat1")), r, validateInput($("#stat2")), n, validateInput($("#stat3")), o, validateInput($("#enemy1")), s, validateInput($("#enemy2")), p, validateInput($("#enemy3")), c, validateInput($("#enemy4")), d)
- } catch (t) {
- $("#warning").text("Error in parsing inputs, all stats and powers must be defined.")
- }
- })
- }),
- window.addEventListener("load", function() {
- weapons = loadWeapons()
- });
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