// For front-end debugging // Anything to be tested that would otherwise need server logs, etc. // should go here function debugEffect(){ let damageAmount = document.getElementById("effectDamageAmount").value; if(damageAmount == ""){ damageAmount = null; } let targetId = document.getElementById("effectTargetId").value; if(targetId == ""){ targetId = null; } let targetId2 = document.getElementById("effectTargetId2").value; if(targetId2 == ""){ targetId2 = null; } let targetPlayer = document.getElementById("effectTargetPlayer").value; if(targetPlayer == ""){ targetPlayer = null; } let effectAddRemove = document.getElementById("effectAddRemove").value; if(effectAddRemove == ""){ effectAddRemove = null; } let effect = document.getElementById("effect").value; if(effect == ""){ effect = null; } debugEffectFunction(damageAmount, targetId, targetId2, targetPlayer, effectAddRemove, effect); } function debugEffectFunction(damageAmount = null, targetId = null, targetId2 = null, targetPlayer = null, effectAddRemove = null, effect = null){ if(effect == 'hurt'){ hurt(damageAmount, targetId, targetPlayer); } if(effect == 'heal'){ heal(damageAmount, targetPlayer); } if(effect == 'flight'){ console.log(targetId+' Flight: '+flight[targetId]); console.log(effectAddRemove); if(effectAddRemove == 'remove'){ removeFlight(targetId); }else{ giveFlight(targetId); } console.log(targetId+' Flight: '+flight[targetId]); } if(effect == 'equip'){} }