From 883d5f4da46fd0f91dfb741c95ec9afcf37a19b3 Mon Sep 17 00:00:00 2001 From: Joshua Sigona Date: Thu, 5 Aug 2021 21:33:53 +0900 Subject: [PATCH 1/8] Photon Arts table and Enemy data tables added. And with notes. --- src/App.js | 60 +++++++++++++++++++--- src/NOTES.md | 137 +++++++++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 190 insertions(+), 7 deletions(-) create mode 100644 src/NOTES.md diff --git a/src/App.js b/src/App.js index 5066ca6..77a8762 100644 --- a/src/App.js +++ b/src/App.js @@ -23,9 +23,19 @@ const parse = require('csv-parse/lib/sync') const BACKEND_URL = process.env.REACT_APP_GITPOD_WORKSPACE_URL||process.env.REACT_APP_BACKEND_URL||'https://projectdivar.com:4504'; //You can specify a .env file locally with REACT_APP_BACKEND_URL defining a URL to retrieve data from. -/*const MELEE_DMG = 0 +/* +Damage types +const MELEE_DMG = 0 const RANGE_DMG = 1 -const TECH_DMG = 2 //NOT USED YET*/ +const TECH_DMG = 2 + +Art properties +const NORMAL = 0 +const PHOTON_ART = 1 +const WEAPON_ACTION = 2 +const STEP_COUNTER = 3 +const PARRY_COUNTER = 4 +//NOT USED YET*/ function Col(p) { return
@@ -554,6 +564,7 @@ function AdminPanel(p) { Weapon Existence Data
Weapon Types
Class-Weapon Compatibility
+ Photon Arts

Armor
Potentials
@@ -564,9 +575,12 @@ function AdminPanel(p) { Skills
Skill Types
Skill Data
+ Photon Arts

Augments
Augment Types
+
+ Enemy Data

Food
Food Multipliers
@@ -585,6 +599,9 @@ function AdminPanel(p) { + + + @@ -621,6 +638,9 @@ function AdminPanel(p) { + + + @@ -660,23 +680,23 @@ function DamageCalculator(p) { axios.get(BACKEND_URL+"/augment") .then((data)=>{ var augmentData = {} - data.data.rows.forEach((entry)=>{augmentData[entry.id]=entry}) + data.data.rows.forEach((entry)=>{augmentData[entry.name]=entry}) setAugmentData(augmentData) }) },[]) const character = { weapon:{ - augments:[13,7,2,5] + augments:["1","2"] }, armor1:{ - augments:[13,1,5] + augments:["2"] }, armor2:{ - augments:[13,2,8] + augments:[] }, armor3:{ - augments:[13,4,1] + augments:[] } } @@ -722,6 +742,32 @@ function DamageCalculator(p) { useEffect(()=>{ setRawDmg(((weaponTotalAtk*dmgVariance)+baseAtk-enemyDef)*multipliers/5) },[weaponTotalAtk,dmgVariance,baseAtk,enemyDef,multipliers]) + + const [atkmult,setAtkMult] = useState(1); + const [partmult,setPartMult] = useState(1); + const [elementalWeaknessMult,setElementalWeaknessMult] = useState(1.2) + const [mainClassWeaponBoost,setMainClassWeaponBoost] = useState(1.1) + const [classSkillMult,setClassSkillMult] = useState(1) + const [equipMult,setEquipMult] = useState(1) + + const [augmentEquipMult,setAugmentEquipMult] = useState(1) + const [potencyFloorEquipMult,setPotencyFloorEquipMult] = useState(1) + const [elementalWeaponEquipMult,setElementalWeaponEquipMult] = useState(1.1) + + const [critMult,setCritMult] = useState(1.2) + const [appropriateDistance,setAppropriateDistance] = useState(1) + + const [foodBoost,setFoodBoost] = useState(1) + const [fieldEffects,setFieldEffects] = useState(1.05) + const [statusAilments,setStatusAilments] = useState(1) + + const [enemyCorrectionMult,setEnemyCorrectionMult] = useState(1) + + const [highLevelEnemy,setHighLevelEnemy] = useState(1) + + useEffect(()=>{ + setMultipliers(atkmult*partmult*elementalWeaknessMult*mainClassWeaponBoost*classSkillMult*equipMult*augmentEquipMult*potencyFloorEquipMult*elementalWeaponEquipMult*critMult*appropriateDistance*foodBoost*fieldEffects*statusAilments*enemyCorrectionMult*highLevelEnemy) + },[atkmult,partmult,elementalWeaknessMult,mainClassWeaponBoost,classSkillMult,equipMult,augmentEquipMult,potencyFloorEquipMult,elementalWeaponEquipMult,critMult,appropriateDistance,foodBoost,fieldEffects,statusAilments,enemyCorrectionMult,highLevelEnemy]) return <>
diff --git a/src/NOTES.md b/src/NOTES.md new file mode 100644 index 0000000..8a1b7db --- /dev/null +++ b/src/NOTES.md @@ -0,0 +1,137 @@ +useEffect(()=>{ + setRawDmg(((weaponTotalAtk*dmgVariance)+baseAtk-enemyDef)*multipliers/5) +},[weaponTotalAtk,dmgVariance,baseAtk,enemyDef,multipliers]) + +**Hello** +/* + + Chain Build Power = 60 * (Power when building 100 chain with that PA + (Power of 100 Chain, C Point Blank * 1 + Point Blank * 2 + Onslaught) + (Power of S Roll * 3)) +          ÷ (Frame Count when building 100 chain with that PA + (Frame Count of C Point Blank * 1 + Point Blank * 2 + Onslaught) + (Frames of S Roll * 3)) +         = 60 * (PA power * (100 / hit count) + 2*(C Point*1 + Point*2 + Onslaught) + S Roll*3 power)/((PA frames / 1.2)*(100 / hit count)+30+(62*3+38+38*3)/1.2) + + +Base Damage = (Attack Power - Enemy Defense) +* (all multipliers, including Attack Multiplier, Part Multiplier, Main Class Weapon Boost, Class Skill Multiplier, etc.)/5 + +Attack Multiplier based on Normal Atk or PA used NEED TO ADD TO DB +Part Multiplier Usually 1 or 1.5 CUSTOM FIELD - db later +Elemental Weakness Multiplier 1.2 CHECKBOX - db later +Main Class Weapon Boost 1.1 AUTO - already in db +Class Skill Multiplier NEED TO ADD TO DB +Equip Multipliers + Augment AUTO - already in db + Elemental Weapon 1.15 against weak, 1.1 against non-weak DROPDOWN +Crit Multis 1.2 base + whatever AUTO - (preset skill termina, already in db) +Appropriate Distance FOR UI, CHECK IF BELOW THEN SHOW DROPDOWN + Assault Rifle Close Range 1.1, Mid Range 1.2, Long Range 1.0 + TMG Close Range 1.1, Mid Range 1.2, Long Range 1.0 + Wired Lance Short Range 1.0, Mid Range 1.2 +Food Boost AUTO - ALREADY IN DB +Field Effects Region Mag 1.05, Drone Boost 1.1 CHECKBOX +Status Ailment to Player burn 0.9-0.95 IDC RN - IMPLEMENTED VIA CUSTOM BOX +Enemy Special Corrections + UQ Boss BREAK damage 2.0 CHECKBOX -> ENEMY + Gigantix 0.5 CHECKBOX -> ENEMY + Enemy Shifta/Deband worry later + +High-Level Enemy Enemy level >=5 player level, dmg x 0 + + + +https://docs.google.com/spreadsheets/d/1_OgubzM5QFe4rua4Xu0GSMAI8Idoq8r2yI8Ioyec6oY/edit#gid=661779228 + + +MORE DATABASE STUFF +LATER Enemy Data + Level + Defense + Attack Power + +-> custom field [Level, Defense, Atk Power] <- + + +Patty Size + 5oz + 7oz + +2. The players maximum Attack Power is determined by the level of the enemy. If the attack power is over a certain value, it will be corrected down (e.g. Lv1=900, Lv10=1068, Lv20=1292). +3. Calculate the Base Damage using the following formula. + Base Damage = (Attack Power - Enemy Defense) * (all multipliers, including Attack Multiplier, Part Multiplier, Main Class Weapon Boost, Class Skill Multiplier, etc.)/5 +4. Round the Base Damage to the nearest whole number to get the final damage." +*/ + + +**Edge Cases** + **Hunter** Volkraptor + **Gunner Sux** Chain Boost + **Force** Photon Flare Short Charge + **Techter** Deband PP Recovery Boost + Deband Ward Bad Condition +/* + + +Add photon_art table + name + weapon_type_id + potency + power_distribution + pp + frames + dps +Add enemy_data table + level + def + atk + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +*/ \ No newline at end of file From 4381fb0a3a43c84496381626c7577226881783bf Mon Sep 17 00:00:00 2001 From: Joshua Sigona Date: Thu, 5 Aug 2021 21:55:49 +0900 Subject: [PATCH 2/8] Co-authored-by: dudleycu --- README.md | 71 ++----------------------------------------------------- 1 file changed, 2 insertions(+), 69 deletions(-) diff --git a/README.md b/README.md index 0c83cde..6c7cf88 100644 --- a/README.md +++ b/README.md @@ -1,70 +1,3 @@ -# Getting Started with Create React App +# NGS Planner -This project was bootstrapped with [Create React App](https://github.com/facebook/create-react-app). - -## Available Scripts - -In the project directory, you can run: - -### `npm start` - -Runs the app in the development mode.\ -Open [http://localhost:3000](http://localhost:3000) to view it in the browser. - -The page will reload if you make edits.\ -You will also see any lint errors in the console. - -### `npm test` - -Launches the test runner in the interactive watch mode.\ -See the section about [running tests](https://facebook.github.io/create-react-app/docs/running-tests) for more information. - -### `npm run build` - -Builds the app for production to the `build` folder.\ -It correctly bundles React in production mode and optimizes the build for the best performance. - -The build is minified and the filenames include the hashes.\ -Your app is ready to be deployed! - -See the section about [deployment](https://facebook.github.io/create-react-app/docs/deployment) for more information. - -### `npm run eject` - -**Note: this is a one-way operation. Once you `eject`, you can’t go back!** - -If you aren’t satisfied with the build tool and configuration choices, you can `eject` at any time. This command will remove the single build dependency from your project. - -Instead, it will copy all the configuration files and the transitive dependencies (webpack, Babel, ESLint, etc) right into your project so you have full control over them. All of the commands except `eject` will still work, but they will point to the copied scripts so you can tweak them. At this point you’re on your own. - -You don’t have to ever use `eject`. The curated feature set is suitable for small and middle deployments, and you shouldn’t feel obligated to use this feature. However we understand that this tool wouldn’t be useful if you couldn’t customize it when you are ready for it. - -## Learn More - -You can learn more in the [Create React App documentation](https://facebook.github.io/create-react-app/docs/getting-started). - -To learn React, check out the [React documentation](https://reactjs.org/). - -### Code Splitting - -This section has moved here: [https://facebook.github.io/create-react-app/docs/code-splitting](https://facebook.github.io/create-react-app/docs/code-splitting) - -### Analyzing the Bundle Size - -This section has moved here: [https://facebook.github.io/create-react-app/docs/analyzing-the-bundle-size](https://facebook.github.io/create-react-app/docs/analyzing-the-bundle-size) - -### Making a Progressive Web App - -This section has moved here: [https://facebook.github.io/create-react-app/docs/making-a-progressive-web-app](https://facebook.github.io/create-react-app/docs/making-a-progressive-web-app) - -### Advanced Configuration - -This section has moved here: [https://facebook.github.io/create-react-app/docs/advanced-configuration](https://facebook.github.io/create-react-app/docs/advanced-configuration) - -### Deployment - -This section has moved here: [https://facebook.github.io/create-react-app/docs/deployment](https://facebook.github.io/create-react-app/docs/deployment) - -### `npm run build` fails to minify - -This section has moved here: [https://facebook.github.io/create-react-app/docs/troubleshooting#npm-run-build-fails-to-minify](https://facebook.github.io/create-react-app/docs/troubleshooting#npm-run-build-fails-to-minify) +we doin it \ No newline at end of file From 59bba64623d816821f9f2b99b2694e89e9a78e83 Mon Sep 17 00:00:00 2001 From: Joshua Sigona Date: Thu, 5 Aug 2021 21:56:02 +0900 Subject: [PATCH 3/8] The notes Co-authored-by: dudleycu --- src/NOTES.md | 21 ++++++++++++++------- 1 file changed, 14 insertions(+), 7 deletions(-) diff --git a/src/NOTES.md b/src/NOTES.md index 8a1b7db..e302cd6 100644 --- a/src/NOTES.md +++ b/src/NOTES.md @@ -3,11 +3,9 @@ useEffect(()=>{ },[weaponTotalAtk,dmgVariance,baseAtk,enemyDef,multipliers]) **Hello** -/* - Chain Build Power = 60 * (Power when building 100 chain with that PA + (Power of 100 Chain, C Point Blank * 1 + Point Blank * 2 + Onslaught) + (Power of S Roll * 3)) -          ÷ (Frame Count when building 100 chain with that PA + (Frame Count of C Point Blank * 1 + Point Blank * 2 + Onslaught) + (Frames of S Roll * 3)) -         = 60 * (PA power * (100 / hit count) + 2*(C Point*1 + Point*2 + Onslaught) + S Roll*3 power)/((PA frames / 1.2)*(100 / hit count)+30+(62*3+38+38*3)/1.2) + + Base Damage = (Attack Power - Enemy Defense) @@ -37,7 +35,9 @@ Enemy Special Corrections High-Level Enemy Enemy level >=5 player level, dmg x 0 - + +https://docs.google.com/spreadsheets/d/1F952a5BxqlbnB2DWQWWdjiCB_6xI70Gc6FQDU2OUOT4/edit#gid=0 +Data Verfication Data https://docs.google.com/spreadsheets/d/1_OgubzM5QFe4rua4Xu0GSMAI8Idoq8r2yI8Ioyec6oY/edit#gid=661779228 @@ -58,8 +58,8 @@ Patty Size 3. Calculate the Base Damage using the following formula.  Base Damage = (Attack Power - Enemy Defense) * (all multipliers, including Attack Multiplier, Part Multiplier, Main Class Weapon Boost, Class Skill Multiplier, etc.)/5 4. Round the Base Damage to the nearest whole number to get the final damage." -*/ +___ **Edge Cases** **Hunter** Volkraptor @@ -67,7 +67,14 @@ Patty Size **Force** Photon Flare Short Charge **Techter** Deband PP Recovery Boost Deband Ward Bad Condition -/* + +Chain Build Power = 60 * (Power when building 100 chain with that PA + (Power of 100 Chain, C Point Blank * 1 + Point Blank * 2 + Onslaught) + (Power of S Roll * 3)) +÷ (Frame Count when building 100 chain with that PA + (Frame Count of C Point Blank * 1 + Point Blank * 2 + Onslaught) + (Frames of S Roll * 3)) = 60 * (PA power * (100 / hit count) + 2*(C Point*1 + Point*2 + Onslaught) + S Roll*3 power)/((PA frames / 1.2)*(100 / hit count)+30+(62*3+38+38*3)/1.2) + +___ + + + Add photon_art table From 41a65cf1543d9ed02eb9df4f365068e0eecca694 Mon Sep 17 00:00:00 2001 From: dudleycu <87256142+dudleycu@users.noreply.github.com> Date: Thu, 5 Aug 2021 22:19:12 +0900 Subject: [PATCH 4/8] updated readme Sig told me not to waste time doing this so I had to --- README.md | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index 6c7cf88..a8f35f8 100644 --- a/README.md +++ b/README.md @@ -1,3 +1,14 @@ # NGS Planner +This tool was created for Phantasy Star Online 2: New Genesis. It is used to therorycraft builds and share them with other players! -we doin it \ No newline at end of file +The goal of NGS Planner is be accurate, accessible, and shareable. + +### Contributers + + - Developer, Database Designer - [sigonasr2](https://twitter.com/sigonasr2) + - UI & Game Consultant - [Dudley](https://twitter.com/dudleyc_) + +### Resources Used: + + - [NGS Verification Data Storage](https://docs.google.com/spreadsheets/d/1_OgubzM5QFe4rua4Xu0GSMAI8Idoq8r2yI8Ioyec6oY/edit#gid=661779228) created by [ものさし](https://twitter.com/flowerint1034) & [Theuberelite](https://twitter.com/TheuberClips) + - [Arks-Visiphone](https://pso2na.arks-visiphone.com/wiki/Portal:New_Genesis) From c856e793ecb76ef7d1fd01a71d3d611e476969d8 Mon Sep 17 00:00:00 2001 From: dudleycu <87256142+dudleycu@users.noreply.github.com> Date: Thu, 5 Aug 2021 22:22:10 +0900 Subject: [PATCH 5/8] Update README.md added meme pic to readme --- README.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/README.md b/README.md index a8f35f8..bae8f62 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,7 @@ # NGS Planner + +![](https://cdn.discordapp.com/attachments/746396256842022984/872804680730816552/unknown.png "") + This tool was created for Phantasy Star Online 2: New Genesis. It is used to therorycraft builds and share them with other players! The goal of NGS Planner is be accurate, accessible, and shareable. From f98fc68b1d4f2962127f3152d4efd7b848692f9d Mon Sep 17 00:00:00 2001 From: Joshua Sigona Date: Thu, 5 Aug 2021 22:59:25 +0900 Subject: [PATCH 6/8] Removed some notes. Co-authored-by: dudleycu --- src/NOTES.md | 23 ----------------------- 1 file changed, 23 deletions(-) diff --git a/src/NOTES.md b/src/NOTES.md index e302cd6..a279403 100644 --- a/src/NOTES.md +++ b/src/NOTES.md @@ -77,29 +77,6 @@ ___ -Add photon_art table - name - weapon_type_id - potency - power_distribution - pp - frames - dps -Add enemy_data table - level - def - atk - - - - - - - - - - - From 8b8366343f2539f947d7886a6aa0f57f27bc1f64 Mon Sep 17 00:00:00 2001 From: Joshua Sigona Date: Thu, 5 Aug 2021 23:44:46 +0900 Subject: [PATCH 7/8] Implemented calculation boxes. Co-authored-by: dudleycu --- src/NOTES.md | 37 ++++++++++++++++++++++++++++++++++--- 1 file changed, 34 insertions(+), 3 deletions(-) diff --git a/src/NOTES.md b/src/NOTES.md index a279403..e4d34a0 100644 --- a/src/NOTES.md +++ b/src/NOTES.md @@ -12,8 +12,8 @@ Base Damage = (Attack Power - Enemy Defense) * (all multipliers, including Attack Multiplier, Part Multiplier, Main Class Weapon Boost, Class Skill Multiplier, etc.)/5 Attack Multiplier based on Normal Atk or PA used NEED TO ADD TO DB -Part Multiplier Usually 1 or 1.5 CUSTOM FIELD - db later -Elemental Weakness Multiplier 1.2 CHECKBOX - db later +Part Multiplier Usually 1 or 1.5 CUSTOM FIELD - db way later? +Elemental Weakness Multiplier 1.2 CHECKBOX - db way later? Main Class Weapon Boost 1.1 AUTO - already in db Class Skill Multiplier NEED TO ADD TO DB Equip Multipliers @@ -75,7 +75,38 @@ ___ - +TABLE class_skill{ + id int [pk,increment,unique] + name text + class_id int + icon text + description text +} + +TABLE class_skill_data{ + id int [pk,increment,unique] + name text + class_skill_id int + dependency text + level int + effect text + duration int + cooldown int + damage_taken float + pa_potency float + conditional_buff boolean + pp_recovery float + property text + all_damage_buff float + active_pp_recovery float + status_ailment_accum float + status_ailment_duration float + pp_consumption float + max_hp_decrease float + natural_pp_recovery float + added_pp int + pb_gauge_fortification float +} From 14346dabadf45761398e12e3392417c8a0f8afde Mon Sep 17 00:00:00 2001 From: Joshua Sigona Date: Thu, 5 Aug 2021 23:46:34 +0900 Subject: [PATCH 8/8] Implement boxes. Co-authored-by: dudleycu --- src/App.js | 42 ++++++++-- src/TestPanel.js | 214 ++++++++++++++++++++++++++++++++++++++--------- src/search.js | 67 +++++++++++++++ src/style.css | 2 +- 4 files changed, 278 insertions(+), 47 deletions(-) create mode 100644 src/search.js diff --git a/src/App.js b/src/App.js index 77a8762..095dc82 100644 --- a/src/App.js +++ b/src/App.js @@ -559,6 +559,8 @@ function AdminPanel(p) { Class
Class Data
Class-Weapon Compatibility
+ Class Skills
+ Class Skill Data

Weapons
Weapon Existence Data
@@ -576,6 +578,8 @@ function AdminPanel(p) { Skill Types
Skill Data
Photon Arts
+ Class Skills
+ Class Skill Data

Augments
Augment Types
@@ -632,6 +636,12 @@ function AdminPanel(p) { + + + + + + @@ -723,7 +733,7 @@ function DamageCalculator(p) { const [weaponEnhanceLvl,setWeaponEnhanceLvl] = useState(1) useEffect(()=>{ - setWeaponTotalAtk(weaponBaseAtk+weaponEnhanceLvl) + setWeaponTotalAtk(Number(weaponBaseAtk)+Number(weaponEnhanceLvl)) },[weaponBaseAtk,weaponEnhanceLvl]) const [dmgVariance,setDmgVariance] = useState(1) @@ -732,7 +742,7 @@ function DamageCalculator(p) { const [augDmgVariance,setAugDmgVariance] = useState(1) useEffect(()=>{ - setDmgVariance(weaponDmgVariance+augDmgVariance) + setDmgVariance(Number(weaponDmgVariance)+Number(augDmgVariance)) },[weaponDmgVariance,augDmgVariance]) const [baseAtk,setBaseAtk] = useState(100) @@ -740,7 +750,7 @@ function DamageCalculator(p) { const [multipliers,setMultipliers] = useState(1) useEffect(()=>{ - setRawDmg(((weaponTotalAtk*dmgVariance)+baseAtk-enemyDef)*multipliers/5) + setRawDmg(((Number(weaponTotalAtk)*Number(dmgVariance))+Number(baseAtk)-Number(enemyDef))*Number(multipliers)/5) },[weaponTotalAtk,dmgVariance,baseAtk,enemyDef,multipliers]) const [atkmult,setAtkMult] = useState(1); @@ -766,7 +776,7 @@ function DamageCalculator(p) { const [highLevelEnemy,setHighLevelEnemy] = useState(1) useEffect(()=>{ - setMultipliers(atkmult*partmult*elementalWeaknessMult*mainClassWeaponBoost*classSkillMult*equipMult*augmentEquipMult*potencyFloorEquipMult*elementalWeaponEquipMult*critMult*appropriateDistance*foodBoost*fieldEffects*statusAilments*enemyCorrectionMult*highLevelEnemy) + setMultipliers(Number(atkmult)*Number(partmult)*Number(elementalWeaknessMult)*Number(mainClassWeaponBoost)*Number(classSkillMult)*Number(equipMult)*Number(augmentEquipMult)*Number(potencyFloorEquipMult)*Number(elementalWeaponEquipMult)*Number(critMult)*Number(appropriateDistance)*Number(foodBoost)*Number(fieldEffects)*Number(statusAilments)*Number(enemyCorrectionMult)*Number(highLevelEnemy)) },[atkmult,partmult,elementalWeaknessMult,mainClassWeaponBoost,classSkillMult,equipMult,augmentEquipMult,potencyFloorEquipMult,elementalWeaponEquipMult,critMult,appropriateDistance,foodBoost,fieldEffects,statusAilments,enemyCorrectionMult,highLevelEnemy]) return <> @@ -786,6 +796,28 @@ function DamageCalculator(p) { Base Attack:{setBaseAtk(val)}}/> Enemy Defense:{setEnemyDef(val)}}/> Multipliers:{setMultipliers(val)}}/> +
    +
  • ●Atk Mult:{setAtkMult(val)}}/>
  • +
  • ●Part Mult:{setPartMult(val)}}/>
  • +
  • ●Elemental Weakness Mult:{setElementalWeaknessMult(val)}}/>
  • +
  • ●Main Class Weapon Boost:{setMainClassWeaponBoost(val)}}/>
  • +
  • ●Class Skill Mult:{setClassSkillMult(val)}}/>
  • +
  • ●Equip Mult:{setEquipMult(val)}}/>
  • +
  • +
      +
    • ●Augment Equip Mult:{setAugmentEquipMult(val)}}/>
    • +
    • ●Potency Floor Equip Mult:{setPotencyFloorEquipMult(val)}}/>
    • +
    • ●Elemental Weapon Equip Mult:{setElementalWeaponEquipMult(val)}}/>
    • +
    +
  • +
  • ●Crit Mult:{setCritMult(val)}}/>
  • +
  • ●Appropriate Distance:{setAppropriateDistance(val)}}/>
  • +
  • ●Food Boost:{setFoodBoost(val)}}/>
  • +
  • ●Field Effects:{setFieldEffects(val)}}/>
  • +
  • ●Status Ailments:{setStatusAilments(val)}}/>
  • +
  • ●Enemy Correction Multiplier:{setEnemyCorrectionMult(val)}}/>
  • +
  • ●High Level Enemy:{setHighLevelEnemy(val)}}/>
  • +



Raw Dmg:{rawDmg}
@@ -857,7 +889,7 @@ function App() { -
+
diff --git a/src/TestPanel.js b/src/TestPanel.js index cf5f329..af5161a 100644 --- a/src/TestPanel.js +++ b/src/TestPanel.js @@ -2,65 +2,197 @@ import React from 'react'; function TestPanel() { return ( //Futasuke is a genius - -
-
+
+
+
-

Weapon Select

+

Basic Information

+
+
+ + + + + + + + + + + + + + + + + + + + + +
Author Dudley
Build Name Fatimah
Class RangerLv.20
  ForceLv.15
+
+
+
+

Current Effects

    -
  • Rifle
  • -
  • Launcher
  • -
  • Rod
  • -
  • Talis
  • +
  • 1
  • +
  • 2
-
-
- -
-
- -
-
-
-
    -
  • Primm Rifle
    177 Recycler UnitLv.4: Potency +24%/
    20% chance of Restasigne not being consumed on use. Effect starts 10 sec after equip
  • -
  • Tzvia Rifle
    195 Indomitable UnitLv.4: Potency +26%/
    All Down Resistances +20%
  • -
  • Theseus Rifle
    223 Defensive FormationLv.4: Potency +22%/
    Critical Hit Rate increases based on Defense, up to a maximum of +18% at 1,000 Defense.
  • -
  • Resurgir Rifle
    240 Dynamo UnitLv.4: Potency +21%/
    Critical Hit Rate +18% for 30 seconds after a successful Sidestep.
  • -
  • Foursis Rifle
    242 Bastion UnitLv.4: Potency +24%/
    Creates a barrier that provides Damage Resistance +50% when at Max HP.
  • -
  • Test
    999 TestTest
  • -
  • Test
    999 TestTest
  • -
  • Test
    999 TestTest
  • +

    Effect Name

    +
      +
    • Food Bost Effect +
        +
      •  [Meat] Potency +10.0%
      • +
      •  [Crisp] Potency to Weak Point +5.0%
      • +
      +
    • +
    • Shifta / Deband +
        +
      •  Potency +5.0%
      • +
      •  Damage Resistance +10.0%
      • +
      +
    • +
    • Region Mag Boost +
        +
      •  Potency +5.0%
      • +
      +
-
+
+
-

Food List

+

Equip

-
-
+
+

Weapons

1
+

Armor 1

+

Armor 2

+

Armor 3

-
-
+
+
+

Equipped Weapon

+
-
-
    -
  • Rich Aelio Herb
    177
  • +

    Resurgir Rifle+40

    +
      +
    • 1
    • +
    • 2
    • +
    • 3
    • +
    • 4
    • +
    • 5
    • +
    • 6
    • +
    +
    +
    +

    Abilitiy Details

    +
      +
    • Potency +20%/
      Critical Hit Rage +15% for 30 seconds after a successful sidestep
      Dynamo Unit Lv.3
    • +
    • Potency +4%
      Fixa Attack Lv.3
    • +
    • PP +5
      Ranged Weapon Potency +2.0%
      Pettas Soul II
    • +
    • HP -10, Potency +1.5%,
      Potency Floor Increase +1.5%
      Damage Resistance -1.5%
      Alts Secreta II
    • +
    • HP +10
      Ranged Weapon Potency +2.0%
      Gigas Precision II
    • +
    • Ranged Weapon Potency +2.0%
      Precision III
    • +
    • +
    +
    +
    +

    Properties

    +
      +
    • Enhancement Lv. +35
    • +
    • Multi-Weapon -
    • +
    • Element -
- +
+
+
+
+

Basic Stats

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Battle Power1344 
HP289 
PP100 
Defense402 
Weapon Up+34%+34%
+34% 
Damage Resist.18% 
+
+
+
+

Damage Stats

+
+
+
    +
  • 1
  • +
  • 2
  • +
  • 3
  • +
+ + + + + + + + + + + + + + + + + + + + + +
Critical Hit Rate5%
Critical Multiplier120%
Midrange126
Critcal152
Effective127
+
+
+
) } diff --git a/src/search.js b/src/search.js new file mode 100644 index 0000000..cf5f329 --- /dev/null +++ b/src/search.js @@ -0,0 +1,67 @@ +import React from 'react'; + +function TestPanel() { + return ( //Futasuke is a genius + +
+
+
+

Weapon Select

+
+
+
    +
  • Rifle
  • +
  • Launcher
  • +
  • Rod
  • +
  • Talis
  • +
+
+
+ +
+
+ +
+
+
+
    +
  • Primm Rifle
    177 Recycler UnitLv.4: Potency +24%/
    20% chance of Restasigne not being consumed on use. Effect starts 10 sec after equip
  • +
  • Tzvia Rifle
    195 Indomitable UnitLv.4: Potency +26%/
    All Down Resistances +20%
  • +
  • Theseus Rifle
    223 Defensive FormationLv.4: Potency +22%/
    Critical Hit Rate increases based on Defense, up to a maximum of +18% at 1,000 Defense.
  • +
  • Resurgir Rifle
    240 Dynamo UnitLv.4: Potency +21%/
    Critical Hit Rate +18% for 30 seconds after a successful Sidestep.
  • +
  • Foursis Rifle
    242 Bastion UnitLv.4: Potency +24%/
    Creates a barrier that provides Damage Resistance +50% when at Max HP.
  • +
  • Test
    999 TestTest
  • +
  • Test
    999 TestTest
  • +
  • Test
    999 TestTest
  • +
+
+
+
+
+

Food List

+
+
+
+
+
+
+ +
+
+
+
    +
  • Rich Aelio Herb
    177
  • +
+
+
+
+ + ) + } + +export default TestPanel; \ No newline at end of file diff --git a/src/style.css b/src/style.css index f66f0d3..54a0cf3 100644 --- a/src/style.css +++ b/src/style.css @@ -111,7 +111,7 @@ em { display:none; } } -#main { +.main { display: flex; flex-flow: row wrap; justify-content: center;