`output <br><b>Gende</b>r</br>[gen = gender]<br><b>Motif</b></br>[m = motif.selectUnique (1,3).joinItems (“,”)]<br><b>Rarity</b></br>[ra = rarity.selectOne]<br><b>Vibe(s)</b></br>[if (ra == “UR”) [el = element.selectUnique (1,3).joinItems (“,”)]} else if (ra == “SSR”) {[el = element.selectUnique (1,2).joinItems (“,”)]} else if (ra == “SR”) {[el = element.selectUnique (1,2).joinItems (“,”)]} else {[el = element]}]<br><b>Role</b></br>[r = role.selectUnique (1,3)]<br><b>gimmick</b></br>[If (ra == “UR”) {[g = gimmick.selectUnique (1,3).joinItems (“,”)]} else if (ra == “SSR” | ra == “SR”) {[g = gimmick.selectUnique (1,2).joinItems (“,”)] else [g = gimmick.selectOne]none]<br><b>ablities</b></br><br>passive:[If (ra == “UR”) [p = passive.selectUnique (1,3).joinItems (“,”)]} else if (ra == “SSR” | ra == “SR”) {[p = passive.selectUnique (1,2).joinItems (“,”)] else [p = passive.selectOne]none]</br><br>main: [rang = range.selectOne] [attack]</br><br>secondary: [rang = range.selectOne] [attack]</br><br>showcase: [rang = range.selectOne] [a = attack.selectOne][srang = showrange.selectOne] [sata = showattack.selectOne]</br>

motif Animal (catdog|bear|bunny|horse|tiger|lion|leopard|other) Flower Fungi Sea animal Circus Victorian Sci-fi Cyberpunk Fantasy Fairy tale Dreamy Abstract Artistic East asian(japansekorean|chinese) Mythological Art deco Bohemian Gothic Retro Retro Futurism Steampunk Baroque Minimalist Art Nouveau Surrealist Rococo Punk Tropical Military Western Harajuku Hallyu Hanfu Lolita Biker Popstar Cowboy Country Hip hop Ethnic African Witch Wizard Angelic Demonic insect (butterflymoth|beetle|bee|wasp|other) Arancnid (spiderscorpion|other)

element Cool Hot Flashy Cute Fresh Elegant Gorgeous [1] Edgy [2] Pure [3]

gender Male ^3 Female ^4 Nonbinary(AndrogynousFem|Masc) ^0.5

rarity UR ✦✦✦✦✦✦✦ ^0.5 SSR ✦✦✦✦✦✦ ^2 SR ✦✦✦✦✦ ^4 R ✦✦✦✦ ^6

role Support Tank DPS Healer

gimmick Self-healing Self-enhancer Stance Summoning Combo system Charge Debuffer [4] Buffer [5] Turn manipulation ^0.5 Ultimate State cast from hp

range AoE Splash Chain Single Multi Self [6]

attack Heal [7] Attack Debuff [8] Buff [9] attack that heals attack that buffs [10] attack that debuffs [11] heal that debuffs enemmy [12] heal that buffs allies [13]

showrange Strong Aoe Strong chain Strong single Strong multi Strong self Strong splash

showattack Stance change turn order change then [a = attack.selectUnique (1,3).joinItems (", ")]turn order change [14] Domain creation Buff [15] Debuff [16] Ultimate state [17] Attack

passive Increases damage depending on condition self-heals depending on condition [18] does a counter depending on condition can change turn order depending on condition abilities change depending on stance has stacks which do certain things and stack up depending on condition during certain things charges main skillbasic attack|second skill|showcase Taking large damage boosts turn order Increases evasion after each successful hits skills have a chance to not consume flow skills can overcharge dealing area damage share a portion of healing received with the nearest ally [19] attacks of a chance to stun the target `

So here’s my code. Says there’s an issue with the syntax where ‘{’ ruins the input. Would love if somebody took a look and find the problem curly because otherwise I’m beat.


  1. if (ra == “UR” || ra == “SSR”) {10} else {1} ↩︎

  2. if (ra == “UR” || ra == “SSR”) {10} else {1} ↩︎

  3. if (ra == “UR” || ra == “SSR”) {10} else {1} ↩︎

  4. if (r == “Support”) {10} else {1} ↩︎

  5. if (r == “Support”) {10} else {1} ↩︎

  6. if (g == “Self-healing”||g == “Self-enhancer”) {10} else {0} ↩︎

  7. if (r == “Healer”||r == “Support”) {10} else if (g == “Self-healing”) {10} else {1} ↩︎

  8. if (g == “Debuffer”) {10} else {1} ↩︎

  9. if (g == “Buffer”) {10} else {1} ↩︎

  10. if (g == “Buffer”) {10} else {1} ↩︎

  11. if (g == “Debuffer”) {10} else {1} ↩︎

  12. if (r == “Healer”||r == “Support”) {10} else if (g == “Debuffer”) {10} else {1} ↩︎

  13. if (r == “Healer”||r == “Support”) {10} else if (g == “Buffer”) {10} else {1} ↩︎

  14. if (g == “Turn manipulation”) {10} else {0} ↩︎

  15. if (g == “Buffer”) {10} else {1} ↩︎

  16. if (g == “Debuffer”) {10} else {1} ↩︎

  17. if (g == “Ultimate State”) {10} else {1} ↩︎

  18. if (g == “Self-healing”) {10} else {0} ↩︎

  19. if (r == “healer”) {10} else {0} ↩︎

  • BluePower@sh.itjust.works
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    14 days ago

    In the output syntax I see some of the if statements are not in lowercase, so you need to lowercase them in order to work:

    (You can also just find-and-replace If with if btw, w/keyboard shortcut Ctrl+H)

    • kappamomo@lemmy.worldOP
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      14 days ago

      ey, so I finally fixed that but now the outputs for gimmick and passive are showing as 0s. Is there a fix for that?

      • BluePower@sh.itjust.works
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        14 days ago

        Okay, so first you add the quotes between these curly brackets wrapped syntaxes (and remove the quotes around the none part) so they’ll be evaluated properly:

        And then change the rarity picking mechanism (evaluateItem first, create a matchable version, and then display the evaluated version instead of just selectOne and then display) so it’ll be matched properly when picking a gimmick and an ability, to this:

        [ra1 = rarity.evaluateItem, ra = ra1.match(/[A-Z]+/g)[0], ra1]