add quest level filter to weapon list for mhgen
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106
web/mhgen/recommends.html
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106
web/mhgen/recommends.html
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@@ -0,0 +1,106 @@
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<html>
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<head>
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<title>Poogie Recommends</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 src="/js/common.js"></script>
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<style>
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.flex {
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width: 100%;
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height: 100%;
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display: flex;
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flex-direction: column;
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}
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label {
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font-weight: bold;
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font-family: sans, sans-serif;
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}
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#output { flex: 99 1 auto; }
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</style>
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<script type="text/javascript">
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var DATA_PATH = get_base_path() + "/rewards/";
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$(document).ready(function(){
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$("#search").click(update_search);
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$("#item").keypress(function(e) {
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if (e.which == 13) { update_search(); }
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});
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setup_item_autocomplete("#item");
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var item_name = $.QueryString["item"];
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if (item_name) {
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console.log("qs item: " + item_name);
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if (history.state && history.state["item_name"]) {
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item_name = history.state["item_name"];
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console.log("override qs with state item: " + item_name);
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}
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var normalized_name = normalize_name(item_name);
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var encoded_name = encodeURIComponent(normalized_name);
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display_item(normalized_name);
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console.log("replaceState: " + normalized_name);
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window.history.replaceState({ "item_name": normalized_name }, "",
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"/recommends.html?item="
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+ encoded_name );
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}
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$(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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display_item(oe.state["item_name"]);
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}
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});
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});
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function update_search() {
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// update the item search based on the text field, and also push
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// the state to history
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var item_name = $.trim($("#item").val());
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var normalized_name = normalize_name(item_name);
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if (window.history.state
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&& window.history.state["item_name"] == normalized_name) {
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console.log("item not changed, skipping update");
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return;
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}
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var encoded_name = encodeURIComponent(normalized_name);
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display_item(normalized_name);
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console.log("pushState: " + normalized_name);
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window.history.pushState({ "item_name": normalized_name }, "",
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"/recommends.html?item=" + encoded_name );
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}
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function display_item(normalized_name) {
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// display the exact item name if available; does not push state
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$("#item").val(normalized_name);
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var encoded_name = encodeURIComponent(normalized_name);
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$.get(DATA_PATH + encoded_name + ".txt",
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function(data) {
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$("#output").text(data);
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}).fail(
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function() {
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$("#output").text("Error: item '"
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+ normalized_name + "' not found");
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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 class="flex">
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<div>
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<label for="item">Item:</label>
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<input id="item" type="text" size="20" />
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<button id="search">Ask Poogie</button>
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<a href="https://github.com/bd4/monster-hunter-scripts/blob/master/RECOMMENDATIONS.adoc">Understanding Results</a>
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(<a href="https://github.com/bd4/monster-hunter-scripts">source</a>)
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</div>
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<br />
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<textarea readonly="true" rows="10" cols="80" id="output"></textarea>
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</div>
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</body>
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@@ -170,14 +170,27 @@
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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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"weapon_name_text": $("#weapon_name_text").val(),
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"village_stars": $("#village_stars").val(),
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"guild_stars": $("#guild_stars").val(),
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"permit_stars": $("#permit_stars").val(),
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"arena_stars": $("#arena_stars").val() };
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}
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function load_state(state) {
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$("#weapon_type").val(state["weapon_type"]);
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$("#weapon_element").val(state["weapon_element"]);
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final = state["weapon_final"];
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if (typeof final == "string") {
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final = final.toLowerCase();
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state["weapon_final"] = (final == "true" || final == "1");
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}
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$("#weapon_final").prop("checked", state["weapon_final"]);
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$("#weapon_name_text").val(state["weapon_name_text"]);
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$("#village_stars").val(state["village_stars"]);
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$("#guild_stars").val(state["guild_stars"]);
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$("#permit_stars").val(state["permit_stars"]);
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$("#arena_stars").val(state["arena_stars"]);
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}
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function save_state(state, replace) {
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@@ -189,11 +202,55 @@
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}
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}
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function match_stars(match_value, weapon_value) {
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// NOTE: a null weapon_value can be not available, or no data
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// available (should probably fix this)
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if (match_value == "Any") {
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return true;
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}
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if (match_value == "None") {
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// for None, allow null values, because null can be no requirements
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// or no data available
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if (weapon_value != null) {
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return false;
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}
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return true;
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}
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// if matching a specific value, require a non-null weapon value
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if (weapon_value == null) {
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return false;
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}
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match_value = parseInt(match_value);
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if (weapon_value > match_value) {
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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 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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var village_stars = state["village_stars"];
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var guild_stars = state["guild_stars"];
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var permit_stars = state["permit_stars"];
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var arena_stars = state["arena_stars"];
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// allow satisfying quest filter with village or guild, since they
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// involve essentially the same quests, rewards, and mosnters,
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// but if permit or arena filters are set, they must be satisfied
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// independently
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if (! match_stars(village_stars, weapon_data["village_stars"])
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&& ! match_stars(guild_stars, weapon_data["guild_stars"])) {
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return false;
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}
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if (! match_stars(permit_stars, weapon_data["permit_stars"])) {
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return false;
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}
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if (! match_stars(village_stars, weapon_data["village_stars"])) {
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return false;
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}
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if (final_only && weapon_data["final"] != 1) {
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return false;
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@@ -321,6 +378,55 @@
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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>Quest Level:</label>
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<select id="village_stars">
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<option value="Any">Village Any</option>
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<option value="1">Village 1*</option>
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<option value="2">Village 2*</option>
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<option value="3">Village 3*</option>
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<option value="4">Village 4*</option>
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<option value="5">Village 5*</option>
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<option value="6">Village 6*</option>
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</select>
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<select id="guild_stars">
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<option value="Any">Guild Any</option>
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<option value="1">Guild 1*</option>
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<option value="2">Guild 2*</option>
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<option value="3">Guild 3*</option>
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<option value="4">Guild 4*</option>
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<option value="5">Guild 5*</option>
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<option value="6">Guild 6*</option>
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<option value="7">Guild 7*</option>
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</select>
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<select id="permit_stars">
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<option value="Any">Permit Any</option>
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<option value="None">Permit None</option>
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<option value="1">Permit 1*</option>
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<option value="2">Permit 2*</option>
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<option value="3">Permit 3*</option>
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<option value="4">Permit 4*</option>
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<option value="5">Permit 5*</option>
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<option value="6">Permit 6*</option>
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<option value="7">Permit 7*</option>
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<option value="8">Permit 8*</option>
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<option value="9">Permit 9*</option>
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<option value="10">Permit 10*</option>
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</select>
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<select id="arena_stars">
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<option value="Any">Arena Any</option>
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<option value="None">Arena None</option>
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<option value="1">Arena 1*</option>
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<option value="2">Arena 2*</option>
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<option value="3">Arena 3*</option>
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<option value="4">Arena 4*</option>
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<option value="5">Arena 5*</option>
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<option value="6">Arena 6*</option>
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<option value="7">Arena 7*</option>
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</select>
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</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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