@CheesyKnives @Htm
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Class Creation Tool</title>
<script>
function Main(){
var Faction = "";
var PType = "";
var CType = "";
var PName = this.PrimeName.value;
if (this.PrimeP1.value != ""){
var PP1 = "> Passive: " + this.PrimeP1.value + "<br/>";
}else{
var PP1 = ""
}
if (this.PrimeP2.value != ""){
var PP2 = "> Passive 2: " + this.PrimeP2.value + "<br/>";
}else{
var PP2 = ""
}
var PD1Use = this.PrimeD1Use.value;
if (this.PrimeD1.value != ""){
var PD1 = "><br/>> Day Ability: " + this.PrimeD1.value;
if (this.PrimeD1Use.value == ""){
PD1Use = " (Unlimited) <br/>";
}else if (this.PrimeD1Use.value == "1"){
PD1Use = " (1 Use) <br/>";
}else{
PD1Use = " (" + this.PrimeD1Use.value + " Uses) <br/>";
}
}else{
var PD1 = ""
}
var PD2Use = this.PrimeD2Use.value;
if (this.PrimeD2.value != ""){
var PD2 = "> Day Ability 2: " + this.PrimeD2.value;
if (this.PrimeD2Use.value == ""){
PD2Use = " (Unlimited) <br/>";
}else if (this.PrimeD2Use.value == "1"){
PD2Use = " (1 Use) <br/>";
}else{
PD2Use = " (" + this.PrimeD2Use.value + " Uses) <br/>";
}
}else{
var PD2 = ""
}
var PN1Use = this.PrimeN1Use.value;
if (this.PrimeN1.value != ""){
var PN1 = "><br/>> Night Ability: " + this.PrimeN1.value;
if (this.PrimeN1Use.value == ""){
PN1Use = " (Unlimited) <br/>";
}else if (this.PrimeN1Use.value == "1"){
PN1Use = " (1 Use) <br/>";
}else{
PN1Use = " (" + this.PrimeN1Use.value + " Uses) <br/>";
}
}else{
var PN1 = ""
}
var PN2Use = this.PrimeN2Use.value;
if (this.PrimeN2.value != ""){
var PN2 = "> Night Ability 2: " + this.PrimeN2.value;
if (this.PrimeN2Use.value == ""){
PN2Use = " (Unlimited) <br/>";
}else if (this.PrimeN2Use.value == "1"){
PN2Use = " (1 Uses) <br/>";
}else{
PN2Use = " (" + this.PrimeN2Use.value + " Uses) <br/>";
}
}else{
var PN2 = ""
}
var Goal = this.Goal.value;
var CName = this.ConvertName.value;
if (this.ConvertP1.value != ""){
var CP1 = "> Passive: " + this.ConvertP1.value + "<br/>";
}else{
var CP1 = ""
}
if (this.ConvertP2.value != ""){
var CP2 = "> Passive 2: " + this.ConvertP2.value + "<br/>";
}else{
var CP2 = ""
}
var CD1Use = this.ConvertD1Use.value;
if (this.ConvertD1.value != ""){
var CD1 = "><br/>> Day Ability: " + this.ConvertD1.value;
if (this.ConvertD1Use.value == ""){
CD1Use = " (Unlimited) <br/>";
}else if (this.ConvertD1Use.value == "1"){
CD1Use = " (1 Use) <br/>";
}else{
CD1Use = " (" + this.ConvertD1Use.value + " Uses) <br/>";
}
}else{
var CD1 = ""
}
var CD2Use = this.ConvertD2Use.value;
if (this.ConvertD2.value != ""){
var CD2 = "> Day Ability 2: " + this.ConvertD2.value;
if (this.ConvertD2Use.value == ""){
CD2Use = " (Unlimited) <br/>";
}else if (this.ConvertD2Use.value == "1"){
CD2Use = " (1 Use) <br/>";
}else{
CD2Use = " (" + this.ConvertD2Use.value + " Uses) <br/>";
}
}else{
var CD2 = ""
}
var CN1Use = this.ConvertN1Use.value;
if (this.ConvertN1.value != ""){
var CN1 = "><br/>> Night Ability: " + this.ConvertN1.value;
if (this.ConvertN1Use.value == ""){
CN1Use = " (Unlimited) <br/>";
}else if (this.ConvertN1Use.value == "1"){
CN1Use = " (1 Use) <br/>";
}else{
CN1Use = " (" + this.ConvertN1Use.value + " Uses) <br/>";
}
}else{
var CN1 = ""
}
var CN2Use = this.ConvertN2Use.value;
if (this.ConvertN2.value != ""){
var CN2 = "> Night Ability 2: " + this.ConvertN2.value;
if (this.ConvertN2Use.value == ""){
CN2Use = " (Unlimited) <br/>";
}else if (this.ConvertN2Use.value == "1"){
CN2Use = " (1 Use) <br/>";
}else{
CN2Use = " (" + this.ConvertN2Use.value + " Uses) <br/>";
}
}else{
var CN2 = ""
}
var Color = ""
if (this.Neutral.checked == true){
Faction = "Neutral";
Color = "Gray";
}else if(this.Unseen.checked == true){
Faction = "Unseen";
Color = "Purple";
}else if (this.Cult.checked == true){
Faction = "Cult";
Color = "Darkred";
}else{
Faction = "Blue Dragon";
Color = "Steblue";
}
if (this.PrimeKiller.checked == true){
PType = "Killer";
}else if (this.PrimeOffencive.checked == true){
PType = "Offencive";
}else if (this.PrimeSocial.checked == true){
PType = "Social";
}else if (this.PrimeSupport.checked == true){
PType = "Support";
}else if (this.PrimeInvestigative.checked == true){
PType = "Investigative";
}else{
PType = "Special";
}
if (this.ConvertKiller.checked == true){
CType = "Killer";
}else if (this.ConvertOffencive.checked == true){
CType = "Offencive";
}else if (this.ConvertSocial.checked == true){
CType = "Social";
}else if (this.ConvertSupport.checked == true){
CType = "Support";
}else if (this.ConvertInvestigative.checked == true){
CType = "Investigative";
}else{
CType = "Special";
}
var Unique = ""
var Guaranteed = ""
if (this.UYes.checked == true){
Unique = " :shield:"
}
if (this.GYes.checked == true){
Guaranteed = " :crossed_swords:"
}
if (Faction == "Neutral"){
document.getElementById("output").innerHTML = '> # [color = "gray"] ' + PName + ' [/color] ' + Unique + Guaranteed + ' </br> > **[color = "gray"] Neutral ' + PType + ' [/color]** </br>' + PP1 + PP2 + PD1 + PD1Use + PD2 + PD2Use + PN1 + PN1Use + PN2 + PN2Use + '*goal: ' + Goal + '*';
}else{
document.getElementById("output").innerHTML = '> # [color = "' + Color + '"] ' + PName + ' [/color] ' + Unique + Guaranteed + ' </br> > **[color = "' + Color +'"] ' + Faction + ' ' + PType + ' [/color]** </br>' + PP1 + PP2 + PD1 + PD1Use + PD2 + PD2Use + PN1 + PN1Use + PN2 + PN2Use;
}
Color = "purple"
Faction = "Unseen"
if (CName != ""){
document.getElementById("convert").innerHTML = '> # [color = "' + Color + '"] ' + CName + ' [/color] ' + Unique + Guaranteed + ' </br> > **[color = "' + Color +'"] ' + Faction + ' ' + CType + ' [/color]** </br>' + CP1 + CP2 + CD1 + CD1Use + CD2 + CD2Use + CN1 + CN1Use + CN2 + CN2Use;
}
}
</script>
<style>
</style>
</head>
<body>
<h1> Class Creation Tool </h1>
<h2> Base class </h2>
<p>Faction:</p>
<p>Blue Dragon<input name = "Faction" Type = "Radio" Id = "BD" /><br/>
Neutral<input name = "Faction" Type = "Radio" Id = "Neutral" /><br/>
Unseen<input name = "Faction" Type = "Radio" Id = "Unseen" /><br/>
Cult<input name = "Faction" Type = "Radio" Id = "Cult" /><br/></p>
<p>Type:</p>
<p>Killer<input name = "PrimeType" type = "Radio" Id = "PrimeKiller" /><br/>
Offencive<input name = "PrimeType" type = "Radio" Id = "PrimeOffencive" /><br/>
Social<input name = "PrimeType" type = "Radio" Id = "PrimeSocial" /><br/>
Support<input name = "PrimeType" type = "Radio" Id = "PrimeSupport" /><br/>
Investigative<input name = "PrimeType" type = "Radio" Id = "PrimeInvestigative" /><br/>
Special<input name = "PrimeType" type = "Radio" Id = "PrimeSpecial" /><br/>
</p>
<p>Unique? Yes<input name = "Unique" type = "Radio" Id = "UYes" />No<input name = "Unique" type = "Radio" Id = "UNo" /></p>
<p>Guaranteed? Yes<input name = "Guaranteed" type = "Radio" Id = "GYes" />No<input name = "Guaranteed" type = "Radio" Id = "GNo" /></p>
<p>Name: <input Id = "PrimeName" Type = "text"/></p>
<p>Passive 1: <input Id = "PrimeP1" Type = "text"/></p>
<p>Passive 2: <input Id = "PrimeP2" Type = "text"/></p>
<p>Day Ability 1: <input Id = "PrimeD1" Type = "text"/> Uses (leave blank if unlimited): <input Id = "PrimeD1Use" Type = "text"/></p>
<p>Day Ability 2: <input Id = "PrimeD2" Type = "text"/> Uses (leave blank if unlimited): <input Id = "PrimeD2Use" Type = "text"/></p>
<p>Night Ability 1: <input Id = "PrimeN1" Type = "text"/> Uses (leave blank if unlimited): <input Id = "PrimeN1Use" Type = "text"/></p>
<p>Night Ability 2: <input Id = "PrimeN2" Type = "text"/> Uses (leave blank if unlimited): <input Id = "PrimeN2Use" Type = "text"/></p>
<p>Goal (leave blank unless neutral): <input Id = "Goal" Type = "text"/></p>
<hr>
<h2> Converted Class (leave blank if unconvertible) </h2>
<p>Type:</p>
<p>Killer<input name = "ConvertType" type = "Radio" Id = "ConvertKiller" /><br/>
Offencive<input name = "ConvertType" type = "Radio" Id = "ConvertOffencive" /><br/>
Social<input name = "ConvertType" type = "Radio" Id = "ConvertSocial" /><br/>
Support<input name = "ConvertType" type = "Radio" Id = "ConvertSupport" /><br/>
Investigative<input name = "ConvertType" type = "Radio" Id = "ConvertInvestigative" /><br/>
Special<input name = "ConvertType" type = "Radio" Id = "ConvertSpecial" /><br/>
</p>
<p>Name: <input Id = "ConvertName" Type = "text"/></p>
<p>Passive 1: <input Id = "ConvertP1" Type = "text"/></p>
<p>Passive 2: <input Id = "ConvertP2" Type = "text"/></p>
<p>Day Ability 1: <input Id = "ConvertD1" Type = "text"/> Uses (leave blank if unlimited): <input Id = "ConvertD1Use" Type = "text"/></p>
<p>Day Ability 2: <input Id = "ConvertD2" Type = "text"/> Uses (leave blank if unlimited): <input Id = "ConvertD2Use" Type = "text"/></p>
<p>Night Ability 1: <input Id = "ConvertN1" Type = "text"/> Uses (leave blank if unlimited): <input Id = "ConvertN1Use" Type = "text"/></p>
<p>Night Ability 2: <input Id = "ConvertN2" Type = "text"/> Uses (leave blank if unlimited): <input Id = "ConvertN2Use" Type = "text"/></p>
<hr>
<p id = "output"></p>
<p id = "convert"></p>
<input type = "button" value = "Submit" onClick = "Main();" />
</body>
</html>