
      function chgWeapon(weapon) 
      {
        document.calc.weapon.value = weapon.value;
        document.calc.str.value = "";
        document.calc.dex.value = "";
        document.calc.int.value = "";
        document.calc.luk.value = "";
        document.calc.matk.value = "";
        document.calc.watk.value = "";
        document.calc.basicattack.value = "";
        document.calc.mast.value = "10";
        document.calc.proj.value = "0";
        document.calc.amp.value = "100";
		
        document.calc.str.disabled = true;
        document.calc.dex.disabled = true;
        document.calc.int.disabled = true;
        document.calc.luk.disabled = true;
        document.calc.matk.disabled = true;
        document.calc.watk.disabled = true;
        document.calc.basicattack.disabled = true;
        document.calc.mast.disabled = true;
        document.calc.proj.disabled = true;
        document.calc.amp.disabled = true;
 
        document.calc.str.style.background = "#CCCCCC";
        document.calc.dex.style.background = "#CCCCCC";
        document.calc.int.style.background = "#CCCCCC";
        document.calc.luk.style.background = "#CCCCCC";
        document.calc.matk.style.background = "#CCCCCC";
        document.calc.watk.style.background = "#CCCCCC";
        document.calc.basicattack.style.background = "#CCCCCC";
        document.calc.proj.style.background = "#CCCCCC";
        document.calc.mast.style.background = "#CCCCCC";
        document.calc.amp.style.background = "#CCCCCC";
        document.calc.blessing.style.background = "#CCCCCC";
 
        switch(weapon.value) 
        {
          case "1HS":
          case "1HA":
          case "1HBW":
          case "2HS":
          case "2HA":
          case "2HBW":
          case "DaggA":
          case "Knuckle":
          case "Spear":
          case "PA":
            document.calc.str.disabled = false;
            document.calc.dex.disabled = false;
            document.calc.watk.disabled = false;
            document.calc.mast.disabled = false;
            document.calc.blessing.disabled = false;

            document.calc.str.style.background = "#FFFF99";
            document.calc.dex.style.background = "#FFFF99";
            document.calc.watk.style.background = "#FFFF99";
            document.calc.mast.style.background = "#FFFF99";
            document.calc.blessing.style.background = "#FFFF99";
            break;
 
          case "DaggT":
            document.calc.str.disabled = false;
            document.calc.dex.disabled = false;
            document.calc.luk.disabled = false;
            document.calc.watk.disabled = false;
            document.calc.mast.disabled = false;
            document.calc.blessing.disabled = false;
 
            document.calc.str.style.background = "#FFFF99";
            document.calc.dex.style.background = "#FFFF99";
            document.calc.luk.style.background = "#FFFF99";
            document.calc.watk.style.background = "#FFFF99";
            document.calc.mast.style.background = "#FFFF99";
            document.calc.blessing.style.background = "#FFFF99"; 
            break;
 
          case "TStar":
            document.calc.str.disabled = false;
            document.calc.dex.disabled = false;
            document.calc.luk.disabled = false;
            document.calc.watk.disabled = false;
            document.calc.mast.disabled = false;
            document.calc.proj.disabled = false;
            document.calc.blessing.disabled = false;

            document.calc.str.style.background = "#FFFF99";
            document.calc.dex.style.background = "#FFFF99";
            document.calc.luk.style.background = "#FFFF99";
            document.calc.watk.style.background = "#FFFF99";
            document.calc.mast.style.background = "#FFFF99";
            document.calc.proj.style.background = "#FFFF99";
            document.calc.blessing.style.background = "#FFFF99"; 
            break;   
 
          case "MA":
            document.calc.matk.disabled = false;
            document.calc.int.disabled = false;
            document.calc.basicattack.disabled = false;
            document.calc.mast.disabled = false;
            document.calc.amp.disabled = false;
            document.calc.blessing.disabled = false;
 
            document.calc.int.style.background = "#FFFF99";
            document.calc.matk.style.background = "#FFFF99";
            document.calc.basicattack.style.background = "#FFFF99";
            document.calc.mast.style.background = "#FFFF99";
            document.calc.amp.style.background = "#FFFF99";
            document.calc.blessing.style.background = "#FFFF99"; 
            break;
 
          case "Bow":
          case "XBow":
          case "Gun":
            document.calc.str.disabled = false;
            document.calc.dex.disabled = false;
            document.calc.watk.disabled = false;
            document.calc.mast.disabled = false;
            document.calc.proj.disabled = false;
            document.calc.blessing.disabled = false;
 
            document.calc.str.style.background = "#FFFF99";
            document.calc.dex.style.background = "#FFFF99";
            document.calc.watk.style.background = "#FFFF99";
            document.calc.mast.style.background = "#FFFF99";
            document.calc.proj.style.background = "#FFFF99";
            document.calc.blessing.style.background = "#FFFF99"; 
            break;
        }
        document.getElementById("mindmg").innerHTML = "0";
        document.getElementById("maxdmg").innerHTML = "0";
      }
 
      function calcDamage() 
      {
        var weapon = document.calc.weapon.value;
        var str = parseInt(document.calc.str.value);
        var dex = parseInt(document.calc.dex.value);
        var int = parseInt(document.calc.int.value);
        var luk = parseInt(document.calc.luk.value);
        var matk = parseInt(document.calc.matk.value);
        var watk = parseInt(document.calc.watk.value);
        var proj = parseInt(document.calc.proj.value);
        var basicattack = parseInt(document.calc.basicattack.value);
        var mast = parseInt(document.calc.mast.value);
        var amp = parseInt(document.calc.amp.value);
        var blessing = parseInt(document.calc.blessing.value);
 
        var maxdmg = 0;
        var mindmg = 0;
 
        watk = watk + proj + blessing;
        matk = matk + blessing;
 
        switch(weapon) {
          case "1HS":
          case "DaggA":
            maxdmg = ((str * 4.0 + dex) / 100) * watk;
            mindmg = ((str * 4.0 * 0.9 * mast / 100 + dex) / 100) * watk;
            break;
 
          case "1HA":
          case "1HBW":
            maxdmg = ((str * 4.4 + dex) / 100) * watk;
            mindmg = ((str * 3.2 * 0.9 * mast / 100 + dex) / 100) * watk;
            break;
 
          case "2HS":
            maxdmg = ((str * 4.6 + dex) / 100) * watk;
            mindmg = ((str * 4.6 * 0.9 * mast / 100 + dex) / 100) * watk;
            break;
          case "2HA":
          case "2HBW":
            maxdmg = ((str * 4.8 + dex) / 100) * watk;
            mindmg = ((str * 3.4 * 0.9 * mast / 100 + dex) / 100) * watk;
            break;
 
          case "Spear":
            maxdmg = ((str * 5.0 + dex) / 100) * watk;
            mindmg = ((str * 3.0 * 0.9 * mast / 100 + dex) / 100) * watk;
            break;
          case "PA":
            maxdmg = ((str * 5.0 + dex) / 100) * watk;
            mindmg = ((str * 3.0 * 0.9 * mast / 100 + dex) / 100) * watk;
            break;
 
          case "DaggT":
          case "TStar":
            maxdmg = ((luk * 3.6 + str + dex) / 100) * watk;
            mindmg = ((luk * 3.6 * 0.9 * mast / 100 + str + dex) / 100) * watk;
            break;
 
          case "Bow":
            maxdmg = ((dex * 3.4 + str) / 100) * watk;
            mindmg = ((dex * 3.4 * 0.9 * mast / 100 + str) / 100) * watk;
            break;
 
          case "Gun":
          case "XBow":
            maxdmg = ((dex * 3.6 + str) / 100) * watk;
            mindmg = ((dex * 3.6 * 0.9 * mast / 100 + str) / 100) * watk;
            break;
          case "MA":
            maxdmg = ((((matk * matk) / 1000) + matk) / 30 + int / 200) * basicattack * (amp / 100);
            mindmg = ((((matk * matk) / 1000) + matk * (mast / 100) * 0.9) / 30 + int / 200) * basicattack * (amp / 100);
            break;
          case "Knuckle":
            maxdmg = ((str * 4.8 + dex) / 100) * watk;
            mindmg = ((str * 4.8 * 0.9 * mast / 100 + dex) / 100) * watk;
            break;
        }
        document.getElementById("mindmg").innerHTML = parseInt(mindmg);
        document.getElementById("maxdmg").innerHTML = parseInt(maxdmg);
      } 
