Fixed modifiers and added all the item buffs, bloxy cola does not yet work because it applies 2 buffs.
This commit is contained in:
+53
-32
@@ -101,66 +101,77 @@ function populateModifiers(modifiers) {
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modifiersContainer.appendChild(createModifierSection('Operative Perks', modifiers.operativePerks));
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// Add Ability Perks
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modifiersContainer.appendChild(createModifierSection('Ability Perks', modifiers.abilityPerks));
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modifiersContainer.appendChild(createModifierSection('Abilities', modifiers.abilityPerks));
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// Add event listener to recalculate DPS/DPM when modifiers are toggled
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modifiersContainer.addEventListener('change', applyModifiers);
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}
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// Function to apply the modifiers and recalculate DPS and DPM
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// Function to apply the modifiers and recalculate damage, RPM, and reloadTime
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// Function to apply the modifiers and recalculate damage, RPM, and reloadTime
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function applyModifiers() {
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if (!selectedWeapon) return;
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const damage = selectedWeapon.damage;
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let rpm = selectedWeapon.rpm;
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const magSize = selectedWeapon.mag_size;
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const reloadTime = selectedWeapon.reload_time;
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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 baseRpm = selectedWeapon.rpm;
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let baseReloadTime = selectedWeapon.reload_time;
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let dpsModifier = { additive: 0, multiplicative: 1 };
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let dpmModifier = { additive: 0, multiplicative: 1 };
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let rpmModifier = { additive: 0, multiplicative: 1 };
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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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// 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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if (mod.id.includes('dps')) {
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if (modType === 'additive') dpsModifier.additive += modValue;
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else dpsModifier.multiplicative *= modValue;
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}
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if (mod.id.includes('dpm')) {
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if (modType === 'additive') dpmModifier.additive += modValue;
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else dpmModifier.multiplicative *= modValue;
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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 === 'additive') rpmModifier.additive += modValue;
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else rpmModifier.multiplicative *= modValue;
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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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// 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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}
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});
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// Apply RPM modifiers
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rpm = rpm + (rpm * rpmModifier.additive);
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rpm = rpm * rpmModifier.multiplicative;
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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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// Recalculate DPS and DPM with modifiers
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calculateDPSAndDPM(damage, rpm, magSize, reloadTime, dpsModifier, dpmModifier);
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// Apply the RPM modifiers
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let rpm = baseRpm * rpmModifier.multiplicative;
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rpm = rpm + (rpm * rpmModifier.additive);
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// Apply the reload time modifiers
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let reloadTime = baseReloadTime * reloadTimeModifier.multiplicative;
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reloadTime = reloadTime + (reloadTime * reloadTimeModifier.additive);
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// Recalculate DPS and DPM with the modified stats
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calculateDPSAndDPM(damage, rpm, selectedWeapon.mag_size, reloadTime);
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// Update the displayed weapon stats with the modified values
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updateModifiedWeaponStats(damage, rpm, reloadTime);
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}
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// Function to calculate DPS, DPM, and RPS with optional modifiers
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// Function to calculate DPS and DPM with optional modifiers
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function calculateDPSAndDPM(damage, rpm, magSize, reloadTime, dpsModifier = { additive: 0, multiplicative: 1 }, dpmModifier = { additive: 0, multiplicative: 1 }) {
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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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let dps = damage * rps;
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const reloadTimeMin = reloadTime / 60;
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let dpm = (magSize * damage) / (reloadTimeMin + (magSize / rpm));
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// Apply modifiers
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dps = dps + (dps * dpsModifier.additive);
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dps = dps * dpsModifier.multiplicative;
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dpm = dpm + (dpm * dpmModifier.additive);
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dpm = dpm * dpmModifier.multiplicative;
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// Display the calculated stats
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const resultElement = document.getElementById('calculated-stats');
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resultElement.innerHTML = `
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@@ -169,7 +180,17 @@ function calculateDPSAndDPM(damage, rpm, magSize, reloadTime, dpsModifier = { ad
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`;
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}
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// Function to display the modified weapon's stats in the UI
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function updateModifiedWeaponStats(damage, rpm, reloadTime) {
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const statsElement = document.getElementById('weapon-stats');
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statsElement.innerHTML = `
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<p>Modified Damage: ${damage.toFixed(2)}</p>
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<p>Modified RPM: ${rpm.toFixed(2)}</p>
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<p>Mag Size: ${selectedWeapon.mag_size}</p>
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<p>Modified Reload Time: ${reloadTime.toFixed(2)} seconds</p>
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`;
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}
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// Call the fetch function to load the data and populate the dropdown on page load
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fetchWeaponsData();
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fetchModifiers();
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fetchModifiers();
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