start setting up backer gear in html
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+14
-11
@@ -84,37 +84,40 @@ viewHelpers = (view) ->
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###
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Items
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###
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view.fn 'equipped', (type, item=0, preferences={gender:'m', armorSet:'v1'}, backer={}) ->
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view.fn 'equipped', (type, item=0, preferences={gender:'m', armorSet:'v1'}, backerTier=0) ->
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{gender, armorSet} = preferences
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item = parseInt(item)
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backerTier = parseInt(backerTier)
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console.log backerTier
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switch type
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when'armor'
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if item is 6
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return 'armor_6' if backer.tier >= 45
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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 (parseInt(item) is 0) then "f_armor_#{item}_#{armorSet}" else "f_armor_#{item}"
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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 is 6
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return 'head_6' if backer.tier >= 45
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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 (parseInt(item) > 1) then "f_head_#{item}_#{armorSet}" else "f_head_#{item}"
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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 is 6
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return 'head_6' if backer.tier >= 45
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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 is 7
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return 'weapon_7' if backer.tier >= 70
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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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@@ -9,6 +9,7 @@ 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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]
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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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@@ -17,6 +18,7 @@ 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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]
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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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@@ -25,6 +27,7 @@ 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: 5, 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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@@ -33,6 +36,7 @@ items = module.exports.items =
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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: {type: 'potion', text: "Potion", notes: "Recover 15 HP", 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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