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178
components/BoxWeapon.vue
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178
components/BoxWeapon.vue
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<template>
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<div class="flex flex-col" style="max-width: 105px;">
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<!-- Title -->
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<a
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class="text-xs text-primary h-5 px-1 text-center truncate"
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target="_blank"
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:href="'https://gbf.wiki/' + object.nameen"
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:title="getName"
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v-if="! objectIsEmpty"
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>{{ getName }}</a>
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<span class="text-xs h-5" v-else> </span>
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<!-- Portrait -->
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<portrait
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:object="object"
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:isArcarum="isArcarum"
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@click-portrait="$emit('click-portrait')"
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@drag-portrait="$emit('drag-portrait', $event)"
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@drop-portrait="drop"
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@stars-changed="starsChanged"
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></portrait>
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<!-- Stats -->
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<div class="flex flex-row flex-nowrap justify-around text-xs" v-if="! objectIsEmpty && showLevel">
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<stat-input shortName="lvl" longName="Weapon level" :prop.sync="object.level" :length="3"></stat-input>
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<stat-input shortName="sl" longName="Skill level" :prop.sync="object.sklevel" :length="2"></stat-input>
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<stat-input shortName="+" longName="Plus bonuses" :prop.sync="object.pluses" :length="3"></stat-input>
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</div>
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<!-- Skills -->
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<skills :object="object" :skills="getSkills"></skills>
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</div>
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</template>
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<script>
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import { objectIsEmpty, getName } from "@/js/mixins"
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import Utils from '@/js/utils'
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import UtilsParty from '@/js/utils-party'
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import Portrait from '@/components/BoxWeaponPortrait.vue'
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import Skills from '@/components/BoxWeaponSkills.vue'
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import StatInput from '@/components/common/StatInput.vue'
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export default {
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components: {
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Portrait,
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Skills,
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StatInput,
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},
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mixins: [
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objectIsEmpty,
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getName
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],
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props: {
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object: {
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type: Object,
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required: true
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},
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skills: {
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type: Array,
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required: true
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},
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showLevel: {
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type: Boolean,
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default: false,
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},
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isArcarum: {
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type: Boolean,
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default: false,
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}
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},
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methods: {
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drop(ev) {
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const data = ev.dataTransfer.getData("weapon");
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if (data.length > 0) {
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this.$emit('swap', JSON.parse(data));
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}
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},
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starsChanged(object, count) {
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this.$set(object, "stars", count);
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if ( ! this.showLevel || object.level > this.getLevel) {
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this.$set(object, 'level', this.getLevel);
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}
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if ( ! this.showLevel || object.sklevel > this.getSkillLevel) {
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this.$set(object, 'sklevel', this.getSkillLevel);
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}
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},
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getWeaponSkillValue(skill_level, percent, stat) {
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let ratio = percent[1];
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if (stat === 'stamina') {
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if (this.getPercentHP < 25) {
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return 0;
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}
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if (skill_level <= 15) {
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return (Math.pow(this.getPercentHP / (ratio - skill_level), 2.9) + 2.1) / 100;
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}
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else {
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return (Math.pow(this.getPercentHP / (ratio - (15 + (0.4 * (skill_level-15)))), 2.9) + 2.1) / 100;
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}
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}
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if (skill_level === 20 && percent.hasOwnProperty(20)) {
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ratio = percent[20];
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}
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else {
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if (skill_level > 1 && percent.hasOwnProperty(10)) {
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ratio += (percent[10] - percent[1]) / 9 * Math.min(skill_level - 1, 9);
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}
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if (skill_level > 10 && percent.hasOwnProperty(15)) {
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ratio += (percent[15] - percent[10]) / 5 * Math.min(skill_level - 10, 5);
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}
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if (skill_level > 15 && percent.hasOwnProperty(20)) {
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ratio += (percent[20] - percent[15]) / 5 * Math.min(skill_level - 15, 5);
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}
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}
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if (stat === 'enmity') {
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const missing_hp_ratio = 1 - this.getPercentHP / 100;
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return (ratio / 100) * ((1 + 2 * missing_hp_ratio) * missing_hp_ratio);
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}
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return ratio / 100;
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},
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},
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computed: {
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getPercentHP() {
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return this.$store.state.party_builder.percent_HP;
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},
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getLevel() {
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return UtilsParty.getWeaponLevel(this.object);
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},
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getSkillLevel() {
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return UtilsParty.getWeaponSkillLevel(this.object);
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},
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getSkills() {
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if (this.object.skills === undefined) {
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return [];
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}
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let skills = this.object.skills.flatMap((slot, index) => {
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let skill = [];
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for (let item of slot) {
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if (item.level > this.object.level) {
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break;
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}
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if (this.object.keys[index] !== null) {
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// Skill key selected
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skill = this.object.keys[index];
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break;
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}
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else {
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skill = item;
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}
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}
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return skill;
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});
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// This is probably not optimal, since level change triggers this for nothing
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skills.forEach(s => {
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if (s.data) {
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for (let d of s.data) {
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this.$set(d, 'value', this.getWeaponSkillValue(this.object.sklevel, d.percent, d.stat));
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}
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}
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});
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// Keep in the store
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for (let i=0; i<skills.length; i++) {
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this.$set(this.skills, i, skills[i]);
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}
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return skills;
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}
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},
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}
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</script>
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