import './App.css'; import React, {useState,useEffect,useRef} from 'react'; import ReactWindow from 'reactjs-windows' import 'reactjs-windows/dist/index.css' function Col(p) { return
{p.children}
} function Box(p) { return <>

♦ {p.title}

{p.children}
} function EditBox(p) { useEffect(()=>{ setTimeout(()=>{document.getElementById("editBox").focus()},100) }) return { if (e.key==="Enter") {p.setEdit(false)} }} maxLength={p.maxlength?p.maxlength:20} onBlur={()=>{p.setEdit(false)}} value={p.value} onChange={(f)=>{f.currentTarget.value.length>0?p.setName(f.currentTarget.value):p.setName(p.originalName)}}> } function EditableBox(p) { const [edit,setEdit] = useState(false) return <>
{setEdit(true)}}> {edit? :<>{p.data}}
} const CLASSES = { HUNTER:{ name:"Hunter", icon:"/ngsplanner/icons/UINGSClassHu.png" }, FIGHTER:{ name:"Fighter", icon:"/ngsplanner/icons/UINGSClassFi.png" }, RANGER:{ name:"Ranger", icon:"/ngsplanner/icons/UINGSClassRa.png" }, GUNNER:{ name:"Gunner", icon:"/ngsplanner/icons/UINGSClassGu.png" }, FORCE:{ name:"Force", icon:"/ngsplanner/icons/UINGSClassFo.png" }, TECHTER:{ name:"Techter", icon:"/ngsplanner/icons/UINGSClassTe.png" } } const EFFECTS = { "Food Boost Effect":{ perks:[ "[Meat] Potency +10.0%", "[Crisp] Potency to Weak Point +5.0%" ], icon:"/ngsplanner/icons/TQ8EBW2.png" }, "Shifta / Deband":{ perks:[ "Potency +5.0%", "Damage Resistance +10.0%" ], icon:"/ngsplanner/icons/VIYYNIm.png" }, "Region Mag Boost":{ perks:[ "Potency +5.0%", ], icon:"/ngsplanner/icons/N6M74Qr.png" }, } const EQUIPMENT = { "Ophistia Shooter":{ icon:"/ngsplanner/icons/uc1iBck.png" }, "Klauzdyne":{ icon:"/ngsplanner/icons/uldt9lR.png" }, "Klauznum":{ icon:"/ngsplanner/icons/F0t58xP.png" }, "Klauzment":{ icon:"/ngsplanner/icons/20M6Z7t.png" } } const ABILITIES = { "Wellspring Unit Lv.3":{ icon:"/ngsplanner/icons/NGSUIItemPotentialAbility.png" }, "Fixa Fatale Lv.5":{ icon:"/ngsplanner/icons/UINGSItemPresetAbility.png" } } const ABILITY_DEFAULT_ICON = "/ngsplanner/icons/UINGSItemSpecialAbility.png" /** * Hook that alerts clicks outside of the passed ref */ function useOutsideAlerter(ref,setEdit) { useEffect(() => { /** * Alert if clicked on outside of element */ function handleClickOutside(event) { if (ref.current && !ref.current.contains(event.target)) { setEdit(false) } } // Bind the event listener document.addEventListener("mousedown", handleClickOutside); return () => { // Unbind the event listener on clean up document.removeEventListener("mousedown", handleClickOutside); }; }, [ref]); } function Class(p) { const class_obj = CLASSES[p.name] return <>{class_obj.name} } function ClassSelector(p){ const wrapperRef = useRef(null); useOutsideAlerter(wrapperRef,p.setEdit); return
Class Selector
{Object.keys(CLASSES).map((cl,i)=>{ return })}
/*return This is a test window. */ } function EditableClass(p){ const [edit,setEdit] = useState(false) return <>{setEdit(!edit)}}> {edit&&} } function MainBox(p) { return }>Lv.20}>Lv.15
} function StatsBox(p) { return +{p.weaponUp1*100}%}> +{p.weaponUp2*100}% +{p.weaponUp3*100}%}>
} function EffectListing(p) { return
  • {p.name}
  • } function PageControlButton(p) { return
  • {p.setCurrentPage(p.page)}} className={(p.currentPage===p.page)?"selected":""}>{p.pageName?p.pageName:p.page}
  • } function PageControl(p) { var pages = [] for (var i=0;i) } return } function EffectsBox(p) { const [currentPage,setCurrentPage]=useState(1) return

    Effect Name

    { currentPage===1?
      {p.effectList.map((ef,i)=>{ return })}
    : <> }
    } function EquipBox(p) { return

    Weapon



    {p.weapon}+{p.weaponEnhancementLv}

    Slot 1



    {p.armorSlot1}+{p.armorSlot1EnhancementLv}

    Slot 2



    {p.armorSlot2}+{p.armorSlot2EnhancementLv}

    Slot 3



    {p.armorSlot3}+{p.armorSlot3EnhancementLv}
    } function EquippedWeaponBox(p) { const [currentPage,setCurrentPage] = useState(1) const [selectedEquip,setSelectedEquip] = useState(p.weapon) const [selectedEquipEnhancementLv,setSelectedEquipEnhancementLv] = useState(p.weaponEnhancementLv) const [selectedEquipAbilities,setSelectedEquipAbilities] = useState(p.weaponAbilityList) useEffect(()=>{ switch (currentPage) { case 2: setSelectedEquip(p.armorSlot1) setSelectedEquipEnhancementLv(p.armorSlot1EnhancementLv) setSelectedEquipAbilities(p.armorSlot1AbilityList) break; case 3: setSelectedEquip(p.armorSlot2) setSelectedEquipEnhancementLv(p.armorSlot2EnhancementLv) setSelectedEquipAbilities(p.armorSlot2AbilityList) break; case 4: setSelectedEquip(p.armorSlot3) setSelectedEquipEnhancementLv(p.armorSlot3EnhancementLv) setSelectedEquipAbilities(p.armorSlot3AbilityList) break; default:{ setSelectedEquip(p.weapon) setSelectedEquipEnhancementLv(p.weaponEnhancementLv) setSelectedEquipAbilities(p.weaponAbilityList) } } },[currentPage,p.armorSlot1,p.armorSlot1EnhancementLv,p.armorSlot1AbilityList,p.armorSlot2,p.armorSlot2EnhancementLv,p.armorSlot2AbilityList,p.armorSlot3,p.armorSlot3EnhancementLv,p.armorSlot3AbilityList,p.weapon,p.weaponEnhancementLv,p.weaponAbilityList]) return

    {selectedEquip}+{selectedEquipEnhancementLv}

    Abilitiy Details

      { selectedEquipAbilities?selectedEquipAbilities.map((ability,i)=>{ return
    • {ability}
    • }):<> }

    Properties

    • Enhancement Lv. +{selectedEquipEnhancementLv}
    • Multi-Weapon -
    • Element -
    } function DamageBox(p) { const [currentPage,setCurrentPage] = useState(1) return

    { currentPage===1&& {p.criticalHitRate*100}%{p.criticalMultiplier*100}%{p.midRange}{p.critical}{p.effective}
    }
    } function ListRow(p) { return {p.title} {p.content} {p.children} } function App() { const [author,setAuthor] = useState("Dudley") const [buildName,setBuildName] = useState("Fatimah") const [className,setClassName] = useState("RANGER") const [secondaryClassName,setSecondaryClassName] = useState("FORCE") const [bp,setBP] = useState(1344) const [hp,setHP] = useState(289) const [pp,setPP] = useState(100) const [def,setDef] = useState(402) const [weaponUp1,setWeaponUp1] = useState(0.34) const [weaponUp2,setWeaponUp2] = useState(0.34) const [weaponUp3,setWeaponUp3] = useState(0.34) const [damageResist,setDamageResist] = useState(0.18) const [effectList,setEffectList] = useState([ "Food Boost Effect", "Shifta / Deband", "Region Mag Boost" ]) const [weapon,setWeapon] = useState("Ophistia Shooter") const [armorSlot1,setArmorSlot1] = useState("Klauzdyne") const [armorSlot2,setArmorSlot2] = useState("Klauznum") const [armorSlot3,setArmorSlot3] = useState("Klauzment") const [weaponEnhancementLv,setWeaponEnhancementLv] = useState(35) const [armorSlot1EnhancementLv,setArmorSlot1EnhancementLv] = useState(10) const [armorSlot2EnhancementLv,setArmorSlot2EnhancementLv] = useState(10) const [armorSlot3EnhancementLv,setArmorSlot3EnhancementLv] = useState(10) const [weaponAbilityList,setWeaponAbilityList] = useState([ "Wellspring Unit Lv.3", "Fixa Fatale Lv.5", "Legaro S Attack II", "Legaro S Efficiet", "Legaro S Efficiet", "Legaro Souls 2", "Legaro Reverij", "Legaro Factalz", "Legaro Crakus", "Legaro Attack Vaz III", ]) const [armor1AbilityList,setArmor1AbilityList] = useState([]) const [armor2AbilityList,setArmor2AbilityList] = useState([]) const [armor3AbilityList,setArmor3AbilityList] = useState([]) const [criticalHitRate,setCriticalHitRate] = useState(0.05) const [criticalMultiplier,setCriticalMultiplier] = useState(1.2) const [midRange,setMidRange] = useState(126) const [critical,setCritical] = useState(152) const [effective,setEffective] = useState(127) return ( <>
    ); } export default App;