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Now includes the refactoring into different files.
Currently there a multiple ways to create the string being shown. This will be changed upon the decision of which is prefered. I personally prefer the first method, which uses a function inside the object being created in content.coffee
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@@ -215,22 +215,17 @@ habitrpg.controller("RootCtrl", ['$scope', '$rootScope', '$location', 'User', '$
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var gems = User.user.balance * 4;
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var equipmentList = {
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'weapon': window.env.t('weapon'),
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'armor' : window.env.t('armor'),
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'head' : window.env.t('headgear'),
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'shield' : window.env.t('offhand'),
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'back' : window.env.t('back'),
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'body' : window.env.t('body'),
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'headAccessory' : window.env.t('headAccessory'),
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'eyewear' : window.env.t('eyewear'),
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'hatchingPotions' : window.env.t('hatchingPotion'),
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'eggs' : window.env.t('eggSingular'),
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'quests' : window.env.t('quest'),
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'Saddle' : window.env.t('foodSaddleText').toLowerCase()
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};
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var string = (type in equipmentList) ? equipmentList.type : type;
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var string = (type in equipmentList) ? equipmentList.get(type, window) : type;
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// or
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var string = (type in equipmentList) ? (equipmentList.type.needsLowerCase) ? equipmentList.get(type, window).toLowerCase() : equipmentList.get(type, window) : type;
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// or
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var string;
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if (type in equipmentList) {
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string = window.env.t(equipmentList.type.localeKey)
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if (equipmentList.type.needsLowerCase) string = string.toLowerCase();
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} else {
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string = type;
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}
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// var string = (type == 'weapon') ? window.env.t('weapon') : (type == 'armor') ? window.env.t('armor') : (type == 'head') ? window.env.t('headgear') : (type == 'shield') ? window.env.t('offhand') : (type == 'back') ? window.env.t('back') : (type == 'body') ? window.env.t('body') : (type == 'headAccessory') ? window.env.t('headAccessory') : (type == 'eyewear') ? window.env.t('eyewear') : (type == 'hatchingPotions') ? window.env.t('hatchingPotion') : (type == 'eggs') ? window.env.t('eggSingular') : (type == 'quests') ? window.env.t('quest') : (item.key == 'Saddle') ? window.env.t('foodSaddleText').toLowerCase() : type; // FIXME this is ugly but temporary, once the purchase modal is done this will be removed
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var price = ((((item.specialClass == "wizard") && (item.type == "weapon")) || item.gearSet == "animal") + 1);
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