classes: add level requirements for spells, remove derby cleanup, unlock
classes properly
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+8
-7
@@ -215,13 +215,12 @@ obj.score = (user, task, direction, options={}) ->
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# Handle corrupt tasks
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# This type of cleanup-code shouldn't be necessary, revisit once we're off Derby
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return 0 unless task.id
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if !_.isNumber(value) or _.isNaN(value)
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task.value = value = 0;
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paths["tasks.#{task.id}.value"] = true
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_.each user.stats, (v,k) ->
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if !_.isNumber(v) or _.isNaN(v)
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user.stats[k] = 0; paths["stats.#{k}"] = true
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# return 0 unless task.id
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# if !_.isNumber(value) or _.isNaN(value)
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# task.value = value = 0;
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# _.each user.stats, (v,k) ->
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# if !_.isNumber(v) or _.isNaN(v)
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# user.stats[k] = 0; paths["stats.#{k}"] = true
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# If they're trying to purhcase a too-expensive reward, don't allow them to do that.
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if task.value > user.stats.gp and task.type is 'reward'
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@@ -369,6 +368,8 @@ updateStats = (user, newStats, options={}) ->
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if !user.flags.dropsEnabled and user.stats.lvl >= 4
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user.flags.dropsEnabled = true
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user.items.eggs["Wolf"] = 1
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if !user.flags.classSelected and user.stats.lvl >= 5
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user.flags.classSelected
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if newStats.gp?
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#FIXME what was I doing here? I can't remember, gp isn't defined
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