parent
ca374fc036
commit
1d649ea8b7
@ -1,3 +1,4 @@
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*.pyc
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README.html
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RECOMMENDATIONS.html
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tmp/
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File diff suppressed because it is too large
Load Diff
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"""
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Hack to get scripts to run from source checkout without having to set
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PYTHONPATH.
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"""
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import sys
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from os.path import dirname, join, abspath
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bin_path = dirname(__file__)
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project_path = abspath(join(bin_path, ".."))
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sys.path.insert(0, project_path)
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db_path = join(project_path, "db", "mh4u.db")
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motion_values_path = join(project_path, "db", "motion_values.json")
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web_path = join(project_path, "web")
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@ -0,0 +1,161 @@
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#!/usr/bin/env python
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# vim: set fileencoding=utf8 :
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import urllib
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import os
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import json
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from lxml import etree
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import _pathfix
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_WEAPON_URLS = {
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"Hammer": ["http://wiki.mhxg.org/data/1904.html",
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"http://wiki.mhxg.org/data/2886.html"],
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}
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_ELEMENT_MAP = {
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u"火": "Fire",
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u"水": "Water",
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u"雷": "Thunder",
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u"氷": "Ice",
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u"龍": "Dragon",
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u"毒": "Poison",
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u"麻痺": "Paralysis",
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u"睡眠": "Sleep",
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u"爆破": "Blast",
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}
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def extract_weapon_list(wtype, tree):
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weapons = []
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rows = tree.xpath('//*[@id="sorter"]/tbody/tr')
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i = 0
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parent_name = None
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parent_href = None
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for row in rows:
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cells = list(row)
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if len(cells) != 5:
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continue
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name, href, final = _parse_name_td(cells[0])
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attack = int(cells[1].text)
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affinity, defense, element, element_attack = _parse_extra_td(cells[2])
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sharpness = _parse_sharpness_td(cells[3])
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slots = _parse_slots_td(cells[4])
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data = dict(name_jp=name, name=name, wtype=wtype, final=final,
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sharpness=sharpness[0], sharpness_plus=sharpness[1],
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attack=attack, num_slots=slots,
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affinity=affinity, defense=defense,
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element=element, element_attack=element_attack)
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if href is None or href == parent_href:
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data["parent"] = parent_name
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data["href"] = parent_href
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else:
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data["href"] = href
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data["parent"] = None
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parent_name = name
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parent_href = href
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data["url"] = "http://wiki.mhxg.org" + data["href"]
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weapons.append(data)
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return weapons
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def _parse_extra_td(td_element):
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# 会心<span class="c_r">-20</span>%<br>
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# 防御+5
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spans = td_element.xpath('./span')
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affinity = 0
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defense = 0
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element = None
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element_attack = None
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for span in spans:
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span_class = span.attrib.get("class")
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if span_class and span_class.startswith("type_"):
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element, element_attack = _parse_element(span.text.strip())
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else:
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affinity = int(span.text.strip())
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text_lines = td_element.text.strip().split("\n")
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for line in text_lines:
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if line.startswith(u"防御+"):
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defense = int(line[3:])
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return affinity, defense, element, element_attack
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def _parse_element(text):
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for jp_element in sorted(_ELEMENT_MAP.keys(), key=lambda s: len(s),
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reverse=True):
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if text.startswith(jp_element):
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value = int(text[len(jp_element):])
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element = _ELEMENT_MAP[jp_element]
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return element, value
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raise ValueError("Bad element: %r" % text)
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def _parse_name_td(td_element):
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href = None
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name = None
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final = 0
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links = td_element.xpath('.//a')
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if links:
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assert len(links) == 1
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href = links[0].attrib["href"]
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name = links[0].text
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style = td_element.xpath('./span[@class="b"]/@style')
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if style and "background-color:#eec3e6;" in style:
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final = 1
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else:
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img_element = td_element.xpath('./img')[0]
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name = img_element.tail.strip()
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if name.endswith("10"):
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final = 1
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return name, href, final
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def _parse_slots_td(td_element):
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text = td_element.text
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if text:
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return text.count(u"◯")
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return 0
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def _parse_sharpness_td(td_element):
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div = td_element[0]
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subs = list(div)
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sharpness, sharpness_plus = [], []
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current = sharpness
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for sub in subs:
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if sub.tag == "br":
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current = sharpness_plus
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continue
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assert sub.tag == "span", sub.tag
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if sub.attrib["class"] == "kr7":
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continue
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if sub.text is None:
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continue
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current.append(sub.text.count("."))
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for i in xrange(len(sharpness), 6):
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sharpness.append(0)
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for i in xrange(len(sharpness_plus), 6):
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sharpness_plus.append(0)
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return sharpness, sharpness_plus
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def _main():
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tmp_path = os.path.join(_pathfix.project_path, "tmp")
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weapon_list = []
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parser = etree.HTMLParser()
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for wtype, urls in _WEAPON_URLS.iteritems():
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for i, url in enumerate(urls):
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fpath = os.path.join(tmp_path, "%s-%d.html" % (wtype, i))
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urllib.urlretrieve(url, fpath)
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with open(fpath) as f:
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tree = etree.parse(f, parser)
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wlist = extract_weapon_list(wtype, tree)
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weapon_list.extend(wlist)
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print json.dumps(weapon_list, indent=2)
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if __name__ == '__main__':
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_main()
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After Width: | Height: | Size: 2.1 KiB |
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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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||||
}
|
||||
</script>
|
||||
</head>
|
||||
<body>
|
||||
<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)"
|
||||
>Element:</label></td>
|
||||
<td><select id="weapon_element">
|
||||
<option value="All">All</option>
|
||||
<option value="None">None</option>
|
||||
<option value="Fire">Fire</option>
|
||||
<option value="Water">Water</option>
|
||||
<option value="Thunder">Thunder</option>
|
||||
<option value="Ice">Ice</option>
|
||||
<option value="Dragon">Dragon</option>
|
||||
<option value="Poison">Poison</option>
|
||||
<option value="Paralysis">Paralysis</option>
|
||||
<option value="Sleep">Sleep</option>
|
||||
<option value="Blast">Blast</option>
|
||||
</select></td>
|
||||
<td><label for="weapon_final"
|
||||
title="Only show weapons with no furthur upgrades"
|
||||
>Final?</label></td>
|
||||
<td><input id="weapon_final" type="checkbox" /></td>
|
||||
<td><button id="search">Search</button></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="7">
|
||||
<label for="weapon_name_text"
|
||||
title="Show only weapons with a match in the name. List of strings separated by '|' (vertical bar)."
|
||||
>Name:</label>
|
||||
<input id="weapon_name_text" size="15" />
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
<table id="weapon_table">
|
||||
</table>
|
||||
<div id="sharpness_popup"></div>
|
||||
</body>
|
||||
Loading…
Reference in new issue