add mhx weapon search, hammer data only
This commit is contained in:
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web/img/Blast.png
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web/img/Blast.png
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web/mhx/weaponlist.html
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web/mhx/weaponlist.html
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<html>
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<head>
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<title>Poogie's Weapon List</title>
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<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.3/jquery.min.js"></script>
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<link rel="stylesheet" href="https://ajax.googleapis.com/ajax/libs/jqueryui/1.11.3/themes/smoothness/jquery-ui.css" />
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<script src="https://ajax.googleapis.com/ajax/libs/jqueryui/1.11.3/jquery-ui.min.js"></script>
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<script type="text/javascript" src="/js/ejs_production.js"></script>
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<script type="text/javascript" src="/js/common.js"></script>
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<style>
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label {
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font-weight: bold;
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}
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body {
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font-family: sans, sans-serif;
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}
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td.plus {
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background-color: LightCyan;
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}
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td.minus {
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background-color: LightPink;
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}
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td.num {
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text-align: right;
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}
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/*@media (max-width: 600) {*/
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.flexbox {
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display: flex;
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flex-direction: row;
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flex-wrap: wrap;
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}
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.sharpness-bar {
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border: 1px #d3d3d3 solid;
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min-width: 72px;
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height: 10px;
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background-color: #d3d3d3;
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float: left;
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clear: both;
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}
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.sharpness-bar span {
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display: inline-block;
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height: 100%;
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float: left;
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}
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.sharpness-bar .red {
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background-color: #C00C38 !important;
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}
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.sharpness-bar .orange {
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background-color: #E85018 !important;
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}
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.sharpness-bar .yellow {
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background-color: #F0C830 !important;
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}
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.sharpness-bar .green {
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background-color: #58D000 !important;
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}
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.sharpness-bar .blue {
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background-color: #3068E8 !important;
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}
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.sharpness-bar .white {
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background-color: #F0F0F0 !important;
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}
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.sharpness-bar .purple {
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/* no purple in mhx */
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display: none;
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}
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#sharpness_popup {
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position: absolute;
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display: none;
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border: 1px solid;
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background: rgba(204, 204, 204, 0.9);
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z-index: 10;
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}
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#cp_div {
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display: none;
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}
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</style>
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<script type="text/javascript">
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var WEAPON_LIST = null;
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$.ajax({
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url: "/jsonapi/mhx/weapon_list.json",
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async: false,
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dataType: "json",
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success: function (data) {
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WEAPON_LIST = data;
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console.log("weapon count " + WEAPON_LIST.length);
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}
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});
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var template_row = new EJS({ url: "/templates/weaponrow.ejs" });
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$(document).ready(function(){
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init_page();
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$("#sharpness_popup").on("click", function(evt) {
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$(this).html("").offset({top:0, left:0}).hide();
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});
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$("#weapon_table").on("click", "#sharpness_td", function(evt) {
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var td_obj = $(evt.currentTarget);
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var offset = td_obj.offset();
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var sharpness = td_obj.data("sharpness");
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$("#sharpness_popup").html(sharpness).offset(offset).show();
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});
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});
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function init_page() {
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var qs = load_qs();
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$(window).on("popstate", function(e) {
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var oe = e.originalEvent;
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if (oe.state !== null) {
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console.log("popState:" + JSON.stringify(oe.state));
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update_weapon_list(oe.state);
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}
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});
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$("#search").click(function(evt) {
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var state = get_ui_state();
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save_state(state);
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update_weapon_list(state);
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});
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if (qs) {
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update_weapon_list(qs);
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}
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}
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function load_qs() {
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if ($.QueryString["weapon_type"]) {
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load_state($.QueryString);
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return $.QueryString;
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}
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return null;
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}
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function get_ui_state() {
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return { "weapon_type": $("#weapon_type").val(),
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"weapon_element": $("#weapon_element").val(),
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"weapon_final": $("#weapon_final").is(":checked"),
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"weapon_name_text": $("#weapon_name_text").val() };
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}
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function load_state(state) {
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$("#weapon_type").val(state["weapon_type"]);
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$("#weapon_element").val(state["weapon_element"]);
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$("#weapon_final").prop("checked", state["weapon_final"]);
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$("#weapon_name_text").val(state["weapon_name_text"]);
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}
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function save_state(state, replace) {
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var url = "weaponlist.html?" + encode_qs(state);
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if (replace) {
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window.history.replaceState(state, "", url);
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} else {
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window.history.pushState(state, "", url);
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}
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}
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function weapon_predicate(state, weapon_data) {
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var weapon_type = state["weapon_type"];
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var weapon_element = state["weapon_element"];
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var final_only = state["weapon_final"];
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var weapon_names = state["weapon_name_text"].split("|");
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if (weapon_type == "Bow" || weapon_type == "Light Bowgun"
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|| weapon_type == "Heavy Bowgun") {
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// we only support blademaster weapons for now
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return false;
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}
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console.log("check " + weapon_data["name"]);
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if (final_only && weapon_data["final"] != 1) {
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return false;
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}
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if (weapon_type != "All" && weapon_type != weapon_data["wtype"]) {
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return false;
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}
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if (weapon_element != "All"
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&& weapon_element != weapon_data["element"]
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&& weapon_element != weapon_data["element_2"]
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&& weapon_element != weapon_data["awaken"]) {
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if (weapon_element != "None"
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|| weapon_data["element"] != null
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|| weapon_data["awaken"] != null) {
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return false;
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}
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}
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if (weapon_names && !list_match(weapon_names, [weapon_data["name"]])) {
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return false;
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}
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return true;
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}
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function list_match(needles, string_list) {
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var found = false;
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for (var i=0; i<string_list.length; i++) {
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for (var j=0; j<needles.length; j++) {
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if (string_list[i].search(needles[j]) >= 0) {
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found = true;
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break;
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}
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if (found) {
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break;
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}
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}
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}
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return found;
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}
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function update_weapon_list(state) {
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var match_count = 0;
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console.log("updating weapon list: " + JSON.stringify(state));
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$("#weapon_table").empty();
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var results = [];
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$.each(WEAPON_LIST, function(i, weapon_data) {
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if (weapon_predicate(state, weapon_data)) {
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weapon_data["id"] = i;
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weapon_data["awaken"] = null;
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weapon_data["element_2"] = "";
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weapon_data["element_2_attack"] = "";
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weapon_data["phial"] = "";
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weapon_data["shelling_type"] = "";
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weapon_data["horn_notes"] = "";
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match_count += 1;
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set_sharpness_titles(weapon_data);
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set_horn_melodies_title(weapon_data);
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weapon_data["wtype_short"] =
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WEAPON_TYPE_ABBR[weapon_data["wtype"]];
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weapon_data["ELEMENT_ABBR"] = ELEMENT_ABBR;
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var html = template_row.render(weapon_data);
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results.push([weapon_data, html]);
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}
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});
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results.sort(function (a, b) {
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avals = get_sort_values(a[0]);
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bvals = get_sort_values(b[0]);
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if (avals > bvals) {
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return -1;
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}
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if (avals < bvals) {
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return 1;
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}
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return 0;
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});
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$.each(results, function(i, pair) {
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$("#weapon_table").append(pair[1]);
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});
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console.log("match count: " + match_count);
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}
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function get_sort_values(weapon_data) {
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var sharp_reverse = Array.prototype.slice.call(
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weapon_data["sharpness"]);
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sharp_reverse.reverse();
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return [
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weapon_data["attack"],
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sharp_reverse,
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weapon_data["element_attack"],
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weapon_data["affinity"],
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weapon_data["num_slots"],
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weapon_data["defense"]
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];
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}
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</script>
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</head>
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<body>
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<div>
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<table>
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<tr>
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<td><label for="weapon_type"
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title="Only show weapons of this type"
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>Type:</label></td>
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<td><select id="weapon_type">
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<option value="All">All</option>
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<option value="Great Sword">Great Sword</option>
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<option value="Long Sword">Long Sword</option>
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<option value="Sword and Shield">Sword and Shield</option>
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<option value="Dual Blades">Dual Blades</option>
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<option value="Hammer">Hammer</option>
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<option value="Hunting Horn">Hunting Horn</option>
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<option value="Lance">Lance</option>
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<option value="Gunlance">Gunlance</option>
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<option value="Switch Axe">Switch Axe</option>
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<option value="Charge Blade">Charge Blade</option>
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<option value="Insect Glaive">Insect Glaive</option>
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<option value="Light Bowgun">Light Bowgun</option>
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<option value="Heavy Bowgun">Heavy Bowgun</option>
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<option value="Bow">Bow</option>
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</select></td>
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<td><label for="weapon_element"
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title="Only show weapons with this element (native or requiring awaken)"
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>Element:</label></td>
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<td><select id="weapon_element">
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<option value="All">All</option>
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<option value="None">None</option>
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<option value="Fire">Fire</option>
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<option value="Water">Water</option>
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<option value="Thunder">Thunder</option>
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<option value="Ice">Ice</option>
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<option value="Dragon">Dragon</option>
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<option value="Poison">Poison</option>
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<option value="Paralysis">Paralysis</option>
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<option value="Sleep">Sleep</option>
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<option value="Blast">Blast</option>
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</select></td>
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<td><label for="weapon_final"
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title="Only show weapons with no furthur upgrades"
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>Final?</label></td>
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<td><input id="weapon_final" type="checkbox" /></td>
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<td><button id="search">Search</button></td>
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</tr>
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<tr>
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<td colspan="7">
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<label for="weapon_name_text"
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title="Show only weapons with a match in the name. List of strings separated by '|' (vertical bar)."
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>Name:</label>
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<input id="weapon_name_text" size="15" />
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</td>
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</tr>
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</table>
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</div>
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<table id="weapon_table">
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</table>
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<div id="sharpness_popup"></div>
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</body>
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@@ -6,8 +6,12 @@
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<% } %>
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</td>
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<td>
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<% if (url) { %>
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<a href="<%= url %>"><%= name %></a>
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<% } else { %>
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<a href="weaponplanner.html?weapon=<%= encodeURIComponent(name) %>"
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><%= name %></a>
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<% } %>
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</td>
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<td><%= wtype_short %></td>
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<td style="text-align:right"><%= attack %></td>
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@@ -15,15 +19,15 @@
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<td>
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<% if (awaken) { %>
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(<img style="height:.8em" title="Awaken <%= awaken %>"
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src="img/<%= awaken %>.png" /><%= awaken_attack %>
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src="/img/<%= awaken %>.png" /><%= awaken_attack %>
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<%= ELEMENT_ABBR[awaken] %>)
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<% } else if (element) { %>
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<img style="height:.8em" title="<%= element %>"
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src="img/<%= element %>.png" /> <%= element_attack %>
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src="/img/<%= element %>.png" /> <%= element_attack %>
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<%= ELEMENT_ABBR[element] %>
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<% if (element_2) { %>
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<img style="height:.8em" title="<%= element_2 %>"
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src="img/<%= element_2 %>.png" /> <%= element_2_attack %>
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src="/img/<%= element_2 %>.png" /> <%= element_2_attack %>
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<%= ELEMENT_ABBR[element_2] %>
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<% } %>
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<% } %>
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@@ -41,7 +45,9 @@
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<span style="width:<%= sharpness[3] %>px" class="green"></span>
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<span style="width:<%= sharpness[4] %>px" class="blue"></span>
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<span style="width:<%= sharpness[5] %>px" class="white"></span>
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<% if (sharpness.length > 6) { %>
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<span style="width:<%= sharpness[6] %>px" class="purple"></span>
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<% } %>
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</div>
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<div class="sharpness-bar" title="<%= sharpness_all_title %>">
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<span style="width:<%= sharpness_plus[0] %>px" class="red"></span>
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@@ -50,7 +56,9 @@
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<span style="width:<%= sharpness_plus[3] %>px" class="green"></span>
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<span style="width:<%= sharpness_plus[4] %>px" class="blue"></span>
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<span style="width:<%= sharpness_plus[5] %>px" class="white"></span>
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<% if (sharpness.length > 6) { %>
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<span style="width:<%= sharpness_plus[6] %>px" class="purple"></span>
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<% } %>
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</div>
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<% } %>
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</td>
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@@ -246,6 +246,7 @@
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data["wtype_short"] =
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WEAPON_TYPE_ABBR[data["wtype"]];
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data["ELEMENT_ABBR"] = ELEMENT_ABBR;
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data["url"] = null;
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var html = template_row.render(data);
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$("#weapon_table").append(html);
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var setup = get_calculating_palico_setup(data);
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Reference in New Issue
Block a user