Correctly implemented Calculator, just some perks and abilities are currently missing
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+80
-38
@@ -39,14 +39,14 @@ function updateWeaponStats(weapon) {
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const statsElement = document.getElementById('weapon-stats');
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statsElement.innerHTML = `
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<p>Name: ${weapon.name}</p>
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<p>Damage: ${weapon.damage}</p>
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<p>Damage: ${weapon.damage * weapon.damage_multiplier}</p>
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<p>RPM: ${weapon.rpm}</p>
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<p>Mag Size: ${weapon.mag_size}</p>
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<p>Reload Time: ${weapon.reload_time}</p>
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`;
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// Store values for further calculations
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const damage = weapon.damage;
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const damage = weapon.damage * weapon.damage_multiplier;
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const rpm = weapon.rpm;
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const magSize = weapon.mag_size;
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const reloadTime = weapon.reload_time;
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@@ -70,26 +70,34 @@ function populateModifiers(modifiers) {
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const modifiersContainer = document.getElementById('modifiers');
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const createModifierSection = (title, modifierList) => {
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const section = document.createElement('div');
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const header = document.createElement('h3');
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header.textContent = title;
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section.appendChild(header);
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const section = document.createElement('div');
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const header = document.createElement('h3');
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header.textContent = title;
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section.appendChild(header);
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modifierList.forEach(mod => {
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const label = document.createElement('label');
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const input = document.createElement('input');
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input.type = 'checkbox';
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input.id = mod.id;
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modifierList.forEach(mod => {
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const label = document.createElement('label');
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const input = document.createElement('input');
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input.type = 'checkbox';
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input.id = mod.id;
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// Check if the modifier has multiple buffs
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if (mod.buffs) {
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input.dataset.buffs = JSON.stringify(mod.buffs); // Store buffs data as a string in data-buffs
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} else {
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input.value = mod.value;
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input.dataset.type = mod.type; // Store if it's additive or multiplicative
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label.appendChild(input);
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label.appendChild(document.createTextNode(mod.label));
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section.appendChild(label);
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section.appendChild(document.createElement('br'));
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});
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}
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label.appendChild(input);
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label.appendChild(document.createTextNode(mod.label));
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section.appendChild(label);
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section.appendChild(document.createElement('br'));
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});
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return section;
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};
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return section;
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};
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// Clear any existing modifiers
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modifiersContainer.innerHTML = '';
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@@ -114,41 +122,51 @@ function applyModifiers() {
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if (!selectedWeapon) return;
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// Get the base stats from the selected weapon
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let baseDamage = selectedWeapon.damage;
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let baseDamage = selectedWeapon.damage * selectedWeapon.damage_multiplier;
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let baseRpm = selectedWeapon.rpm;
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let baseReloadTime = selectedWeapon.reload_time;
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// Initialize the modifier objects
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let damageModifier = {additive: 0, multiplicative: 1, flat: 0};
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let rpmModifier = {additive: 0, multiplicative: 1};
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let reloadTimeModifier = {additive: 0, multiplicative: 1};
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let damageModifier = { additive: 0, multiplicative: 1 };
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let rpmModifier = { additive: 0, multiplicative: 1 };
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let reloadTimeModifier = { additive: 0, multiplicative: 1 };
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// Collect checked modifier values
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document.querySelectorAll('#modifiers input:checked').forEach(mod => {
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const modType = mod.dataset.type;
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const modValue = parseFloat(mod.value);
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// Apply damage modifiers
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if (mod.id.includes('damage')) {
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if (modType === 'multiplicative') damageModifier.multiplicative *= modValue; // Multiplicative
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else if (modType === 'additive') damageModifier.additive += modValue; // Additive
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}
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// Apply RPM modifiers
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if (mod.id.includes('rpm')) {
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if (modType === 'multiplicative') rpmModifier.multiplicative *= modValue;
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else if (modType === 'additive') rpmModifier.additive += modValue;
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}
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// Handle multi-buff modifiers (like Bloxy Cola or Firefight)
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if (mod.dataset.buffs) {
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const buffs = JSON.parse(mod.dataset.buffs); // Parse buffs data from the data-buffs attribute
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buffs.forEach(buff => {
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// Apply each buff
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applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier);
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});
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} else {
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// Handle single-buff modifiers
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const singleBuff = {
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type: modType === 'multiplicative' ? 'multiplicative' : 'additive', // Use the proper modifier type
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buffType: modType,
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value: modValue
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};
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// Apply Reload Time modifiers
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if (mod.id.includes('reloadTime')) {
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if (modType === 'multiplicative') reloadTimeModifier.multiplicative *= modValue;
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else if (modType === 'additive') reloadTimeModifier.additive += modValue;
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if (mod.id.includes('damage')) {
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singleBuff.type = 'damage'; // This mod applies to damage
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} else if (mod.id.includes('rpm')) {
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singleBuff.type = 'rpm'; // This mod applies to RPM
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} else if (mod.id.includes('reload')) {
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singleBuff.type = 'reloadTime'; // This mod applies to reload time
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}
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// Apply the single buff
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applyBuff(singleBuff, rpmModifier, reloadTimeModifier, damageModifier);
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}
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});
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// Apply the damage modifiers
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let damage = baseDamage * damageModifier.multiplicative; // First apply multiplicative modifiers// Then apply percentage-based additive modifiers
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damage += damageModifier.additive; // Finally, add the flat additive modifier (e.g., HE Rounds)
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let damage = baseDamage * damageModifier.multiplicative; // First apply multiplicative modifiers
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damage += damageModifier.additive; // Then apply percentage-based additive modifiers
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// Apply the RPM modifiers
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let rpm = baseRpm * rpmModifier.multiplicative;
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@@ -165,6 +183,30 @@ function applyModifiers() {
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updateModifiedWeaponStats(damage, rpm, reloadTime);
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}
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// Helper function to apply individual buffs
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function applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier = null) {
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const { type, buffType, value } = buff;
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// Apply buffs based on type
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if (type === 'rpm') {
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if (buffType === 'multiplicative') rpmModifier.multiplicative *= value;
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else if (buffType === 'additive') rpmModifier.additive += value;
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}
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if (type === 'reloadTime') {
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if (buffType === 'multiplicative') reloadTimeModifier.multiplicative *= value;
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else if (buffType === 'additive') reloadTimeModifier.additive += value;
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}
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// Apply damage buffs
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if (type === 'damage' && damageModifier) {
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if (buffType === 'multiplicative') damageModifier.multiplicative *= value;
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else if (buffType === 'additive') damageModifier.additive += value;
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}
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}
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// Function to calculate DPS and DPM with optional modifiers
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function calculateDPSAndDPM(damage, rpm, magSize, reloadTime) {
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const rps = rpm / 60; // Rounds per second
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