mirror of
https://github.com/HabitRPG/habitica.git
synced 2025-10-26 18:52:37 +01:00
@@ -4,9 +4,15 @@ Shared resources useful for the multiple HabitRPG repositories, that way all the
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* Algorithms - level up algorithm, scoring functions, etc
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* Item definitions - weapons, armor, pets
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You only need to include algos.coffee
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It will include the rest as necessary.
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Note how to invoke scoring function:
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* algos.score = function (user, task, direction) {}
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##Installation
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* Node.js - just include files as usual.
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* Node.js - just include as usual.
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* Browser - use requre.js with "cs" plugin to include files directly into your index.html see require.js-example folder. (run plain http-server from within equire.js-example folder and point your browser to index.html to see how it works)
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##CSS
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@@ -1,12 +1,16 @@
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//this module is required to run module.
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//again boilerplate here for node.js\require.js compatibility.
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({
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define: (typeof define === "function" ? define : function (F) {
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return F(require, exports, module);
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})
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}).define(function (require, exports, module) {
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//write regular node.js code here
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return module.exports = {
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parentFoo: function (message) {
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return message.toUpperCase();
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}
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};
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});
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@@ -7,6 +7,7 @@
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)}).define (require, exports, module)->
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helpers = require('./helpers')
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moment = require('./moment')
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items = require('./items')
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XP = 15
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HP = 2
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obj = module.exports =
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@@ -166,7 +167,7 @@
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# {task} task you want to score
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# {direction} 'up' or 'down'
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obj.score = (user, task, direction, items) ->
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obj.score = (user, task, direction) ->
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{gp, hp, exp, lvl} = user.stats
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{type, value, streak} = task
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priority = task.priority or '!'
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@@ -1,146 +0,0 @@
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({ define: (
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if typeof define == "function"
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define
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else
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(F)->
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F(require, exports, module)
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)}).define (require, exports, module)->
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obj = module.exports = {};
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items = obj.items =
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{
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weapon: [
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{index: 0, text: "Training Sword", classes: "weapon_0", notes: 'Training weapon.', strength: 0, value: 0}
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{index: 1, text: "Sword", classes: 'weapon_1', notes: 'Increases experience gain by 3%.', strength: 3, value: 20}
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{index: 2, text: "Axe", classes: 'weapon_2', notes: 'Increases experience gain by 6%.', strength: 6, value: 30}
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{index: 3, text: "Morningstar", classes: 'weapon_3', notes: 'Increases experience gain by 9%.', strength: 9, value: 45}
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{index: 4, text: "Blue Sword", classes: 'weapon_4', notes: 'Increases experience gain by 12%.', strength: 12, value: 65}
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{index: 5, text: "Red Sword", classes: 'weapon_5', notes: 'Increases experience gain by 15%.', strength: 15, value: 90}
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{index: 6, text: "Golden Sword", classes: 'weapon_6', notes: 'Increases experience gain by 18%.', strength: 18, value: 120}
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{index: 7, text: "Dark Souls Blade", classes: 'weapon_7', notes: 'Increases experience gain by 21%.', strength: 21, value: 150}
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]
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armor: [
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{index: 0, text: "Cloth Armor", classes: 'armor_0', notes: 'Training armor.', defense: 0, value: 0}
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{index: 1, text: "Leather Armor", classes: 'armor_1', notes: 'Decreases HP loss by 4%.', defense: 4, value: 30}
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{index: 2, text: "Chain Mail", classes: 'armor_2', notes: 'Decreases HP loss by 6%.', defense: 6, value: 45}
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{index: 3, text: "Plate Mail", classes: 'armor_3', notes: 'Decreases HP loss by 7%.', defense: 7, value: 65}
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{index: 4, text: "Red Armor", classes: 'armor_4', notes: 'Decreases HP loss by 8%.', defense: 8, value: 90}
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{index: 5, text: "Golden Armor", classes: 'armor_5', notes: 'Decreases HP loss by 10%.', defense: 10, value: 120}
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{index: 6, text: "Shade Armor", classes: 'armor_6', notes: 'Decreases HP loss by 12%.', defense: 12, value: 150}
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]
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head: [
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{index: 0, text: "No Helm", classes: 'head_0', notes: 'Training helm.', defense: 0, value: 0}
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{index: 1, text: "Leather Helm", classes: 'head_1', notes: 'Decreases HP loss by 2%.', defense: 2, value: 15}
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{index: 2, text: "Chain Coif", classes: 'head_2', notes: 'Decreases HP loss by 3%.', defense: 3, value: 25}
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{index: 3, text: "Plate Helm", classes: 'head_3', notes: 'Decreases HP loss by 4%.', defense: 4, value: 45}
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{index: 4, text: "Red Helm", classes: 'head_4', notes: 'Decreases HP loss by 5%.', defense: 5, value: 60}
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{index: 5, text: "Golden Helm", classes: 'head_5', notes: 'Decreases HP loss by 6%.', defense: 6, value: 80}
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{index: 6, text: "Shade Helm", classes: 'head_6', notes: 'Decreases HP loss by 7%.', defense: 7, value: 100}
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]
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shield: [
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{index: 0, text: "No Shield", classes: 'shield_0', notes: 'No Shield.', defense: 0, value: 0}
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{index: 1, text: "Wooden Shield", classes: 'shield_1', notes: 'Decreases HP loss by 3%', defense: 3, value: 20}
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{index: 2, text: "Buckler", classes: 'shield_2', notes: 'Decreases HP loss by 4%.', defense: 4, value: 35}
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{index: 3, text: "Enforced Shield", classes: 'shield_3', notes: 'Decreases HP loss by 5%.', defense: 5, value: 55}
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{index: 4, text: "Red Shield", classes: 'shield_4', notes: 'Decreases HP loss by 7%.', defense: 7, value: 70}
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{index: 5, text: "Golden Shield", classes: 'shield_5', notes: 'Decreases HP loss by 8%.', defense: 8, value: 90}
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{index: 6, text: "Tormented Skull", classes: 'shield_6', notes: 'Decreases HP loss by 9%.', defense: 9, value: 120}
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]
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potion:
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{type: 'potion', text: "Potion", notes: "Recover 15 HP", value: 25, classes: 'potion'}
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reroll:
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{type: 'reroll', text: "Re-Roll", classes: 'reroll', notes: "Resets your task values back to 0 (yellow). Useful when everything's red and it's hard to stay alive.", value: 0 }
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pets: [
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{text: 'Wolf', name: 'Wolf', value: 3}
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{text: 'Tiger Cub', name: 'TigerCub', value: 3}
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#{text: 'Polar Bear Cub', name: 'PolarBearCub', value: 3} #commented out because there are no polarbear modifiers yet, special drop?
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{text: 'Panda Cub', name: 'PandaCub', value: 3}
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{text: 'Lion Cub', name: 'LionCub', value: 3}
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{text: 'Fox', name: 'Fox', value: 3}
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{text: 'Flying Pig', name: 'FlyingPig', value: 3}
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{text: 'Dragon', name: 'Dragon', value: 3}
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{text: 'Cactus', name: 'Cactus', value: 3}
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{text: 'Bear Cub', name: 'BearCub', value: 3}
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]
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hatchingPotions: [
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{text: 'Base', name: 'Base', notes: "Hatches your pet in it's base form.", value: 1}
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{text: 'White', name: 'White', notes: 'Turns your animal into a White pet.', value: 2}
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{text: 'Desert', name: 'Desert', notes: 'Turns your animal into a Desert pet.', value: 2}
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{text: 'Red', name: 'Red', notes: 'Turns your animal into a Red pet.', value: 3}
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{text: 'Shade', name: 'Shade', notes: 'Turns your animal into a Shade pet.', value: 3}
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{text: 'Skeleton', name: 'Skeleton', notes: 'Turns your animal into a Skeleton.', value: 3}
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{text: 'Zombie', name: 'Zombie', notes: 'Turns your animal into a Zombie.', value: 4}
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{text: 'Cotton Candy Pink', name: 'CottonCandyPink', notes: 'Turns your animal into a Cotton Candy Pink pet.', value: 4}
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{text: 'Cotton Candy Blue', name: 'CottonCandyBlue', notes: 'Turns your animal into a Cotton Candy Blue pet.', value: 4}
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{text: 'Golden', name: 'Golden', notes: 'Turns your animal into a Golden pet.', value: 5}
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]
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}
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# add "type" to each item, so we can reference that as "weapon" or "armor" in the html
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['weapon', 'armor', 'head', 'shield'].forEach (key)->
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items[key].forEach (item)->
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item.type = key
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items.pets.forEach (pet)->
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pet.notes = 'Find a hatching potion to pour on this egg, and one day it will hatch into a loyal pet.'
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items.hatchingPotions.forEach (hatchingPotion)->
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hatchingPotion.notes = "Pour this on an egg, and it will hatch as a #{hatchingPotion.text} pet."
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###
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app exports
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###
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obj.app = (appExports, user) ->
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appExports.buyItem = (e, el, next) ->
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#TODO: this should be working but it's not. so instead, i'm passing all needed values as data-attrs
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# item = model.at(e.target)
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gp = user.stats.gp
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[type, value, index] = [ $(el).attr('data-type'), $(el).attr('data-value'), $(el).attr('data-index') ]
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return if gp < value
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# make sure deduction doesn't happen unless purchase was successful, see https://github.com/lefnire/habitrpg/issues/233
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deductGP = ->
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user.stats.gp = gp - value
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if type == 'weapon'
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user.set 'items.weapon', index, deductGP
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updateStore model
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else if type == 'armor'
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user.set 'items.armor', index, deductGP
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updateStore model
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else if type == 'head'
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user.set 'items.head', index, deductGP
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updateStore model
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else if type == 'shield'
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user.set 'items.shield', index, deductGP
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updateStore model
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else if type == 'potion'
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hp = user.get 'stats.hp'
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hp += 15
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hp = 50 if hp > 50
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user.set 'stats.hp', hp, deductGP
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###
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update store
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###
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obj.updateStore = updateStore = (user) ->
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if !items.next?
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items.next =
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{}
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equipped = user.items
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['weapon', 'armor', 'shield', 'head'].forEach (type) ->
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i = parseInt(equipped? [type] || 0) + 1
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showNext = true
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if i is items[type].length - 1
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if (type in ['armor', 'shield', 'head'])
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showNext = user.backer.tier >= 45 # backer armor
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else
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showNext = user.backer.tier >= 70 # backer weapon
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else if i is items[type].length
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showNext = false
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items.next[type] = if showNext then items[type][i] else {hide: true}
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453
script/items.js
Normal file
453
script/items.js
Normal file
@@ -0,0 +1,453 @@
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({
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define: (typeof define === "function" ? define : function (F) {
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return F(require, exports, module);
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})
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}).define(function (require, exports, module) {
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var items, obj, updateStore;
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obj = module.exports = {};
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items = obj.items = {
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weapon: [
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{
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index: 0,
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text: "Training Sword",
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classes: "weapon_0",
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notes: 'Training weapon.',
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strength: 0,
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value: 0
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},
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{
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index: 1,
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text: "Sword",
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classes: 'weapon_1',
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notes: 'Increases experience gain by 3%.',
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strength: 3,
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value: 20
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},
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{
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index: 2,
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text: "Axe",
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classes: 'weapon_2',
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notes: 'Increases experience gain by 6%.',
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strength: 6,
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value: 30
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},
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{
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index: 3,
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text: "Morningstar",
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classes: 'weapon_3',
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notes: 'Increases experience gain by 9%.',
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strength: 9,
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value: 45
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},
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{
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index: 4,
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text: "Blue Sword",
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classes: 'weapon_4',
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notes: 'Increases experience gain by 12%.',
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strength: 12,
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value: 65
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},
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{
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index: 5,
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text: "Red Sword",
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classes: 'weapon_5',
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notes: 'Increases experience gain by 15%.',
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strength: 15,
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value: 90
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},
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{
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index: 6,
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text: "Golden Sword",
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classes: 'weapon_6',
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notes: 'Increases experience gain by 18%.',
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strength: 18,
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value: 120
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},
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{
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index: 7,
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text: "Dark Souls Blade",
|
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classes: 'weapon_7',
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notes: 'Increases experience gain by 21%.',
|
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strength: 21,
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value: 150
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}
|
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],
|
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armor: [
|
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{
|
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index: 0,
|
||||
text: "Cloth Armor",
|
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classes: 'armor_0',
|
||||
notes: 'Training armor.',
|
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defense: 0,
|
||||
value: 0
|
||||
},
|
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{
|
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index: 1,
|
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text: "Leather Armor",
|
||||
classes: 'armor_1',
|
||||
notes: 'Decreases HP loss by 4%.',
|
||||
defense: 4,
|
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value: 30
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},
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||||
{
|
||||
index: 2,
|
||||
text: "Chain Mail",
|
||||
classes: 'armor_2',
|
||||
notes: 'Decreases HP loss by 6%.',
|
||||
defense: 6,
|
||||
value: 45
|
||||
},
|
||||
{
|
||||
index: 3,
|
||||
text: "Plate Mail",
|
||||
classes: 'armor_3',
|
||||
notes: 'Decreases HP loss by 7%.',
|
||||
defense: 7,
|
||||
value: 65
|
||||
},
|
||||
{
|
||||
index: 4,
|
||||
text: "Red Armor",
|
||||
classes: 'armor_4',
|
||||
notes: 'Decreases HP loss by 8%.',
|
||||
defense: 8,
|
||||
value: 90
|
||||
},
|
||||
{
|
||||
index: 5,
|
||||
text: "Golden Armor",
|
||||
classes: 'armor_5',
|
||||
notes: 'Decreases HP loss by 10%.',
|
||||
defense: 10,
|
||||
value: 120
|
||||
},
|
||||
{
|
||||
index: 6,
|
||||
text: "Shade Armor",
|
||||
classes: 'armor_6',
|
||||
notes: 'Decreases HP loss by 12%.',
|
||||
defense: 12,
|
||||
value: 150
|
||||
}
|
||||
],
|
||||
head: [
|
||||
{
|
||||
index: 0,
|
||||
text: "No Helm",
|
||||
classes: 'head_0',
|
||||
notes: 'Training helm.',
|
||||
defense: 0,
|
||||
value: 0
|
||||
},
|
||||
{
|
||||
index: 1,
|
||||
text: "Leather Helm",
|
||||
classes: 'head_1',
|
||||
notes: 'Decreases HP loss by 2%.',
|
||||
defense: 2,
|
||||
value: 15
|
||||
},
|
||||
{
|
||||
index: 2,
|
||||
text: "Chain Coif",
|
||||
classes: 'head_2',
|
||||
notes: 'Decreases HP loss by 3%.',
|
||||
defense: 3,
|
||||
value: 25
|
||||
},
|
||||
{
|
||||
index: 3,
|
||||
text: "Plate Helm",
|
||||
classes: 'head_3',
|
||||
notes: 'Decreases HP loss by 4%.',
|
||||
defense: 4,
|
||||
value: 45
|
||||
},
|
||||
{
|
||||
index: 4,
|
||||
text: "Red Helm",
|
||||
classes: 'head_4',
|
||||
notes: 'Decreases HP loss by 5%.',
|
||||
defense: 5,
|
||||
value: 60
|
||||
},
|
||||
{
|
||||
index: 5,
|
||||
text: "Golden Helm",
|
||||
classes: 'head_5',
|
||||
notes: 'Decreases HP loss by 6%.',
|
||||
defense: 6,
|
||||
value: 80
|
||||
},
|
||||
{
|
||||
index: 6,
|
||||
text: "Shade Helm",
|
||||
classes: 'head_6',
|
||||
notes: 'Decreases HP loss by 7%.',
|
||||
defense: 7,
|
||||
value: 100
|
||||
}
|
||||
],
|
||||
shield: [
|
||||
{
|
||||
index: 0,
|
||||
text: "No Shield",
|
||||
classes: 'shield_0',
|
||||
notes: 'No Shield.',
|
||||
defense: 0,
|
||||
value: 0
|
||||
},
|
||||
{
|
||||
index: 1,
|
||||
text: "Wooden Shield",
|
||||
classes: 'shield_1',
|
||||
notes: 'Decreases HP loss by 3%',
|
||||
defense: 3,
|
||||
value: 20
|
||||
},
|
||||
{
|
||||
index: 2,
|
||||
text: "Buckler",
|
||||
classes: 'shield_2',
|
||||
notes: 'Decreases HP loss by 4%.',
|
||||
defense: 4,
|
||||
value: 35
|
||||
},
|
||||
{
|
||||
index: 3,
|
||||
text: "Enforced Shield",
|
||||
classes: 'shield_3',
|
||||
notes: 'Decreases HP loss by 5%.',
|
||||
defense: 5,
|
||||
value: 55
|
||||
},
|
||||
{
|
||||
index: 4,
|
||||
text: "Red Shield",
|
||||
classes: 'shield_4',
|
||||
notes: 'Decreases HP loss by 7%.',
|
||||
defense: 7,
|
||||
value: 70
|
||||
},
|
||||
{
|
||||
index: 5,
|
||||
text: "Golden Shield",
|
||||
classes: 'shield_5',
|
||||
notes: 'Decreases HP loss by 8%.',
|
||||
defense: 8,
|
||||
value: 90
|
||||
},
|
||||
{
|
||||
index: 6,
|
||||
text: "Tormented Skull",
|
||||
classes: 'shield_6',
|
||||
notes: 'Decreases HP loss by 9%.',
|
||||
defense: 9,
|
||||
value: 120
|
||||
}
|
||||
],
|
||||
potion: {
|
||||
type: 'potion',
|
||||
text: "Potion",
|
||||
notes: "Recover 15 HP",
|
||||
value: 25,
|
||||
classes: 'potion'
|
||||
},
|
||||
reroll: {
|
||||
type: 'reroll',
|
||||
text: "Re-Roll",
|
||||
classes: 'reroll',
|
||||
notes: "Resets your task values back to 0 (yellow). Useful when everything's red and it's hard to stay alive.",
|
||||
value: 0
|
||||
},
|
||||
pets: [
|
||||
{
|
||||
text: 'Wolf',
|
||||
name: 'Wolf',
|
||||
value: 3
|
||||
},
|
||||
{
|
||||
text: 'Tiger Cub',
|
||||
name: 'TigerCub',
|
||||
value: 3
|
||||
},
|
||||
{
|
||||
text: 'Panda Cub',
|
||||
name: 'PandaCub',
|
||||
value: 3
|
||||
},
|
||||
{
|
||||
text: 'Lion Cub',
|
||||
name: 'LionCub',
|
||||
value: 3
|
||||
},
|
||||
{
|
||||
text: 'Fox',
|
||||
name: 'Fox',
|
||||
value: 3
|
||||
},
|
||||
{
|
||||
text: 'Flying Pig',
|
||||
name: 'FlyingPig',
|
||||
value: 3
|
||||
},
|
||||
{
|
||||
text: 'Dragon',
|
||||
name: 'Dragon',
|
||||
value: 3
|
||||
},
|
||||
{
|
||||
text: 'Cactus',
|
||||
name: 'Cactus',
|
||||
value: 3
|
||||
},
|
||||
{
|
||||
text: 'Bear Cub',
|
||||
name: 'BearCub',
|
||||
value: 3
|
||||
}
|
||||
],
|
||||
hatchingPotions: [
|
||||
{
|
||||
text: 'Base',
|
||||
name: 'Base',
|
||||
notes: "Hatches your pet in it's base form.",
|
||||
value: 1
|
||||
},
|
||||
{
|
||||
text: 'White',
|
||||
name: 'White',
|
||||
notes: 'Turns your animal into a White pet.',
|
||||
value: 2
|
||||
},
|
||||
{
|
||||
text: 'Desert',
|
||||
name: 'Desert',
|
||||
notes: 'Turns your animal into a Desert pet.',
|
||||
value: 2
|
||||
},
|
||||
{
|
||||
text: 'Red',
|
||||
name: 'Red',
|
||||
notes: 'Turns your animal into a Red pet.',
|
||||
value: 3
|
||||
},
|
||||
{
|
||||
text: 'Shade',
|
||||
name: 'Shade',
|
||||
notes: 'Turns your animal into a Shade pet.',
|
||||
value: 3
|
||||
},
|
||||
{
|
||||
text: 'Skeleton',
|
||||
name: 'Skeleton',
|
||||
notes: 'Turns your animal into a Skeleton.',
|
||||
value: 3
|
||||
},
|
||||
{
|
||||
text: 'Zombie',
|
||||
name: 'Zombie',
|
||||
notes: 'Turns your animal into a Zombie.',
|
||||
value: 4
|
||||
},
|
||||
{
|
||||
text: 'Cotton Candy Pink',
|
||||
name: 'CottonCandyPink',
|
||||
notes: 'Turns your animal into a Cotton Candy Pink pet.',
|
||||
value: 4
|
||||
},
|
||||
{
|
||||
text: 'Cotton Candy Blue',
|
||||
name: 'CottonCandyBlue',
|
||||
notes: 'Turns your animal into a Cotton Candy Blue pet.',
|
||||
value: 4
|
||||
},
|
||||
{
|
||||
text: 'Golden',
|
||||
name: 'Golden',
|
||||
notes: 'Turns your animal into a Golden pet.',
|
||||
value: 5
|
||||
}
|
||||
]
|
||||
};
|
||||
['weapon', 'armor', 'head', 'shield'].forEach(function (key) {
|
||||
return items[key].forEach(function (item) {
|
||||
return item.type = key;
|
||||
});
|
||||
});
|
||||
items.pets.forEach(function (pet) {
|
||||
return pet.notes = 'Find a hatching potion to pour on this egg, and one day it will hatch into a loyal pet.';
|
||||
});
|
||||
items.hatchingPotions.forEach(function (hatchingPotion) {
|
||||
return hatchingPotion.notes = "Pour this on an egg, and it will hatch as a " + hatchingPotion.text + " pet.";
|
||||
});
|
||||
/*
|
||||
app exports
|
||||
*/
|
||||
|
||||
obj.app = function (appExports, user) {
|
||||
return appExports.buyItem = function (e, el, next) {
|
||||
var deductGP, gp, hp, index, type, value, _ref;
|
||||
|
||||
gp = user.stats.gp;
|
||||
_ref = [$(el).attr('data-type'), $(el).attr('data-value'), $(el).attr('data-index')], type = _ref[0], value = _ref[1], index = _ref[2];
|
||||
if (gp < value) {
|
||||
return;
|
||||
}
|
||||
deductGP = function () {
|
||||
return user.stats.gp = gp - value;
|
||||
};
|
||||
if (type === 'weapon') {
|
||||
user.set('items.weapon', index, deductGP);
|
||||
return updateStore(model);
|
||||
} else if (type === 'armor') {
|
||||
user.set('items.armor', index, deductGP);
|
||||
return updateStore(model);
|
||||
} else if (type === 'head') {
|
||||
user.set('items.head', index, deductGP);
|
||||
return updateStore(model);
|
||||
} else if (type === 'shield') {
|
||||
user.set('items.shield', index, deductGP);
|
||||
return updateStore(model);
|
||||
} else if (type === 'potion') {
|
||||
hp = user.get('stats.hp');
|
||||
hp += 15;
|
||||
if (hp > 50) {
|
||||
hp = 50;
|
||||
}
|
||||
return user.set('stats.hp', hp, deductGP);
|
||||
}
|
||||
};
|
||||
};
|
||||
/*
|
||||
update store
|
||||
*/
|
||||
|
||||
return obj.updateStore = updateStore = function (user) {
|
||||
var equipped;
|
||||
|
||||
if (items.next == null) {
|
||||
items.next = {};
|
||||
}
|
||||
equipped = user.items;
|
||||
return ['weapon', 'armor', 'shield', 'head'].forEach(function (type) {
|
||||
var i, showNext;
|
||||
|
||||
i = parseInt(typeof equipped === "function" ? equipped([type] || 0) : void 0) + 1;
|
||||
showNext = true;
|
||||
if (i === items[type].length - 1) {
|
||||
if ((type === 'armor' || type === 'shield' || type === 'head')) {
|
||||
showNext = user.backer.tier >= 45;
|
||||
} else {
|
||||
showNext = user.backer.tier >= 70;
|
||||
}
|
||||
} else if (i === items[type].length) {
|
||||
showNext = false;
|
||||
}
|
||||
return items.next[type] = showNext ? items[type][i] : {
|
||||
hide: true
|
||||
};
|
||||
});
|
||||
};
|
||||
});
|
||||
Reference in New Issue
Block a user