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375 lines
13 KiB
375 lines
13 KiB
import logo from './logo.svg';
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import './App.css';
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import React, {useState,useEffect,useRef,useReducer} from 'react';
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function Col(p) {
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return <div className="con">
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{p.children}
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</div>
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}
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function Box(p) {
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return <>
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<div className="box">
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<h1>♦ {p.title}</h1>
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{p.children}
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</div>
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</>
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}
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function EditBox(p) {
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const [loaded,setLoaded] = useState(false)
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useEffect(()=>{
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setTimeout(()=>{document.getElementById("editBox").focus()},100)
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setLoaded(true)
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})
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return <input id="editBox" onKeyDown={(e)=>{
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if (e.key==="Enter") {p.setEdit(false)}
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}} 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)}}>
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</input>
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}
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function EditableBox(p) {
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const [edit,setEdit] = useState(false)
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return <>
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<div className="hover" onClick={(f)=>{setEdit(true)}}>
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{edit?
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<EditBox maxlength={p.maxlength} setEdit={setEdit} originalName={p.data} setName={p.setData} value={p.data}/>
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:<>{p.data}</>}
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</div>
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</>
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}
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const CLASSES = {
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HUNTER:{
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name:"Hunter",
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icon:"icons/UINGSClassHu.png"
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},
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FIGHTER:{
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name:"Fighter",
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icon:"icons/UINGSClassFi.png"
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},
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RANGER:{
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name:"Ranger",
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icon:"icons/UINGSClassRa.png"
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},
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GUNNER:{
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name:"Gunner",
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icon:"icons/UINGSClassGu.png"
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},
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FORCE:{
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name:"Force",
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icon:"icons/UINGSClassFo.png"
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},
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TECHTER:{
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name:"Techter",
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icon:"icons/UINGSClassTe.png"
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}
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}
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const EFFECTS = {
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"Food Boost Effect":{
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perks:[
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"[Meat] Potency +10.0%",
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"[Crisp] Potency to Weak Point +5.0%"
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],
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icon:"icons/TQ8EBW2.png"
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},
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"Shifta / Deband":{
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perks:[
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"Potency +5.0%",
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"Damage Resistance +10.0%"
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],
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icon:"icons/VIYYNIm.png"
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},
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"Region Mag Boost":{
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perks:[
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"Potency +5.0%",
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],
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icon:"icons/N6M74Qr.png"
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},
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}
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const EQUIPMENT = {
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"Ophistia Shooter":{
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icon:"icons/uc1iBck.png"
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},
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"Klauzdyne":{
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icon:"icons/uldt9lR.png"
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},
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"Klauznum":{
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icon:"icons/F0t58xP.png"
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},
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"Klauzment":{
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icon:"icons/20M6Z7t.png"
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}
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}
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const ABILITIES = {
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"Wellspring Unit Lv.3":{
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icon:"icons/NGSUIItemPotentialAbility.png"
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},
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"Fixa Fatale Lv.5":{
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icon:"icons/UINGSItemPresetAbility.png"
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}
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}
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const ABILITY_DEFAULT_ICON = "icons/UINGSItemSpecialAbility.png"
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function Class(p) {
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const class_obj = CLASSES[p.name]
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return <><img src={class_obj.icon}/>{class_obj.name}</>
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}
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function ClassSelector(p){
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return <div className="popup">
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Class Selector<br/>
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{Object.keys(CLASSES).map((cl,i)=>{
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return <button id={i} className="rounded" onClick={()=>{p.setClassName(cl);p.setEdit(false)}}><img src={CLASSES[cl].icon}/><br/>{CLASSES[cl].name}</button>
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})}
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</div>
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}
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function EditableClass(p){
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const [edit,setEdit] = useState(false)
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return <><span className="hover" onClick={()=>{setEdit(!edit)}}><Class name={p.class}/>
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</span>
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{edit&&<ClassSelector setClassName={p.setClassName} setEdit={setEdit}/>}
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</>
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}
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function MainBox(p) {
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return <Box title="NGS Planner">
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<table className="ba">
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<ListRow title="Author"><EditableBox setData={p.setAuthor} data={p.author}/></ListRow>
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<ListRow title="Build Name"><EditableBox setData={p.setBuildName} data={p.buildName}/></ListRow>
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<ListRow title="Class" content={<EditableClass setClassName={p.setClassName} class={p.className}></EditableClass>}><span className="ye">Lv.20</span></ListRow>
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<ListRow content={<><EditableClass setClassName={p.setSecondaryClassName} class={p.secondaryClassName}></EditableClass></>}>Lv.15</ListRow>
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</table>
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</Box>
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}
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function StatsBox(p) {
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return <Box title="Stats">
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<table className="st">
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<ListRow title="Battle Power" content={p.bp}></ListRow>
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<ListRow title="HP" content={p.hp}></ListRow>
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<ListRow title="PP" content={p.pp}></ListRow>
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<ListRow title="Defense" content={p.def}></ListRow>
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<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>
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<ListRow content={<><img alt="" src="https://pso2na.arks-visiphone.com/images/a/ae/NGSUIStatTATK.png" /> <span className="ye">+{p.weaponUp3*100}%</span></>}></ListRow>
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<ListRow title="Damage Resist." content={p.damageResist*100+"%"}></ListRow>
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</table>
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</Box>
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}
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function EffectListing(p) {
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return <li>{p.name}
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<ul>
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{EFFECTS[p.name].perks.map((perk,i)=>{
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return <li key={i}><img alt="" src={EFFECTS[p.name].icon} /> {perk}</li>
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})}
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</ul>
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</li>
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}
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function PageControlButton(p) {
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return <li onClick={()=>{p.setCurrentPage(p.page)}} className={(p.currentPage==p.page)?"selected":""}>{p.pageName?p.pageName:p.page}</li>
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}
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function PageControl(p) {
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var pages = []
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for (var i=0;i<p.pages;i++) {
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pages.push(<PageControlButton pageName={p.pageNames?p.pageNames[i]:undefined} currentPage={p.currentPage} setCurrentPage={p.setCurrentPage} page={i+1}/>)
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}
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return <ul className="boxmenu">
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{pages.map((page,i)=>{return <React.Fragment key={i}>{page}</React.Fragment>})}
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</ul>
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}
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function EffectsBox(p) {
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const [currentPage,setCurrentPage]=useState(1)
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return <Box title="Current Effects">
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<PageControl pages={2} currentPage={currentPage} setCurrentPage={setCurrentPage}/>
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<h3>Effect Name</h3>
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{
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currentPage==1?
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<ul className="bu">
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{p.effectList.map((ef,i)=>{
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return <EffectListing key={i} name={ef}/>
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})}
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</ul>:
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<></>
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}
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</Box>
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}
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function EquipBox(p) {
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return <Box title="Equip">
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<div className="we">
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<div><h3>Weapon</h3><br /><img alt="" src={EQUIPMENT[p.weapon].icon} /><br />{p.weapon}+{p.weaponEnhancementLv}</div>
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<div><h3>Slot 1</h3><br /><img alt="" src={EQUIPMENT[p.armorSlot1].icon} /><br />{p.armorSlot1}+{p.armorSlot1EnhancementLv}</div>
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<div><h3>Slot 2</h3><br /><img alt="" src={EQUIPMENT[p.armorSlot2].icon} /><br />{p.armorSlot2}+{p.armorSlot2EnhancementLv}</div>
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<div><h3>Slot 3</h3><br /><img alt="" src={EQUIPMENT[p.armorSlot3].icon} /><br />{p.armorSlot3}+{p.armorSlot3EnhancementLv}</div>
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</div>
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</Box>
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}
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function EquippedWeaponBox(p) {
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const [currentPage,setCurrentPage] = useState(1)
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const [selectedEquip,setSelectedEquip] = useState(p.weapon)
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const [selectedEquipEnhancementLv,setSelectedEquipEnhancementLv] = useState(p.weaponEnhancementLv)
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const [selectedEquipAbilities,setSelectedEquipAbilities] = useState(p.weaponAbilityList)
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useEffect(()=>{
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switch (currentPage) {
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case 2:{
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setSelectedEquip(p.armorSlot1)
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setSelectedEquipEnhancementLv(p.armorSlot1EnhancementLv)
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setSelectedEquipAbilities(p.armorSlot1AbilityList)
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}break;
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case 3:{
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setSelectedEquip(p.armorSlot2)
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setSelectedEquipEnhancementLv(p.armorSlot2EnhancementLv)
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setSelectedEquipAbilities(p.armorSlot2AbilityList)
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}break;
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case 4:{
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setSelectedEquip(p.armorSlot3)
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setSelectedEquipEnhancementLv(p.armorSlot3EnhancementLv)
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setSelectedEquipAbilities(p.armorSlot3AbilityList)
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}break;
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default:{
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setSelectedEquip(p.weapon)
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setSelectedEquipEnhancementLv(p.weaponEnhancementLv)
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setSelectedEquipAbilities(p.weaponAbilityList)
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}
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}
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},[currentPage])
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return <Box title="Equipped Weapon">
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<h2><img alt="" src="https://pso2na.arks-visiphone.com/images/b/bc/NGSUIItemAssaultRifleMini.png" />{selectedEquip}+{selectedEquipEnhancementLv}</h2>
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<PageControl pages={4} currentPage={currentPage} setCurrentPage={setCurrentPage} pageNames={["W",1,2,3]}/>
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<div className="de">
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<div>
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<h3>Abilitiy Details</h3>
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<ul className="aug">
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{
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selectedEquipAbilities?selectedEquipAbilities.map((ability,i)=>{
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return <li key={i}><img alt="" src={ABILITIES[ability]?ABILITIES[ability].icon:ABILITY_DEFAULT_ICON} /> {ability}</li>
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}):<></>
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}
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</ul>
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</div>
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<div>
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<h3>Properties</h3>
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<ul className="pr">
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<li>Enhancement Lv. <span>+{selectedEquipEnhancementLv}</span></li>
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<li>Multi-Weapon <span>-</span></li>
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<li>Element <span>-</span></li>
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</ul>
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</div>
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</div>
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</Box>
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}
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function DamageBox(p) {
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const [currentPage,setCurrentPage] = useState(1)
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return <Box title="Damage">
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<PageControl pages={3} currentPage={currentPage} setCurrentPage={setCurrentPage}/>
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<br /><br />
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{
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currentPage==1&&
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<table className="ba">
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<ListRow title="Critical Hit Rate">{p.criticalHitRate*100}%</ListRow>
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<ListRow title="Critical Multiplier">{p.criticalMultiplier*100}%</ListRow>
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<ListRow title="Midrange">{p.midRange}</ListRow>
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<ListRow title="Critical">{p.critical}</ListRow>
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<ListRow title="Effective"><span className="ye">{p.effective}</span></ListRow>
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</table>
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}
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</Box>
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}
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function ListRow(p) {
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return <tr>
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<td>{p.title}</td>
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<td>{p.content}</td>
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<td>{p.children}</td>
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</tr>
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}
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function App() {
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const [author,setAuthor] = useState("Dudley")
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const [buildName,setBuildName] = useState("Fatimah")
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const [className,setClassName] = useState("RANGER")
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const [secondaryClassName,setSecondaryClassName] = useState("FORCE")
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const [bp,setBP] = useState(1344)
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const [hp,setHP] = useState(289)
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const [pp,setPP] = useState(100)
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const [def,setDef] = useState(402)
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const [weaponUp1,setWeaponUp1] = useState(0.34)
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const [weaponUp2,setWeaponUp2] = useState(0.34)
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const [weaponUp3,setWeaponUp3] = useState(0.34)
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const [damageResist,setDamageResist] = useState(0.18)
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const [effectList,setEffectList] = useState([
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"Food Boost Effect",
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"Shifta / Deband",
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"Region Mag Boost"
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])
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const [weapon,setWeapon] = useState("Ophistia Shooter")
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const [armorSlot1,setArmorSlot1] = useState("Klauzdyne")
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const [armorSlot2,setArmorSlot2] = useState("Klauznum")
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const [armorSlot3,setArmorSlot3] = useState("Klauzment")
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const [weaponEnhancementLv,setWeaponEnhancementLv] = useState(35)
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const [armorSlot1EnhancementLv,setArmorSlot1EnhancementLv] = useState(10)
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const [armorSlot2EnhancementLv,setArmorSlot2EnhancementLv] = useState(10)
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const [armorSlot3EnhancementLv,setArmorSlot3EnhancementLv] = useState(10)
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const [weaponAbilityList,setWeaponAbilityList] = useState([
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"Wellspring Unit Lv.3",
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"Fixa Fatale Lv.5",
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"Legaro S Attack II",
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"Legaro S Efficiet",
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"Legaro S Efficiet",
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"Legaro Souls 2",
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"Legaro Reverij",
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"Legaro Factalz",
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"Legaro Crakus",
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"Legaro Attack Vaz III",
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])
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const [armor1AbilityList,setArmor1AbilityList] = useState([])
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const [armor2AbilityList,setArmor2AbilityList] = useState([])
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const [armor3AbilityList,setArmor3AbilityList] = useState([])
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const [criticalHitRate,setCriticalHitRate] = useState(0.05)
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const [criticalMultiplier,setCriticalMultiplier] = useState(1.2)
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const [midRange,setMidRange] = useState(126)
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const [critical,setCritical] = useState(152)
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const [effective,setEffective] = useState(127)
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return (
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<>
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<div id="main">
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<Col>
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<MainBox author={author} setAuthor={setAuthor} buildName={buildName} setBuildName={setBuildName} className={className} setClassName={setClassName} secondaryClassName={secondaryClassName} setSecondaryClassName={setSecondaryClassName}/>
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<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}/>
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<EffectsBox effectList={effectList} setEffectList={setEffectList}/>
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</Col>
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<Col>
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<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}/>
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<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}/>
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</Col>
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<Col>
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<DamageBox criticalHitRate={criticalHitRate} setCriticalHitRate={setCriticalHitRate} criticalMultiplier={criticalMultiplier} setCriticalMultiplier={setCriticalMultiplier} midRange={midRange} setMidRange={setMidRange} critical={critical} setCritical={setCritical} effective={effective} setEffective={setEffective}/>
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</Col>
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</div></>
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);
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}
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export default App;
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