Calcul de l'armure


Réalisation : Elrick de Marly

function majCmbMatos(objType, objList) { for (var i=objList.options.length;i>0;i--) { objList.removeChild(objList.getElementsByTagName("option")[i-1]); } if(objType.value=="plate") { addMetal(objList); } if(objType.value=="ring") { addMetal(objList); } if(objType.value=="chain") { addMetal(objList); } if(objType.value=="bone") { addLeather(objList);} if(objType.value=="studdedleather") { addLeather(objList);} if(objType.value=="leather") { addLeather(objList);} if(objType.value=="scale") { addScale(objList); } if(objType.value=="buckler") { addMetal(objList); } if(objType.value=="wooden_kite") { addMetal(objList); } if(objType.value=="round_bronze") { addMetal(objList); } if(objType.value=="kite") { addMetal(objList); } if(objType.value=="heater") { addMetal(objList); } if(objType.value=="metal") { addMetal(objList); } if(objType.value=="order") { addMetal(objList); } if(objType.value=="chaos") { addMetal(objList); } if(objType.value=="helmet") { addMetal(objList); } if(objType.value=="closed_helm") { addMetal(objList); } if(objType.value=="bascinet") { addMetal(objList); } if(objType.value=="norse_helm") { addMetal(objList); } calculArmor(); } function addMetal(obj) { var t = ("iron|Iron,dullcopper|DullCopper,shadow|Shadow,copper|Copper,bronze|Bronze,golden|Golden,agapite|Agapite,verite|Verite,valorite|Valorite").split(","); for (var i in t) { z=document.createElement("option"); z.setAttribute("value", t[i].split("|")[0]); tex=document.createTextNode(t[i].split("|")[1]); z.appendChild(tex); z.className=t[i].split("|")[0]; obj.appendChild(z); } } function addLeather(obj) { var t = ("normal_leather|Leather,spined|Spined,horned|Horned,barbed|Barbed").split(","); for (var i in t) { z=document.createElement("option"); z.setAttribute("value", t[i].split("|")[0]); tex=document.createTextNode(t[i].split("|")[1]); z.appendChild(tex); z.className=t[i].split("|")[0]; obj.appendChild(z); } } function addScale(obj) { var t = ("scale_red|Red,scale_yellow|Yellow,scale_black|Black,scale_green|Green,scale_white|White,scale_blue|Blue").split(","); for (var i in t) { z=document.createElement("option"); z.setAttribute("value", t[i].split("|")[0]); tex=document.createTextNode(t[i].split("|")[1]); z.appendChild(tex); z.className=t[i].split("|")[0]; obj.appendChild(z); } } function get_none() { return ("0,0,0,0,0,0").split(","); } function zero() { document.getElementById('phy').value=""; document.getElementById('col').value=""; document.getElementById('ene').value=""; document.getElementById('fir').value=""; document.getElementById('poi').value=""; document.getElementById('cha').value=""; } function calculArmor() { // Recup neck value var tabNeckValue=eval("get_"+document.getElementById('neck').value+"()"); if(document.getElementById('neck_matos').value!=""&&document.getElementById('neck_matos').value!=null) { var tabNeckMatosValue=eval("get_"+document.getElementById('neck_matos').value+"()"); } else var tabNeckMatosValue=get_none(); // Recup hands value var tabHandsValue=eval("get_"+document.getElementById('hands').value+"()"); if(document.getElementById('hands_matos').value!=""&&document.getElementById('hands_matos').value!=null) { var tabHandsMatosValue=eval("get_"+document.getElementById('hands_matos').value+"()"); } else var tabHandsMatosValue=get_none(); // Recup head value var tabHeadValue=eval("get_"+document.getElementById('head').value+"()"); if(document.getElementById('head_matos').value!="" && document.getElementById('head_matos').value!=null) { var tabHeadMatosValue=eval("get_"+document.getElementById('head_matos').value+"()"); } else var tabHeadMatosValue=get_none(); // Recup arms value var tabArmsValue=eval("get_"+document.getElementById('arms').value+"()"); if(document.getElementById('arms_matos').value!="" && document.getElementById('arms_matos').value!=null) { var tabArmsMatosValue=eval("get_"+document.getElementById('arms_matos').value+"()"); } else var tabArmsMatosValue=get_none(); // Recup legs value var tabLegsValue=eval("get_"+document.getElementById('legs').value+"()"); if(document.getElementById('legs_matos').value!="" && document.getElementById('legs_matos').value!=null) { var tabLegsMatosValue=eval("get_"+document.getElementById('legs_matos').value+"()"); } else var tabLegsMatosValue=get_none(); // Recup trunc value var tabTruncValue=eval("get_"+document.getElementById('trunc').value+"()"); if(document.getElementById('trunc_matos').value!="" && document.getElementById('trunc_matos').value!=null) { var tabTruncMatosValue=eval("get_"+document.getElementById('trunc_matos').value+"()");} else var tabTruncMatosValue=get_none(); // Recup shield value var tabShieldValue=eval("get_"+document.getElementById('shields').value+"()"); if(document.getElementById('shield_matos').value!="" && document.getElementById('shield_matos').value!=null) { var tabShieldMatosValue=eval("get_"+document.getElementById('shield_matos').value+"()");} else var tabShieldMatosValue=get_none(); // Final :) document.getElementById('phy').value=parseInt(tabNeckValue[0],10) +parseInt(tabNeckMatosValue[0],10) +parseInt(tabHandsValue[0],10) +parseInt(tabHandsMatosValue[0],10) +parseInt(tabHeadValue[0],10) +parseInt(tabHeadMatosValue[0],10) +parseInt(tabArmsValue[0],10) +parseInt(tabArmsMatosValue[0],10) +parseInt(tabLegsValue[0],10) +parseInt(tabLegsMatosValue[0],10) +parseInt(tabTruncValue[0]) +parseInt(tabTruncMatosValue[0]) +parseInt(tabShieldValue[0]) +parseInt(tabShieldMatosValue[0]); document.getElementById('col').value=parseInt(tabNeckValue[1],10) +parseInt(tabNeckMatosValue[1],10) +parseInt(tabHandsValue[1],10) +parseInt(tabHandsMatosValue[1],10) +parseInt(tabHeadValue[1],10) +parseInt(tabHeadMatosValue[1],10) +parseInt(tabArmsValue[1],10) +parseInt(tabArmsMatosValue[1],10) +parseInt(tabLegsValue[1],10) +parseInt(tabLegsMatosValue[1],10) +parseInt(tabTruncValue[1]) +parseInt(tabTruncMatosValue[1]) +parseInt(tabShieldValue[1]) +parseInt(tabShieldMatosValue[1]); document.getElementById('ene').value=parseInt(tabNeckValue[2],10) +parseInt(tabNeckMatosValue[2],10) +parseInt(tabHandsValue[2],10) +parseInt(tabHandsMatosValue[2],10) +parseInt(tabHeadValue[2],10) +parseInt(tabHeadMatosValue[2],10) +parseInt(tabArmsValue[2],10) +parseInt(tabArmsMatosValue[2],10) +parseInt(tabLegsValue[2],10) +parseInt(tabLegsMatosValue[2],10) +parseInt(tabTruncValue[2]) +parseInt(tabTruncMatosValue[2]) +parseInt(tabShieldValue[2]) +parseInt(tabShieldMatosValue[2]); document.getElementById('fir').value=parseInt(tabNeckValue[3],10) +parseInt(tabNeckMatosValue[3],10) +parseInt(tabHandsValue[3],10) +parseInt(tabHandsMatosValue[3],10) +parseInt(tabHeadValue[3],10) +parseInt(tabHeadMatosValue[3],10) +parseInt(tabArmsValue[3],10) +parseInt(tabArmsMatosValue[3],10) +parseInt(tabLegsValue[3],10) +parseInt(tabLegsMatosValue[3],10) +parseInt(tabTruncValue[3]) +parseInt(tabTruncMatosValue[3]) +parseInt(tabShieldValue[3]) +parseInt(tabShieldMatosValue[3]); document.getElementById('poi').value=parseInt(tabNeckValue[4],10) +parseInt(tabNeckMatosValue[4],10) +parseInt(tabHandsValue[4],10) +parseInt(tabHandsMatosValue[4],10) +parseInt(tabHeadValue[4],10) +parseInt(tabHeadMatosValue[4],10) +parseInt(tabArmsValue[4],10) +parseInt(tabArmsMatosValue[4],10) +parseInt(tabLegsValue[4],10) +parseInt(tabLegsMatosValue[4],10) +parseInt(tabTruncValue[4]) +parseInt(tabTruncMatosValue[4]) +parseInt(tabShieldValue[4]) +parseInt(tabShieldMatosValue[4]); document.getElementById('cha').value=parseInt(tabNeckValue[5],10) +parseInt(tabNeckMatosValue[5],10) +parseInt(tabHandsValue[5],10) +parseInt(tabHandsMatosValue[5],10) +parseInt(tabHeadValue[5],10) +parseInt(tabHeadMatosValue[5],10) +parseInt(tabArmsValue[5],10) +parseInt(tabArmsMatosValue[5],10) +parseInt(tabLegsValue[5],10) +parseInt(tabLegsMatosValue[5],10) +parseInt(tabTruncValue[5]) +parseInt(tabTruncMatosValue[5]) +parseInt(tabShieldValue[5]); +parseInt(tabShieldMatosValue[5]); if(document.getElementById('except').checked==true) { var modif = 0; if(document.getElementById('neck').value!="none") { modif += 1; } if(document.getElementById('hands').value!="none") { modif += 1; } if(document.getElementById('head').value!="none") { modif += 1; } if(document.getElementById('legs').value!="none") { modif += 1; } if(document.getElementById('trunc').value!="none") { modif += 1; } if(document.getElementById('arms').value!="none") { modif += 1; } if(document.getElementById('shields').value!="none") { modif += 1; } document.getElementById('phy').value=parseInt(document.getElementById('phy').value,10)+modif; document.getElementById('col').value=parseInt(document.getElementById('col').value,10)+modif; document.getElementById('ene').value=parseInt(document.getElementById('ene').value,10)+modif; document.getElementById('fir').value=parseInt(document.getElementById('fir').value,10)+modif; document.getElementById('poi').value=parseInt(document.getElementById('poi').value,10)+modif; } if(document.getElementById('phy').value>70) document.getElementById('phy').value=70; if(document.getElementById('col').value>70) document.getElementById('col').value=70; if(document.getElementById('ene').value>70) document.getElementById('ene').value=70; if(document.getElementById('fir').value>70) document.getElementById('fir').value=70; if(document.getElementById('poi').value>70) document.getElementById('poi').value=70; } //***************** // VAR LISTES // var name: [type armure]_[metal] // var value: (physical, cold, energy, feu, poison, luck) //***************** var tabGeneral=new Array(); tabGeneral[tabGeneral.length]="plate,5,2,2,3,3,0".split(","); function get_plate() { return ("5,2,2,3,3,0").split(","); } function get_scale() { return ("3,3,3,3,3,0").split(","); } function get_chain() { return ("4,4,2,4,1,0").split(","); } function get_ring() { return ("3,1,3,3,5,0").split(","); } function get_bone() { return ("3,4,4,3,2,0").split(","); } function get_studdedleather() { return ("2,3,4,4,3,0").split(","); } function get_leather() { return ("2,3,3,4,3,0").split(","); } function get_helmet() { return ("2,4,2,4,3,0").split(","); } function get_closed_helm() { return ("3,3,3,3,3,0").split(","); } function get_bascinet() { return ("7,2,2,2,2,0").split(","); } function get_norse_helm() { return ("4,4,2,1,4,0").split(","); } function get_orc_helm() { return ("3,3,5,1,3,0").split(","); } function get_hat() { return ("0,9,5,5,5,0").split(","); } function get_bear_mask() { return ("5,8,4,3,4,0").split(","); } function get_deer_mask() { return ("2,8,7,6,1,0").split(","); } function get_orc_mask() { return ("1,7,8,1,7,0").split(","); } function get_horned_tribal_mask() { return ("6,0,5,9,4,0").split(","); } function get_red_tribal_mask() { return ("3,6,5,0,10,0").split(","); } function get_skullcap() { return ("0,5,8,3,8,0").split(","); } function get_bandana() { return ("0,5,8,3,8,0").split(","); } function get_wooden_shields() { return ("0,0,1,0,0,0").split(","); } function get_wooden_kite() { return ("0,0,1,0,0,0").split(","); } function get_buckler() { return ("0,0,0,0,1,0").split(","); } function get_round_bronze() { return ("0,1,0,0,0,0").split(","); } function get_kite() { return ("0,0,1,0,0,0").split(","); } function get_heater() { return ("0,0,0,1,0,0").split(","); } function get_metal() { return ("0,0,0,1,0,0").split(","); } function get_order() { return ("1,0,0,0,0,0").split(","); } function get_chaos() { return ("1,0,0,0,0,0").split(","); } /*** METAUX ***/ //(physical, cold, energy, feu, poison, luck) function get_iron() { return ("0,0,0,0,0,0").split(","); } function get_dullcopper() { return ("6,0,0,0,0,0").split(","); } function get_shadow() { return ("2,0,5,1,0,0").split(","); } function get_copper() { return ("1,0,2,1,5,0").split(","); } function get_bronze() { return ("3,5,1,0,1,0").split(","); } function get_golden() { return ("1,2,2,1,0,40").split(","); } function get_agapite() { return ("2,2,2,3,2,0").split(","); } function get_verite() { return ("3,2,1,3,3,0").split(","); } function get_valorite() { return ("4,3,3,0,3,0").split(","); } /*** CUIR ***/ function get_normal_leather() { return ("0,0,0,0,0,0").split(","); } function get_spined() { return ("5,0,0,0,0,40").split(","); } function get_horned() { return ("2,2,2,3,2,0").split(","); } function get_barbed() { return ("2,2,4,1,3,0").split(","); } /*** ECAILLE ***/ function get_scale_red() { return ("0,-3,0,10,0,0").split(","); } function get_scale_yellow() { return ("-3,0,0,0,0,20").split(","); } function get_scale_black() { return ("10,0,-3,0,0,0").split(","); } function get_scale_green() { return ("0,0,0,-3,10,0").split(","); } function get_scale_white() { return ("-3,10,0,0,0,0").split(","); } function get_scale_blue() { return ("0,0,10,0,-3,0").split(","); }

Ce petit calculateur permet de voir rapidement quelles sont les resistances obtenues en fonction de votre matériel.
La case à cocher pour les pièces exceptionnelles considère une répartition moyenne des points 'bonus'. On considère ici que toute les pièces sont exceptionnelles et que les points 'bonus' sont répartis également entre toute les resistances. Il y a donc 6 points de plus par pièce d'armure que vous avez choisi, répartis sur toutes les resistances.
Cette notion d'"exceptionnel" n'est là que pour imaginer ce que votre armure pourrait être si elle était exceptionnelle, cela ne montre en rien tous les cas de figure d'une pièce exceptionnelle.

cou sans Plate Studdedleather Leather physique
mains sans Plate Scale (Dragon) Ringmail Bone Studdedleather Leather froid
tete sans Plate Scale (Dragon) Chainmail Bone Leather Helmet Closed Helm Bascinet Norse Helm Orc Helm Hat Bear Mask Deer Mask Orc Mask Tribal Mask (horned) Tribal Mask (red) Skullcap Bandana énergie
bras sans Plate Scale (Dragon) Ringmail Bone Studdedleather Leather feu
jambe sans Plate Scale (Dragon) Chainmail Ringmail Bone Studdedleather Leather poison
tronc sans Plate Scale (Dragon) Chainmail Ringmail Bone Studdedleather Leather chance
Bouclier sans Wooden Shield Wooden Kite Shield Buckler Round Bronze Shield Kite Shield Heater Shield Metal Shield Order Shield Chaos Shield toutes pièces exceptionnelles

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