cap items to maximum in their array, in case the user manually entered
a number larger than the max allowed item in the "restore" modal
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+6
-8
@@ -184,9 +184,8 @@ obj.score = (user, task, direction, options={}) ->
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delta += nextDelta
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addPoints = ->
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level = user.stats.lvl
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weaponStrength = items.items.weapon[user.items.weapon].strength
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exp += obj.expModifier(delta, weaponStrength, level, priority) / 2 # /2 hack for now, people leveling too fast
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weaponStr = items.getItem('weapon', user.items.weapon).strength
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exp += obj.expModifier(delta, weaponStr, user.stats.lvl, priority) / 2 # /2 hack for now, people leveling too fast
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if streak
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gp += obj.gpModifier(delta, 1, priority, streak, user)
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else
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@@ -194,11 +193,10 @@ obj.score = (user, task, direction, options={}) ->
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subtractPoints = ->
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level = user.stats.lvl
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armorDefense = items.items.armor[user.items.armor].defense
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helmDefense = items.items.head[user.items.head].defense
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shieldDefense = items.items.shield[user.items.shield].defense
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hp += obj.hpModifier(delta, armorDefense, helmDefense, shieldDefense, level, priority)
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armorDef = items.getItem('armor', user.items.armor).defense
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headDef = items.getItem('head', user.items.head).defense
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shieldDef = items.getItem('shield', user.items.shield).defense
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hp += obj.hpModifier(delta, armorDef, headDef, shieldDef, user.stats.lvl, priority)
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switch type
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when 'habit'
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