QAP copy of NGS Planner

master
sigonasr2 3 years ago
commit 191ba83201
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# Getting Started with Create React App
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)

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{
"homepage": "https://sigonasr2.github.io/ngsplanner",
"name": "ngsplanner",
"version": "0.1.0",
"private": true,
"dependencies": {
"@babel/core": "^7.14.6",
"@testing-library/jest-dom": "^5.14.1",
"@testing-library/react": "^11.2.7",
"@testing-library/user-event": "^12.8.3",
"axios": "^0.21.1",
"gh-pages": "^3.2.3",
"react": "^17.0.2",
"react-dom": "^16.14.0",
"react-scripts": "4.0.3",
"reactjs-windows": "^1.0.2",
"typescript": "^4.3.5",
"web-vitals": "^1.1.2"
},
"scripts": {
"start": "react-scripts start",
"build": "react-scripts build",
"test": "react-scripts test",
"eject": "react-scripts eject",
"predeploy": "npm run build",
"deploy": "gh-pages -d build"
},
"eslintConfig": {
"extends": [
"react-app",
"react-app/jest"
]
},
"browserslist": {
"production": [
">0.2%",
"not dead",
"not op_mini all"
],
"development": [
"last 1 chrome version",
"last 1 firefox version",
"last 1 safari version"
]
}
}

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CREATE TABLE "food_mult" (
"id" SERIAL UNIQUE PRIMARY KEY,
"amount" int,
"potency" float,
"pp" int,
"dmg_res" float,
"hp" float,
"pp_consumption" float,
"pp_recovery" float,
"weak_point_dmg" float,
"hp_recovery" float
);
CREATE TABLE "food" (
"id" SERIAL UNIQUE PRIMARY KEY,
"material" text,
"potency" boolean,
"pp" boolean,
"dmg_res" boolean,
"hp" boolean,
"pp_consumption" boolean,
"pp_recovery" boolean,
"weak_point_dmg" boolean,
"hp_recovery" boolean
);
CREATE TABLE "class" (
"id" SERIAL UNIQUE PRIMARY KEY,
"name" text
);
CREATE TABLE "class_weapon_type_data" (
"class_id" int,
"weapon_type_id" int
);
CREATE TABLE "class_level_data" (
"class_id" int,
"level" int,
"hp" int,
"atk" int,
"def" int
);
CREATE TABLE "weapon" (
"id" SERIAL UNIQUE PRIMARY KEY,
"name" text,
"rarity" int,
"level_req" int,
"atk" int,
"potential_id" int,
"variance" float,
"base_affix_slots" int,
"drop_info" text,
"pb_gauge_build" float
);
CREATE TABLE "weapon_type" (
"id" SERIAL UNIQUE PRIMARY KEY,
"name" text
);
CREATE TABLE "potential" (
"id" SERIAL UNIQUE PRIMARY KEY,
"name" text
);
CREATE TABLE "potential_data" (
"potential_id" int,
"level" int,
"mel_dmg" float,
"rng_dmg" float,
"tec_dmg" float,
"crit_rate" float,
"crit_dmg" float,
"pp_cost_reduction" float,
"active_pp_recovery" float,
"natural_pp_recovery" float,
"dmg_res" float,
"all_down_res" float,
"burn_res" float,
"freeze_res" float,
"blind_res" float,
"shock_res" float,
"panic_res" float,
"poison_res" float,
"battle_power_value" int,
"pb_gauge_build" float
);
CREATE TABLE "armor" (
"id" SERIAL UNIQUE PRIMARY KEY,
"name" text,
"rarity" int,
"level_req" int,
"def" int,
"hp" int,
"pp" int,
"mel_dmg" float,
"rng_dmg" float,
"tec_dmg" float,
"crit_rate" float,
"crit_dmg" float,
"pp_cost_reduction" float,
"active_pp_recovery" float,
"natural_pp_recovery" float,
"dmg_res" float,
"all_down_res" float,
"burn_res" float,
"freeze_res" float,
"blind_res" float,
"shock_res" float,
"panic_res" float,
"poison_res" float,
"battle_power_value" int,
"pb_gauge_build" float
);
CREATE TABLE "augment" (
"id" SERIAL UNIQUE PRIMARY KEY,
"augment_type_id" int,
"level" int,
"variance" float,
"hp" int,
"pp" int,
"mel_dmg" float,
"rng_dmg" float,
"tec_dmg" float,
"crit_rate" float,
"crit_dmg" float,
"pp_cost_reduction" float,
"active_pp_recovery" float,
"natural_pp_recovery" float,
"dmg_res" float,
"affix_success_rate" float,
"all_down_res" float,
"burn_res" float,
"freeze_res" float,
"blind_res" float,
"shock_res" float,
"panic_res" float,
"poison_res" float,
"battle_power_value" int,
"pb_gauge_build" float
);
CREATE TABLE "skill" (
"id" SERIAL UNIQUE PRIMARY KEY,
"name" text,
"skill_type_id" int
);
CREATE TABLE "skill_data" (
"skill_id" int,
"level" int,
"variance" float,
"mel_dmg" float,
"rng_dmg" float,
"tec_dmg" float,
"crit_rate" float,
"crit_dmg" float,
"pp_cost_reduction" float,
"active_pp_recovery" float,
"natural_pp_recovery" float,
"dmg_res" float
);
CREATE TABLE "skill_type" (
"id" SERIAL UNIQUE PRIMARY KEY,
"name" text
);
CREATE TABLE "users" (
"id" SERIAL PRIMARY KEY,
"username" text UNIQUE,
"email" text UNIQUE,
"password_hash" text,
"created_on" timestamptz,
"role_id" int
);
CREATE TABLE "roles" (
"id" SERIAL UNIQUE PRIMARY KEY,
"name" text
);
CREATE TABLE "builds" (
"id" SERIAL UNIQUE PRIMARY KEY,
"user_id" int,
"creator" text,
"build_name" text,
"class1" int,
"class2" int,
"created_on" timestamptz,
"last_modified" timestamptz,
"likes" int,
"data" text
);
CREATE TABLE "weapon_existence_data" (
"weapon_type_id" int,
"weapon_id" int
);
CREATE TABLE "augment_type" (
"id" SERIAL UNIQUE PRIMARY KEY,
"name" text
);
ALTER TABLE "class_weapon_type_data" ADD FOREIGN KEY ("class_id") REFERENCES "class" ("id");
ALTER TABLE "class_level_data" ADD FOREIGN KEY ("class_id") REFERENCES "class" ("id");
ALTER TABLE "class_weapon_type_data" ADD FOREIGN KEY ("weapon_type_id") REFERENCES "weapon_type" ("id");
ALTER TABLE "weapon" ADD FOREIGN KEY ("potential_id") REFERENCES "potential" ("id");
ALTER TABLE "potential_data" ADD FOREIGN KEY ("potential_id") REFERENCES "potential" ("id");
ALTER TABLE "skill_data" ADD FOREIGN KEY ("skill_id") REFERENCES "skill" ("id");
ALTER TABLE "skill" ADD FOREIGN KEY ("skill_type_id") REFERENCES "skill_type" ("id");
ALTER TABLE "builds" ADD FOREIGN KEY ("user_id") REFERENCES "users" ("id");
ALTER TABLE "builds" ADD FOREIGN KEY ("class1") REFERENCES "class" ("id");
ALTER TABLE "builds" ADD FOREIGN KEY ("class2") REFERENCES "class" ("id");
ALTER TABLE "users" ADD FOREIGN KEY ("role_id") REFERENCES "roles" ("id");
ALTER TABLE "weapon_existence_data" ADD FOREIGN KEY ("weapon_id") REFERENCES "weapon" ("id");
ALTER TABLE "weapon_existence_data" ADD FOREIGN KEY ("weapon_type_id") REFERENCES "weapon_type" ("id");
ALTER TABLE "augment" ADD FOREIGN KEY ("augment_type_id") REFERENCES "augment_type" ("id");

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delete from food_mult; delete from food; delete from armor; delete from augment;
delete from augment_type; delete from skill_data; delete from skill; delete from skill_type; delete from builds; delete from users; delete from roles;
delete from weapon_existence_data; delete from class_weapon_type_data; delete from class_level_data; delete from potential_data; delete from weapon; delete from weapon_type; delete from class; delete from potential;
insert into food_mult(amount,potency,pp,dmg_res,hp,pp_consumption,pp_recovery,weak_point_dmg,hp_recovery)
values(0,1,0,1,1,1,1,1,1);
insert into food_mult(amount,potency,pp,dmg_res,hp,pp_consumption,pp_recovery,weak_point_dmg,hp_recovery)
values(1,1.05,10,1.05,1.05,1,1,1,1);
insert into food(material,potency,pp,dmg_res,hp,pp_consumption,pp_recovery,weak_point_dmg,hp_recovery)
values('Rich Aelio Meat',true,false,false,false,true,false,false,false);
insert into food(material,potency,pp,dmg_res,hp,pp_consumption,pp_recovery,weak_point_dmg,hp_recovery)
values('Light Aelio Meat',true,false,false,false,false,true,false,false);
insert into class(name) values('Hunter');
insert into class(name) values('Fighter');
insert into class(name) values('Ranger');
insert into class(name) values('Gunner');
insert into class(name) values('Force');
insert into class(name) values('Techter');
insert into weapon_type(name) values('Sword');
insert into weapon_type(name) values('Spear');
insert into weapon_type(name) values('Wired Lance');
insert into weapon_type(name) values('Twin Dagger');
insert into weapon_type(name) values('Double Saber');
insert into weapon_type(name) values('Knuckles');
insert into weapon_type(name) values('Assault Rifle');
insert into weapon_type(name) values('Launcher');
insert into weapon_type(name) values('Twin Machine Guns');
insert into weapon_type(name) values('Rod');
insert into weapon_type(name) values('Talis');
insert into weapon_type(name) values('Wand');
insert into weapon_type(name) values('Legacy');
insert into potential(name) values('Recycler Unit');
insert into potential(name) values('Indomitable Unit');
insert into potential(name) values('Defensive Formation');
insert into potential(name) values('Offensive Formation');
insert into potential(name) values('Bastion Unit');
insert into potential(name) values('Meditation Unit');
insert into potential(name) values('Mustered Might Unit');
insert into potential(name) values('Dynamo Unit');
insert into potential(name) values('Berserk Unit');
insert into potential(name) values('Wellspring Unit');
insert into potential(name) values('Endurance Unit');
insert into class_level_data(class_id,level,hp,atk,def)
values((SELECT id from class WHERE name='Hunter'),1,300,450,304);
insert into class_level_data(class_id,level,hp,atk,def)
values((SELECT id from class WHERE name='Hunter'),2,303,459,309);
insert into class_level_data(class_id,level,hp,atk,def)
values((SELECT id from class WHERE name='Fighter'),1,280,454,301);
insert into class_level_data(class_id,level,hp,atk,def)
values((SELECT id from class WHERE name='Ranger'),1,240,448,300);
insert into class_weapon_type_data(class_id,weapon_type_id)
values((SELECT id from class WHERE name='Hunter'),(SELECT id from weapon_type WHERE name='Sword'));
insert into class_weapon_type_data(class_id,weapon_type_id)
values((SELECT id from class WHERE name='Hunter'),(SELECT id from weapon_type WHERE name='Spear'));
insert into class_weapon_type_data(class_id,weapon_type_id)
values((SELECT id from class WHERE name='Hunter'),(SELECT id from weapon_type WHERE name='Wired Lance'));
insert into class_weapon_type_data(class_id,weapon_type_id)
values((SELECT id from class WHERE name='Fighter'),(SELECT id from weapon_type WHERE name='Twin Dagger'));
insert into class_weapon_type_data(class_id,weapon_type_id)
values((SELECT id from class WHERE name='Fighter'),(SELECT id from weapon_type WHERE name='Double Saber'));
insert into class_weapon_type_data(class_id,weapon_type_id)
values((SELECT id from class WHERE name='Fighter'),(SELECT id from weapon_type WHERE name='Knuckles'));
insert into weapon(name,rarity,level_req,atk,potential_id,variance,base_affix_slots,drop_info,pb_gauge_build)
values('Primm',1,1,177,(select id from potential where name='Recycler Unit'),0.7,2,'Central City Item Shop, Common Drop',0);
insert into weapon(name,rarity,level_req,atk,potential_id,variance,base_affix_slots,drop_info,pb_gauge_build)
values('Tzvia',2,4,195,(select id from potential where name='Indomitable Unit'),0.7,2,'Central City Item Shop, Common Drop',0);
insert into potential_data(potential_id,level,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values((select id from potential where name='Recycler Unit'),1,1.18,1.18,1.18,0,0,0,0,0,0,0,0,0,0,0,0,0,10,0);
insert into potential_data(potential_id,level,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values((select id from potential where name='Recycler Unit'),2,1.20,1.20,1.20,0,0,0,0,0,0,0,0,0,0,0,0,0,20,0);
insert into potential_data(potential_id,level,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values((select id from potential where name='Indomitable Unit'),1,1.18,1.18,1.18,0,0,0,0,0,0,1.10,0,0,0,0,0,0,10,0);
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Sword'),(select id from weapon where name='Primm'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Spear'),(select id from weapon where name='Primm'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Wired Lance'),(select id from weapon where name='Primm'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Twin Dagger'),(select id from weapon where name='Primm'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Double Saber'),(select id from weapon where name='Primm'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Knuckles'),(select id from weapon where name='Primm'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Assault Rifle'),(select id from weapon where name='Primm'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Launcher'),(select id from weapon where name='Primm'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Twin Machine Guns'),(select id from weapon where name='Primm'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Rod'),(select id from weapon where name='Primm'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Talis'),(select id from weapon where name='Primm'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Wand'),(select id from weapon where name='Primm'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Sword'),(select id from weapon where name='Tzvia'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Spear'),(select id from weapon where name='Tzvia'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Wired Lance'),(select id from weapon where name='Tzvia'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Twin Dagger'),(select id from weapon where name='Tzvia'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Double Saber'),(select id from weapon where name='Tzvia'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Knuckles'),(select id from weapon where name='Tzvia'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Assault Rifle'),(select id from weapon where name='Tzvia'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Launcher'),(select id from weapon where name='Tzvia'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Twin Machine Guns'),(select id from weapon where name='Tzvia'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Rod'),(select id from weapon where name='Tzvia'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Talis'),(select id from weapon where name='Tzvia'));
insert into weapon_existence_data(weapon_type_id,weapon_id)
values((select id from weapon_type where name='Wand'),(select id from weapon where name='Tzvia'));
insert into roles(name)
values('Administrator');
insert into roles(name)
values('Editor');
insert into roles(name)
values('Guest');
insert into users(username,email,password_hash,created_on,role_id)
values('sigonasr2','sigonasr2@gmail.com','ABCDEFG','2021-07-13 04:30+00',(select id from roles where name='Administrator'));
insert into users(username,email,password_hash,created_on,role_id)
values('sigonasr3','sigonasr3@gmail.com','ABCDEF','2021-07-14 05:30+00',(select id from roles where name='Editor'));
insert into builds(user_id,creator,build_name,class1,class2,created_on,last_modified,likes,data)
values((select id from users where username='sigonasr2'),'sigonasr2','Test Build',(select id from class where name='Ranger'),(select id from class where name='Force'),'2021-07-13 04:30+00','2021-07-13 04:30+00',5,'<DATA STRING>');
insert into builds(user_id,creator,build_name,class1,class2,created_on,last_modified,likes,data)
values((select id from users where username='sigonasr3'),'sigonasr3','Test Build2',(select id from class where name='Techter'),(select id from class where name='Fighter'),'2021-07-13 06:30+00','2021-07-13 07:30+00',27,'<DATA STRING>');
insert into skill_type(name)
values('Weapon');
insert into skill_type(name)
values('Armor');
insert into skill(name,skill_type_id)
values('Fixa Attack',(select id from skill_type where name='Weapon'));
insert into skill(name,skill_type_id)
values('Fixa Guard',(select id from skill_type where name='Armor'));
insert into skill(name,skill_type_id)
values('Fixa Termina',(select id from skill_type where name='Weapon'));
insert into skill_data(skill_id,level,variance,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res)
values((select id from skill where name='Fixa Attack'),1,0,1.02,1.02,1.02,0,0,0,0,0,0);
insert into skill_data(skill_id,level,variance,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res)
values((select id from skill where name='Fixa Attack'),2,0,1.03,1.03,1.03,0,0,0,0,0,0);
insert into skill_data(skill_id,level,variance,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res)
values((select id from skill where name='Fixa Attack'),3,0,1.04,1.04,1.04,0,0,0,0,0,0);
insert into skill_data(skill_id,level,variance,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res)
values((select id from skill where name='Fixa Guard'),1,0,0,0,0,0,0,0,0,0,1.01);
insert into skill_data(skill_id,level,variance,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res)
values((select id from skill where name='Fixa Guard'),2,0,0,0,0,0,0,0,0,0,1.02);
insert into skill_data(skill_id,level,variance,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res)
values((select id from skill where name='Fixa Guard'),3,0,0,0,0,0,0,0,0,0,1.03);
insert into skill_data(skill_id,level,variance,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res)
values((select id from skill where name='Fixa Termina'),1,0,0,0,0,0,1.05,0,0,0,0);
insert into skill_data(skill_id,level,variance,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res)
values((select id from skill where name='Fixa Termina'),2,0,0,0,0,0,1.08,0,0,0,0);
insert into skill_data(skill_id,level,variance,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res)
values((select id from skill where name='Fixa Termina'),3,0,0,0,0,0,1.10,0,0,0,0);
insert into augment_type(name)
values('Stamina');
insert into augment_type(name)
values('Spirit');
insert into augment_type(name)
values('Might');
insert into augment_type(name)
values('Precision');
insert into augment(augment_type_id,level,variance,hp,pp,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,affix_success_rate,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values((select id from augment_type where name='Stamina'),1,0,5,0,0,0,0,0,0,0,0,0,0,0.1,0,0,0,0,0,0,0,3,0);
insert into augment(augment_type_id,level,variance,hp,pp,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,affix_success_rate,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values((select id from augment_type where name='Stamina'),2,0,10,0,0,0,0,0,0,0,0,0,0,0.1,0,0,0,0,0,0,0,4,0);
insert into augment(augment_type_id,level,variance,hp,pp,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,affix_success_rate,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values((select id from augment_type where name='Stamina'),3,0,15,0,0,0,0,0,0,0,0,0,0,0.09,0,0,0,0,0,0,0,5,0);
insert into augment(augment_type_id,level,variance,hp,pp,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,affix_success_rate,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values((select id from augment_type where name='Spirit'),1,0,0,3,0,0,0,0,0,0,0,0,0,0.1,0,0,0,0,0,0,0,2,0);
insert into augment(augment_type_id,level,variance,hp,pp,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,affix_success_rate,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values((select id from augment_type where name='Spirit'),2,0,0,4,0,0,0,0,0,0,0,0,0,0.1,0,0,0,0,0,0,0,3,0);
insert into augment(augment_type_id,level,variance,hp,pp,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,affix_success_rate,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values((select id from augment_type where name='Spirit'),3,0,0,5,0,0,0,0,0,0,0,0,0,0.09,0,0,0,0,0,0,0,4,0);
insert into augment(augment_type_id,level,variance,hp,pp,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,affix_success_rate,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values((select id from augment_type where name='Might'),1,0,0,0,1.01,0,0,0,0,0,0,0,0,0.1,0,0,0,0,0,0,0,4,0);
insert into augment(augment_type_id,level,variance,hp,pp,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,affix_success_rate,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values((select id from augment_type where name='Might'),2,0,0,0,1.015,0,0,0,0,0,0,0,0,0.1,0,0,0,0,0,0,0,5,0);
insert into augment(augment_type_id,level,variance,hp,pp,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,affix_success_rate,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values((select id from augment_type where name='Might'),3,0,0,0,1.02,0,0,0,0,0,0,0,0,0.09,0,0,0,0,0,0,0,6,0);
insert into augment(augment_type_id,level,variance,hp,pp,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,affix_success_rate,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values((select id from augment_type where name='Precision'),1,0,0,0,0,1.01,0,0,0,0,0,0,0,0.1,0,0,0,0,0,0,0,4,0);
insert into augment(augment_type_id,level,variance,hp,pp,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,affix_success_rate,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values((select id from augment_type where name='Precision'),2,0,0,0,0,1.015,0,0,0,0,0,0,0,0.1,0,0,0,0,0,0,0,5,0);
insert into augment(augment_type_id,level,variance,hp,pp,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,affix_success_rate,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values((select id from augment_type where name='Precision'),3,0,0,0,0,1.02,0,0,0,0,0,0,0,0.09,0,0,0,0,0,0,0,6,0);
insert into armor(name,rarity,level_req,def,hp,pp,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values('Primm Armor',1,1,8,10,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0);
insert into armor(name,rarity,level_req,def,hp,pp,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values('Tzvia Armor',2,1,9,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0.2,0);
insert into armor(name,rarity,level_req,def,hp,pp,mel_dmg,rng_dmg,tec_dmg,crit_rate,crit_dmg,pp_cost_reduction,active_pp_recovery,natural_pp_recovery,dmg_res,all_down_res,burn_res,freeze_res,blind_res,shock_res,panic_res,poison_res,battle_power_value,pb_gauge_build)
values('Theseus Armor',3,5,10,10,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1.1,0);

10837
public/bootstrap.css vendored

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@font-face {
font-family: "ngs";
src: url("./4.woff") format("woff");
}
@font-face {
font-family: "ngs2";
src: url("./3.woff") format("woff");
}

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<link rel="icon" href="%PUBLIC_URL%/favicon.ico" />
<link rel="stylesheet" href="%PUBLIC_URL%/bootstrap.css"/>
<link rel="stylesheet" href="%PUBLIC_URL%/style.css" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<meta name="theme-color" content="#000000" />
<meta
name="description"
content="Web site created using create-react-app"
/>
<link rel="apple-touch-icon" href="%PUBLIC_URL%/logo192.png" />
<!--
manifest.json provides metadata used when your web app is installed on a
user's mobile device or desktop. See https://developers.google.com/web/fundamentals/web-app-manifest/
-->
<link rel="manifest" href="%PUBLIC_URL%/manifest.json" />
<!--
Notice the use of %PUBLIC_URL% in the tags above.
It will be replaced with the URL of the `public` folder during the build.
Only files inside the `public` folder can be referenced from the HTML.
Unlike "/favicon.ico" or "favicon.ico", "%PUBLIC_URL%/favicon.ico" will
work correctly both with client-side routing and a non-root public URL.
Learn how to configure a non-root public URL by running `npm run build`.
-->
<title>React App</title>
</head>
<body>
<noscript>You need to enable JavaScript to run this app.</noscript>
<div id="root"></div>
<!--
This HTML file is a template.
If you open it directly in the browser, you will see an empty page.
You can add webfonts, meta tags, or analytics to this file.
The build step will place the bundled scripts into the <body> tag.
To begin the development, run `npm start` or `yarn start`.
To create a production bundle, use `npm run build` or `yarn build`.
-->
</body>
</html>

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{
"short_name": "React App",
"name": "Create React App Sample",
"icons": [
{
"src": "favicon.ico",
"sizes": "64x64 32x32 24x24 16x16",
"type": "image/x-icon"
},
{
"src": "logo192.png",
"type": "image/png",
"sizes": "192x192"
},
{
"src": "logo512.png",
"type": "image/png",
"sizes": "512x512"
}
],
"start_url": ".",
"display": "standalone",
"theme_color": "#000000",
"background_color": "#ffffff"
}

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# https://www.robotstxt.org/robotstxt.html
User-agent: *
Disallow:

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@font-face {
font-family: "ngs";
src: url("./4.woff") format("woff");
}
@font-face {
font-family: "ngs2";
src: url("./3.woff") format("woff");
}
@keyframes App-logo-spin {
from {
transform: rotate(0deg);
}
to {
transform: rotate(360deg);
}
}
* { /* remove dead space */
border: 0;
margin: 0;
padding: 0;
}
body {
background-image: url(d_global_bg_header.png),url(gl_main_bg.jpg);
background-size: 1903px,2560px;
background-color: #e8ecf4;
background-repeat: no-repeat,repeat-y;
background-position: center 0px;
color: black;
font-family: ngs,sans-serif;
font-size: 16px;
font-weight: normal;
text-align: center;
-webkit-font-smoothing: antialiased;
}
ul {
list-style-type: none;
}
#header {
background: white;
/*min-height: 50px;
padding: 20px;*/
text-align: left;
}
#header a {
color: #151f25;
text-decoration: none;
}
#header a:hover {
color: #454f85;
text-decoration: none;
}
#header div {
margin: 0 auto;
width: 85%;
}
#header img {
vertical-align: middle;
}
#header img {
margin-right: 50px;
}
#header ul {
display: inline;
}
/*#header ul li:hover {
background-color: silver;
}*/
#header ul li {
color: black;
display: inline;
font-family: "ngs2";
font-size: 18px;
margin-right: 50px;
text-align: center;
}
#main {
display: flex;
flex-direction: row;
justify-content: center;
flex-wrap: wrap;
}
.con {
max-width: 500px;
min-width: 250px;
/*width: 500px;*/
padding: 20px;
}
.box {
color: #97e2fc;
background-color: rgba(38,53,63,0.80);
/*background-color: #151f25;*/
margin: 0 0 20px 0;
padding: 0 0 20px 0;
text-align: left;
text-shadow: -1px -1px 0 rgba(0,0,0,0.66), 1px -1px 0 rgba(0,0,0,0.66), -1px 1px 0 rgba(0,0,0,0.66), 1px 1px 0 rgba(0,0,0,0.66);
width: 100%;
}
.box table {
border-spacing: 0;
color: white;
margin: 0 auto;
width: 95%;
}
tr {
background-image: url("tr_bg.png");
background-repeat: no-repeat;
background-position: left bottom;
}
td {
padding: 0 5px;
}
td:first-child {
color: #97e2fc;
}
td:last-child {
text-align: right;
}
.st tr td:nth-child(2) {
text-align: right;
}
.st tr td:last-child {
width: 45%;
}
.box h1 {
/* background-color: #495a61; */
background-color: rgba(128,128,128,0.50);
color: white;
font-weight: normal;
font-size: 18px;
margin-bottom: 10px;
padding: 10px;
text-align: left;
}
.box h2 {
/* background-color: #495a61; */
color: white;
font-weight: normal;
font-size: 18px;
/* margin-bottom: 20px;
padding: 10px; */
margin: 0 auto 10px auto;
text-align: left;
width: 95%;
}
.box h2 img {
margin-right: 5px;
vertical-align: top;
}
.box h2:hover {
background: linear-gradient(45deg,rgba(76,113,126,0.66),rgba(113,169,189,00.66));
}
.da {
color: white;
text-align: right;
}
.da span {
background-color: rgba(20,29,40,0.66);
padding: 5px;
}
.da span:hover {
background: linear-gradient(45deg,rgba(76,113,126,0.66),rgba(113,169,189,00.66));
}
.ba tr:hover {
background: linear-gradient(45deg,rgba(76,113,126,0.66),rgba(113,169,189,00.66));
}
.bu {
margin: 0 auto;
width: 90%;
}
.bu li:hover {
background: linear-gradient(45deg,rgba(76,113,126,0.66),rgba(113,169,189,00.66));
}
.bu li ul {
width: 100%;
}
.bu li ul li {
width: 100%;
padding-left: 20px;
}
.bu li ul li:hover {
background: transparent;
}
.box p {
margin: 0 auto;
width: 95%;
}
.boxmenu {
display: inline;
}
/*.boxmenu li:first-child {
background-color: transparent;
border-bottom: 0;
}
.boxmenu li:nth-child(2) {
background: linear-gradient(135deg,#60461b,#b0a34e);
border-bottom: 4px solid #ffd602;
}*/
.boxmenu .selected{
background: linear-gradient(135deg,#60461b,#b0a34e);
border-bottom: 4px solid #ffd602;
}
.boxmenu .selected:hover{
cursor:pointer;
}
.boxmenu li {
background-color: silver;
color: white;
display: inline;
font-size: 18px;
margin-left: 5px;
padding: 0 9px;
border-bottom: 4px solid silver;
}
.boxmenu li:hover {
background: linear-gradient(135deg,#b0a34e,#ffd602);
border-bottom: 4px solid #ffd602;
cursor:pointer;
}
.box h3 {
background-image: url("tr_bg.png");
background-repeat: no-repeat;
background-position: left bottom;
font-size: 16px;
font-weight: normal;
margin: 10px;
padding: 0 5px;
}
.we {
color: white;
display: flex;
flex-direction: row;
justify-content: center;
flex-wrap: wrap;
}
.we div {
background: linear-gradient(rgba(0,0,0,0) 15%,rgba(128,128,128,0.50) 15%);
/* background-image: url("we_bg.png");
background-repeat:repeat-x;
background-position: left bottom;*/
min-height: 128px;
max-width: 118px;
min-width: 100px;
width: 23%;
padding: 0 0 10px 0;
text-align: center;
}
.we div img {
margin-bottom: 10px;
}
.we div:hover {
background: linear-gradient(rgba(0,0,0,0) 15%,rgba(76,113,126,0.66) 15%,rgba(113,169,189,00.66));
}
.we div h3 {
background-image: none;
/* background-image: url("tr_bg.png");
background-repeat: no-repeat;
background-position: left bottom;*/
color: #97e2fc;
font-size: 16px;
font-weight: normal;
margin: 0 0 10px 0;
padding: 0;
}
.de {
display: flex;
flex-direction: row;
justify-content: center;
flex-wrap: wrap;
}
.de div {
/* background: linear-gradient(rgba(0,0,0,0) 18%,rgba(128,128,128,0.50) 18%);
background-image: url("we_bg.png");
background-repeat:repeat-x;
background-position: left bottom;*/
max-width: 250px;
min-width: 100px;
width: 50%;
padding: 0;
margin: 0;
text-align: left;
}
.aug li {
background-color: rgba(128,128,128,0.50);
color: white;
margin: 0 0 5px 10px;
padding: 5px;
}
.aug li img {
vertical-align: middle;
}
.aug li:hover {
background: linear-gradient(45deg,rgba(76,113,126,0.66),rgba(113,169,189,00.66));
}
.pr li {
margin: 0 10px 2px 10px;
padding: 5px;
}
.pr li span {
color:white
}
.pr li:hover {
background: linear-gradient(45deg,rgba(76,113,126,0.66),rgba(113,169,189,00.66));
}
.ye {
color: #ffb74c;
}
.hover:hover{
background-color:rgba(255,255,0,0.4);
cursor:pointer;
}
input#editBox{
height:18px;
width:50%;
padding: 0px;
margin: 0px;
text-align:right;
}
.popup{
position:absolute;
background-color: rgba(128,128,128,0.9);
max-width: 250px;
min-width: 100px;
padding: 20px;
}
.popup button{
margin:5px;
width:48px;
font-size:12px;
overflow:wrap;
background-color:rgba(64,64,96,0.9);
color:rgba(210,210,210,1);
}
button{
padding:0px 3px 0px 3px;
border: 1px black solid;
background-color:gray;
color:white;
font-family: ngs,sans-serif;
font-size: 16px;
font-weight: normal;
text-align: center;
-webkit-font-smoothing: antialiased;
text-shadow: -1px 1px 0 #000,1px 1px 0 #000,1px -1px 0 #000,-1px -1px 0 #000;
}

@ -0,0 +1,427 @@
import './App.css';
import React, {useState,useEffect,useRef} from 'react';
import ReactWindow from 'reactjs-windows'
import 'reactjs-windows/dist/index.css'
const axios = require('axios');
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) {
useEffect(()=>{
setTimeout(()=>{document.getElementById("editBox").focus()},100)
})
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:"/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,setEdit]);
}
function Class(p) {
const class_obj = CLASSES[p.name]
return <><img alt="" src={class_obj.icon}/>{class_obj.name}</>
}
function ClassSelector(p){
const wrapperRef = useRef(null);
useOutsideAlerter(wrapperRef,p.setEdit);
return <div className="popup" ref={wrapperRef}>
Class Selector<br/>
{Object.keys(CLASSES).map((cl,i)=>{
return <button id={i} className="rounded" onClick={()=>{p.setClassName(cl);p.setEdit(false)}}><img alt="" src={CLASSES[cl].icon}/><br/>{CLASSES[cl].name}</button>
})}
</div>
/*return <ReactWindow title="Test Window">
This is a test window.
</ReactWindow>*/
}
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 Table(p) {
return <table className={p.classes}>
<tbody>
{p.children}
</tbody>
</table>
}
function MainBox(p) {
return <Box title="NGS Planner">
<Table classes="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>
<ListRow><button>Share</button> <button>Save</button></ListRow>
</Table>
</Box>
}
function StatsBox(p) {
return <Box title="Stats">
<Table classes="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="/ngsplanner/icons/MEL.png" /> <span className="ye">+{p.weaponUp1*100}%</span></>}><img alt="" src="/ngsplanner/icons/RNG.png" /> <span className="ye">+{p.weaponUp2*100}%</span></ListRow>
<ListRow content={<><img alt="" src="/ngsplanner/icons/TEC.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,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 <Box title="Equipped Weapon">
<h2><img alt="" src="/ngsplanner/icons/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 classes="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 PopupWindow(p) {
return <ReactWindow title="Test Window">
This is a test window.
</ReactWindow>
}
function App() {
useEffect(()=>{
axios.get("https://projectdivar.com:4504/ngsplanner")
.then((data)=>{
console.log(data.data)
})
})
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}/>
<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>
<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} setDamageResist={setDamageResist}/>
<DamageBox criticalHitRate={criticalHitRate} setCriticalHitRate={setCriticalHitRate} criticalMultiplier={criticalMultiplier} setCriticalMultiplier={setCriticalMultiplier} midRange={midRange} setMidRange={setMidRange} critical={critical} setCritical={setCritical} effective={effective} setEffective={setEffective}/>
</Col>
<PopupWindow/>
</div></>
);
}
export default App;

@ -0,0 +1,7 @@
import { render, screen } from '@testing-library/react';
import App from './App';
test('This will always pass. MuniMuni', () => {
const linkElement = "";
expect(linkElement).toBe("");
});

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@ -0,0 +1,13 @@
body {
margin: 0;
font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', 'Roboto', 'Oxygen',
'Ubuntu', 'Cantarell', 'Fira Sans', 'Droid Sans', 'Helvetica Neue',
sans-serif;
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
}
code {
font-family: source-code-pro, Menlo, Monaco, Consolas, 'Courier New',
monospace;
}

@ -0,0 +1,17 @@
import React from 'react';
import ReactDOM from 'react-dom';
import './index.css';
import App from './App';
import reportWebVitals from './reportWebVitals';
ReactDOM.render(
<React.StrictMode>
<App />
</React.StrictMode>,
document.getElementById('root')
);
// If you want to start measuring performance in your app, pass a function
// to log results (for example: reportWebVitals(console.log))
// or send to an analytics endpoint. Learn more: https://bit.ly/CRA-vitals
reportWebVitals();

@ -0,0 +1 @@
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const reportWebVitals = onPerfEntry => {
if (onPerfEntry && onPerfEntry instanceof Function) {
import('web-vitals').then(({ getCLS, getFID, getFCP, getLCP, getTTFB }) => {
getCLS(onPerfEntry);
getFID(onPerfEntry);
getFCP(onPerfEntry);
getLCP(onPerfEntry);
getTTFB(onPerfEntry);
});
}
};
export default reportWebVitals;

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// jest-dom adds custom jest matchers for asserting on DOM nodes.
// allows you to do things like:
// expect(element).toHaveTextContent(/react/i)
// learn more: https://github.com/testing-library/jest-dom
import '@testing-library/jest-dom';

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