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content.js
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var ELEMENTS = {
fire: "fire-icon",
earth: "earth-icon",
lightning: "lightning-icon",
water: "water-icon"
};
function GetAffinityComparison(playerElement, encounterElement) {
// -1 if player is weaker, 0 if neutral, 1 if player is stronger
if (playerElement == ELEMENTS.fire) {
if (encounterElement == ELEMENTS.water) return -1;
else if (encounterElement == ELEMENTS.earth) return 1;
else return 0;
}
if (playerElement == ELEMENTS.earth) {
if (encounterElement == ELEMENTS.fire) return -1;
else if (encounterElement == ELEMENTS.lightning) return 1;
else return 0;
}
if (playerElement == ELEMENTS.lightning) {
if (encounterElement == ELEMENTS.earth) return -1;
else if (encounterElement == ELEMENTS.water) return 1;
else return 0;
}
if (playerElement == ELEMENTS.water) {
if (encounterElement == ELEMENTS.lightning) return -1;
else if (encounterElement == ELEMENTS.fire) return 1;
else return 0;
}
}
function AttributeNameToElement(attributeName) {
switch (attributeName.toLowerCase()) {
case "pwr":
return ELEMENTS.fire;
case "dex":
return ELEMENTS.earth;
case "cha":
return ELEMENTS.lightning;
case "int":
return ELEMENTS.water;
default:
return null;
}
}
function AddListeners(){
$("body").delegate(".weapon-icon", "mouseenter", function() {
var weaponContainer = this;
var tooltipInnerContainer = document.getElementsByClassName("tooltip-inner");
if (tooltipInnerContainer.length > 0) {
var weapon = {
weaponElement: weaponContainer.getElementsByClassName("trait")[0].getElementsByTagName("span")[0].className,
weaponBonusPower: 0,
weaponAttributes: [],
weaponTotalPower: 1,
};
// Calculate Weapon Bonus Power:
var tooltipText = tooltipInnerContainer[0].textContent;
var matches = tooltipText.match(/Bonus power: [0-9]+/i);
if (matches) {
weapon.weaponBonusPower = parseInt(matches[0].replace("Bonus power: ", ""));
}
var player = {
element: document.getElementsByClassName("trait-icon")[0].className.replace(" trait-icon", ""),
power: parseInt(document.getElementsByClassName("subtext-stats")[0].children[3].textContent.replace(",", ""))
};
// Get all weapon attributes
var weaponAttributesList = weaponContainer.getElementsByClassName("stats")[0].children;
if (weaponAttributesList == null || weaponAttributesList.length < 1) return;
for (var i = 0; i < weaponAttributesList.length; i++) {
var attr = {
attrName: weaponAttributesList[i].children[1].className,
value: parseInt(weaponAttributesList[i].children[1].textContent.match(/[0-9]+/)[0])
};
weapon.weaponAttributes.push(attr);
}
// Calculate weapon total power based on attributes
for (var i = 0; i < weapon.weaponAttributes.length; i++) {
var m = 0.0025; // Default weapon bonus multiplier
if (AttributeNameToElement(weapon.weaponAttributes[i].attrName) == player.element) m = 0.002675;
else if (weapon.weaponAttributes[i].attrName == "pwr") m = 0.002575;
weapon.weaponTotalPower += (weapon.weaponAttributes[i].value * m);
}
// Calculate for each enemy encounter
var encounterContainers = document.getElementsByClassName("encounter-container");
for (var i = 0; i < encounterContainers.length; i++) {
var encounter = {
element: encounterContainers[i].getElementsByClassName("encounter-element")[0].getElementsByTagName("span")[0].className,
power: parseInt(encounterContainers[i].getElementsByClassName("encounter-power")[0].textContent)
}
// Calculate trait bonus
var traitBonus = 0;
if (player.element == weapon.weaponElement) traitBonus += 0.075;
if (GetAffinityComparison(player.element, encounter.element) == 1) traitBonus += 0.075;
if (GetAffinityComparison(player.element, encounter.element) == -1) traitBonus -= 0.075;
// Simulate Rolls 100x
var SIMULATION_ROLLS = 100;
var wins = 0;
for (var r = 0; r < SIMULATION_ROLLS; r++) {
// Player Roll
var rollMultiplier = Math.floor(Math.random() * 11); // Add random 0-10% roll bonus
var rollMultiplierSign = Math.random() < 0.5 ? -1 : 1; // If roll multiplier bonus is negative or positive
var rollPower = weapon.weaponTotalPower * player.power + weapon.weaponBonusPower;
var rollHero = (rollPower + (rollPower * rollMultiplier * rollMultiplierSign / 100)) * (1 + traitBonus);
// Enemy Roll
var rollEnemyMultiplier = Math.floor(Math.random() * 11);
var rollEnemyMultiplierSign = Math.random() < 0.5 ? -1 : 1; // If negative or positive
var rollEnemy = encounter.power + (encounter.power * rollEnemyMultiplier * rollEnemyMultiplierSign / 100);
if (rollHero >= rollEnemy) wins++;
}
// Win Rate Colors:
var winRateColor = "green";
if (wins >= 85) winRateColor = "green";
else if (wins < 65) winRateColor = "red";
else winRateColor = "orange";
var fightEncounterButton = encounterContainers[i].getElementsByClassName("encounter-button")[0].getElementsByTagName("h1")[0];
var winRateElement = fightEncounterButton.getElementsByClassName("win-rate");
if (winRateElement && winRateElement.length > 0) {
winRateElement[0].outerHTML = `<span class="win-rate" style="color: ${winRateColor}">(${wins}%)<span`;
} else {
fightEncounterButton.innerHTML = fightEncounterButton.innerHTML + ` <span class="win-rate" style="color: ${winRateColor}">(${wins}%)<span>`
}
}
}
})
}
function RemoveListeners(){
$(".weapon-icon-wrapper").undelegate("hover")
}
// Message Listener for Background
chrome.runtime.onMessage.addListener(function(request, sender, sendResponse) {
if (request.command == "init") {
AddListeners();
} else {
RemoveListeners();
}
sendResponse({result: "success"});
});
window.onload = function() {
console.log("Crypto Blade Simulator Loaded");
chrome.storage.sync.get("cb_enabled", function(data) {
if (data.cb_enabled) {
console.log("CB Enabled");
AddListeners();
} else {
console.log("CB Disabled");
RemoveListeners();
}
});
}