Build planner for PSO2: New Genesis.
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ngsplanner/src/App.js

375 lines
13 KiB

import logo from './logo.svg';
import './App.css';
import React, {useState,useEffect,useRef,useReducer} from 'react';
function Col(p) {
return <div className="con">
{p.children}
</div>
}
function Box(p) {
return <>
<div className="box">
<h1>&#9830;&ensp;{p.title}</h1>
{p.children}
</div>
</>
}
function EditBox(p) {
const [loaded,setLoaded] = useState(false)
useEffect(()=>{
setTimeout(()=>{document.getElementById("editBox").focus()},100)
setLoaded(true)
})
return <input id="editBox" onKeyDown={(e)=>{
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)}}>
</input>
}
function EditableBox(p) {
const [edit,setEdit] = useState(false)
return <>
<div className="hover" onClick={(f)=>{setEdit(true)}}>
{edit?
<EditBox maxlength={p.maxlength} setEdit={setEdit} originalName={p.data} setName={p.setData} value={p.data}/>
:<>{p.data}</>}
</div>
</>
}
const CLASSES = {
HUNTER:{
name:"Hunter",
icon:"icons/UINGSClassHu.png"
},
FIGHTER:{
name:"Fighter",
icon:"icons/UINGSClassFi.png"
},
RANGER:{
name:"Ranger",
icon:"icons/UINGSClassRa.png"
},
GUNNER:{
name:"Gunner",
icon:"icons/UINGSClassGu.png"
},
FORCE:{
name:"Force",
icon:"icons/UINGSClassFo.png"
},
TECHTER:{
name:"Techter",
icon:"icons/UINGSClassTe.png"
}
}
const EFFECTS = {
"Food Boost Effect":{
perks:[
"[Meat] Potency +10.0%",
"[Crisp] Potency to Weak Point +5.0%"
],
icon:"icons/TQ8EBW2.png"
},
"Shifta / Deband":{
perks:[
"Potency +5.0%",
"Damage Resistance +10.0%"
],
icon:"icons/VIYYNIm.png"
},
"Region Mag Boost":{
perks:[
"Potency +5.0%",
],
icon:"icons/N6M74Qr.png"
},
}
const EQUIPMENT = {
"Ophistia Shooter":{
icon:"icons/uc1iBck.png"
},
"Klauzdyne":{
icon:"icons/uldt9lR.png"
},
"Klauznum":{
icon:"icons/F0t58xP.png"
},
"Klauzment":{
icon:"icons/20M6Z7t.png"
}
}
const ABILITIES = {
"Wellspring Unit Lv.3":{
icon:"icons/NGSUIItemPotentialAbility.png"
},
"Fixa Fatale Lv.5":{
icon:"icons/UINGSItemPresetAbility.png"
}
}
const ABILITY_DEFAULT_ICON = "icons/UINGSItemSpecialAbility.png"
function Class(p) {
const class_obj = CLASSES[p.name]
return <><img src={class_obj.icon}/>{class_obj.name}</>
}
function ClassSelector(p){
return <div className="popup">
Class Selector<br/>
{Object.keys(CLASSES).map((cl,i)=>{
return <button id={i} className="rounded" onClick={()=>{p.setClassName(cl);p.setEdit(false)}}><img src={CLASSES[cl].icon}/><br/>{CLASSES[cl].name}</button>
})}
</div>
}
function EditableClass(p){
const [edit,setEdit] = useState(false)
return <><span className="hover" onClick={()=>{setEdit(!edit)}}><Class name={p.class}/>
</span>
{edit&&<ClassSelector setClassName={p.setClassName} setEdit={setEdit}/>}
</>
}
function MainBox(p) {
return <Box title="NGS Planner">
<table className="ba">
<ListRow title="Author"><EditableBox setData={p.setAuthor} data={p.author}/></ListRow>
<ListRow title="Build Name"><EditableBox setData={p.setBuildName} data={p.buildName}/></ListRow>
<ListRow title="Class" content={<EditableClass setClassName={p.setClassName} class={p.className}></EditableClass>}><span className="ye">Lv.20</span></ListRow>
<ListRow content={<><EditableClass setClassName={p.setSecondaryClassName} class={p.secondaryClassName}></EditableClass></>}>Lv.15</ListRow>
</table>
</Box>
}
function StatsBox(p) {
return <Box title="Stats">
<table className="st">
<ListRow title="Battle Power" content={p.bp}></ListRow>
<ListRow title="HP" content={p.hp}></ListRow>
<ListRow title="PP" content={p.pp}></ListRow>
<ListRow title="Defense" content={p.def}></ListRow>
<ListRow title="Weapon Up" content={<><img alt="" src="https://pso2na.arks-visiphone.com/images/3/37/NGSUIStatSATK.png" /> <span className="ye">+{p.weaponUp1*100}%</span></>}><img alt="" src="https://pso2na.arks-visiphone.com/images/c/c5/NGSUIStatRATK.png" /> <span className="ye">+{p.weaponUp2*100}%</span></ListRow>
<ListRow content={<><img alt="" src="https://pso2na.arks-visiphone.com/images/a/ae/NGSUIStatTATK.png" /> <span className="ye">+{p.weaponUp3*100}%</span></>}></ListRow>
<ListRow title="Damage Resist." content={p.damageResist*100+"%"}></ListRow>
</table>
</Box>
}
function EffectListing(p) {
return <li>{p.name}
<ul>
{EFFECTS[p.name].perks.map((perk,i)=>{
return <li key={i}><img alt="" src={EFFECTS[p.name].icon} />&ensp;{perk}</li>
})}
</ul>
</li>
}
function PageControlButton(p) {
return <li onClick={()=>{p.setCurrentPage(p.page)}} className={(p.currentPage==p.page)?"selected":""}>{p.pageName?p.pageName:p.page}</li>
}
function PageControl(p) {
var pages = []
for (var i=0;i<p.pages;i++) {
pages.push(<PageControlButton pageName={p.pageNames?p.pageNames[i]:undefined} currentPage={p.currentPage} setCurrentPage={p.setCurrentPage} page={i+1}/>)
}
return <ul className="boxmenu">
{pages.map((page,i)=>{return <React.Fragment key={i}>{page}</React.Fragment>})}
</ul>
}
function EffectsBox(p) {
const [currentPage,setCurrentPage]=useState(1)
return <Box title="Current Effects">
<PageControl pages={2} currentPage={currentPage} setCurrentPage={setCurrentPage}/>
<h3>Effect Name</h3>
{
currentPage==1?
<ul className="bu">
{p.effectList.map((ef,i)=>{
return <EffectListing key={i} name={ef}/>
})}
</ul>:
<></>
}
</Box>
}
function EquipBox(p) {
return <Box title="Equip">
<div className="we">
<div><h3>Weapon</h3><br /><img alt="" src={EQUIPMENT[p.weapon].icon} /><br />{p.weapon}+{p.weaponEnhancementLv}</div>
<div><h3>Slot 1</h3><br /><img alt="" src={EQUIPMENT[p.armorSlot1].icon} /><br />{p.armorSlot1}+{p.armorSlot1EnhancementLv}</div>
<div><h3>Slot 2</h3><br /><img alt="" src={EQUIPMENT[p.armorSlot2].icon} /><br />{p.armorSlot2}+{p.armorSlot2EnhancementLv}</div>
<div><h3>Slot 3</h3><br /><img alt="" src={EQUIPMENT[p.armorSlot3].icon} /><br />{p.armorSlot3}+{p.armorSlot3EnhancementLv}</div>
</div>
</Box>
}
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])
return <Box title="Equipped Weapon">
<h2><img alt="" src="https://pso2na.arks-visiphone.com/images/b/bc/NGSUIItemAssaultRifleMini.png" />{selectedEquip}+{selectedEquipEnhancementLv}</h2>
<PageControl pages={4} currentPage={currentPage} setCurrentPage={setCurrentPage} pageNames={["W",1,2,3]}/>
<div className="de">
<div>
<h3>Abilitiy Details</h3>
<ul className="aug">
{
selectedEquipAbilities?selectedEquipAbilities.map((ability,i)=>{
return <li key={i}><img alt="" src={ABILITIES[ability]?ABILITIES[ability].icon:ABILITY_DEFAULT_ICON} /> {ability}</li>
}):<></>
}
</ul>
</div>
<div>
<h3>Properties</h3>
<ul className="pr">
<li>Enhancement Lv.&emsp;<span>+{selectedEquipEnhancementLv}</span></li>
<li>Multi-Weapon&emsp;<span>-</span></li>
<li>Element&emsp;<span>-</span></li>
</ul>
</div>
</div>
</Box>
}
function DamageBox(p) {
const [currentPage,setCurrentPage] = useState(1)
return <Box title="Damage">
<PageControl pages={3} currentPage={currentPage} setCurrentPage={setCurrentPage}/>
<br /><br />
{
currentPage==1&&
<table className="ba">
<ListRow title="Critical Hit Rate">{p.criticalHitRate*100}%</ListRow>
<ListRow title="Critical Multiplier">{p.criticalMultiplier*100}%</ListRow>
<ListRow title="Midrange">{p.midRange}</ListRow>
<ListRow title="Critical">{p.critical}</ListRow>
<ListRow title="Effective"><span className="ye">{p.effective}</span></ListRow>
</table>
}
</Box>
}
function ListRow(p) {
return <tr>
<td>{p.title}</td>
<td>{p.content}</td>
<td>{p.children}</td>
</tr>
}
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 (
<>
<div id="main">
<Col>
<MainBox author={author} setAuthor={setAuthor} buildName={buildName} setBuildName={setBuildName} className={className} setClassName={setClassName} secondaryClassName={secondaryClassName} setSecondaryClassName={setSecondaryClassName}/>
<StatsBox bp={bp} setBP={setBP} hp={hp} setHP={setHP} pp={pp} setPP={setPP} def={def} setDef={setDef} weaponUp1={weaponUp1} setWeaponUp1={setWeaponUp1} weaponUp2={weaponUp2} setWeaponUp2={setWeaponUp2} weaponUp3={weaponUp3} setWeaponUp3={setWeaponUp3} damageResist={damageResist}/>
<EffectsBox effectList={effectList} setEffectList={setEffectList}/>
</Col>
<Col>
<EquipBox weapon={weapon} setWeapon={setWeapon} armorSlot1={armorSlot1} setArmorSlot1={setArmorSlot1} armorSlot2={armorSlot2} setArmorSlot2={setArmorSlot2} armorSlot3={armorSlot3} setArmorSlot3={setArmorSlot3} weaponEnhancementLv={weaponEnhancementLv} setWeaponEnhancementLv={setWeaponEnhancementLv} armorSlot1EnhancementLv={armorSlot1EnhancementLv} setArmorSlot1EnhancementLv={setArmorSlot1EnhancementLv} armorSlot2EnhancementLv={armorSlot2EnhancementLv} setArmorSlot2EnhancementLv={setArmorSlot2EnhancementLv} armorSlot3EnhancementLv={armorSlot3EnhancementLv} setArmorSlot3EnhancementLv={setArmorSlot3EnhancementLv}/>
<EquippedWeaponBox weapon={weapon} armorSlot1={armorSlot1} armorSlot2={armorSlot2} armorSlot3={armorSlot3} weaponAbilityList={weaponAbilityList} setWeaponAbilityList={setWeaponAbilityList} armor1AbilityList={armor1AbilityList} setArmor1AbilityList={setArmor1AbilityList} armor2AbilityList={armor2AbilityList} setArmor2AbilityList={setArmor2AbilityList} armor3AbilityList={armor3AbilityList} setArmor3AbilityList={setArmor3AbilityList} weaponEnhancementLv={weaponEnhancementLv}armorSlot1EnhancementLv={armorSlot1EnhancementLv}armorSlot2EnhancementLv={armorSlot2EnhancementLv}armorSlot3EnhancementLv={armorSlot3EnhancementLv}/>
</Col>
<Col>
<DamageBox criticalHitRate={criticalHitRate} setCriticalHitRate={setCriticalHitRate} criticalMultiplier={criticalMultiplier} setCriticalMultiplier={setCriticalMultiplier} midRange={midRange} setMidRange={setMidRange} critical={critical} setCritical={setCritical} effective={effective} setEffective={setEffective}/>
</Col>
</div></>
);
}
export default App;