contrib: move equipped() helper to items.coffee, use a more robust
method of determining which item is available in the store, and which items i can legally equip. It's a bit wild, I think we should find a different approach
This commit is contained in:
+1
-38
@@ -210,44 +210,7 @@ module.exports =
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loc = window?.location.host or process?.env?.BASE_URL or ''
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encodeURIComponent "http://#{loc}/v1/users/#{uid}/calendar.ics?apiToken=#{apiToken}"
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###
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User's currently equiped item
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###
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equipped: (type, item=0, preferences={gender:'m', armorSet:'v1'}, backerTier=0) ->
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{gender, armorSet} = preferences
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item = ~~item
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backerTier = ~~backerTier
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switch type
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when'armor'
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if item > 5
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return 'armor_6' if backerTier >= 45
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item = 5 # set them back if they're trying to cheat
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if gender is 'f'
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return if (item is 0) then "f_armor_#{item}_#{armorSet}" else "f_armor_#{item}"
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else
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return "m_armor_#{item}"
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when 'head'
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if item > 5
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return 'head_6' if backerTier >= 45
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item = 5
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if gender is 'f'
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return if (item > 1) then "f_head_#{item}_#{armorSet}" else "f_head_#{item}"
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else
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return "m_head_#{item}"
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when 'shield'
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if item > 5
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return 'shield_6' if backerTier >= 45
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item = 5
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return "#{preferences.gender}_shield_#{item}"
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when 'weapon'
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if item > 6
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return 'weapon_7' if backerTier >= 70
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item = 6
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return "#{preferences.gender}_weapon_#{item}"
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equipped: items.equipped
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###
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Gold amount from their money
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+46
-28
@@ -9,7 +9,8 @@ items = module.exports.items =
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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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{index: 7, text: "Dark Souls Blade", classes:'weapon_7', notes:'Increases experience gain by 21%.', strength: 21, value:150, canOwn: ((u)-> +u.backer?.tier >= 70)}
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{index: 8, text: "Crystal Blade", classes:'weapon_8', notes:'Increases experience gain by 24%.', strength: 24, value:170, canOwn: ((u)-> +u.contributor?.level >= 4)}
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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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@@ -18,7 +19,8 @@ items = module.exports.items =
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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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{index: 6, text: "Shade Armor", classes: 'armor_6', notes:'Decreases HP loss by 12%.', defense: 12, value:150, canOwn: ((u)-> +u.backer?.tier >= 45)}
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{index: 7, text: "Crystal Armor", classes: 'armor_7', notes:'Decreases HP loss by 14%.', defense: 14, value:170, canOwn: ((u)-> +u.contributor?.level >= 2)}
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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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@@ -27,7 +29,8 @@ items = module.exports.items =
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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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{index: 6, text: "Shade Helm", classes: 'head_6', notes:'Decreases HP loss by 7%.', defense: 7, value:100, canOwn: ((u)-> +u.backer?.tier >= 45)}
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{index: 7, text: "Crystal Helm", classes: 'head_7', notes:'Decreases HP loss by 8%.', defense: 8, value:120, canOwn: ((u)-> +u.contributor?.level >= 3)}
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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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@@ -36,7 +39,8 @@ items = module.exports.items =
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{index: 3, text: "Reinforced 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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{index: 6, text: "Tormented Skull", classes: 'shield_6', notes:'Decreases HP loss by 9%.', defense: 9, value:120, canOwn: ((u)-> +u.backer?.tier >= 45)}
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{index: 7, text: "Crystal Shield", classes: 'shield_7', notes:'Decreases HP loss by 10%.', defense: 10, value:150, canOwn: ((u)-> +u.contributor?.level >= 5)}
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]
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potion: {type: 'potion', text: "Potion", notes: "Recover 15 HP (Instant Use)", value: 25, classes: 'potion'}
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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 }
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@@ -67,32 +71,32 @@ items = module.exports.items =
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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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# add "type" to each item, so we can reference that as "weapon" or "armor" in the html
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_.each ['weapon', 'armor', 'head', 'shield'], (key) ->
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_.each items[key], (item) -> item.type = key
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# we somtimes want item arrays above in reverse order, for backward lookups (you'll see later in the code)
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reversed = {}
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_.each ['weapon', 'armor', 'head', 'shield'], (type) ->
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reversed[type] = items[type].slice().reverse()
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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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# Also add canOwn(), which we use when comparing if user is a backer or contributor - but defaulted to `return true`
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_.each items[type], (item) -> _.defaults(item, {type, canOwn: ->true})
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_.each items.pets, (pet) -> pet.notes = 'Find a hatching potion to pour on this egg, and it will hatch into a loyal pet.'
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_.each items.hatchingPotions, (hatchingPotion) -> hatchingPotion.notes = "Pour this on an egg, and it will hatch as a #{hatchingPotion.text} pet."
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module.exports.buyItem = (user, type, options={}) ->
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_.defaults options, {paths: {}}
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module.exports.buyItem = (user, type) ->
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nextItem =
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if type is 'potion' then items.potion
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else module.exports.getItem type, ((~~user.items[type] or 0) + 1)
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if type is 'potion' then items.potion
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else _.find items[type].slice(~~user.items[type] + 1), ((i) -> i.canOwn user)
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return false if +user.stats.gp < +nextItem.value
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if nextItem.type is 'potion'
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user.stats.hp += 15;
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user.stats.hp = 50 if user.stats.hp > 50
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options.paths['stats.hp'] = true
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else
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user.items[type] = ~~nextItem.index
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if user.items.weapon >= 6 and user.items.armor >= 5 and user.items.head >= 5 and user.items.shield >= 5
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if +user.items.weapon >= 6 and +user.items.armor >= 5 and +user.items.head >= 5 and +user.items.shield >= 5
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user.achievements.ultimateGear = true;
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options.paths["items.#{type}"] = true
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user.stats.gp -= +nextItem.value
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options.paths['stats.gp'] = true
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true
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###
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@@ -101,23 +105,37 @@ module.exports.buyItem = (user, type, options={}) ->
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module.exports.updateStore = (user) ->
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changes = {}
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_.each ['weapon', 'armor', 'shield', 'head'], (type) ->
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i = ~~(user.items?[type] or 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 and user.backer.tier >= 45 # backer armor
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else
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showNext = user.backer?.tier and 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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changes[type] = if showNext then items[type][i] else {hide:true}
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# Find the first item that fits the "next" bill, from between current item and end of the list
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curr = user.items?[type] or 0
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changes[type] = _.find(items[type].slice(curr+1), ((item) -> item.canOwn user)) or {hide:true}
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changes.potion = items.potion
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changes.reroll = items.reroll
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changes
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###
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Gets an itme, and caps max to the last item in its array
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Gets an item, and caps max to the last item in its array
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###
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module.exports.getItem = (type, index=0) ->
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i = if (~~index > items[type].length - 1) then items[type].length - 1 else ~~index
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# if they set their gear manually to something over what they can own, just set to 0 to avoid errors
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i = if (~~index > items[type].length - 1) then 0 else ~~index
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items[type][i]
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###
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User's currently equiped item
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TODO this function is ugly, find a more elegant solution
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###
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module.exports.equipped = (type, item=0, pref={gender:'m', armorSet:'v1'}, backer={}, contributor={}) ->
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lastStandardItem = items[type].length - 3 # -1 for 0-based index, -2 for backer + contrib
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if (item > lastStandardItem) and !items[type][item]?.canOwn({backer,contributor})
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# They entered a # above what's legal in the restore dialog, find first legit item. (we should do checking on the restore-save instead)
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item = _.find(reversed[type], ((i) -> i.canOwn({backer, contributor}))).index
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# backer / contrib (they don't have gender)
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return "#{type}_#{item}" if (item > lastStandardItem)
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# Females have some special thing going on for their armor / helms
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if (type in ['armor', 'head'] and pref.gender is 'f')
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return "f_armor_#{item}_#{pref.armorSet}" if (item is 0 and type is 'armor')
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return "f_head_#{item}_#{pref.armorSet}" if (item > 1 and type is 'head')
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return "#{pref.gender}_#{type}_#{item}"
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