({ define: ( if typeof define == "function" define else (F)-> F(require, exports, module) )}).define (require, exports, module)-> obj = module.exports = {}; items = obj.items = { weapon: [ {index: 0, text: "Training Sword", classes: "weapon_0", notes: 'Training weapon.', strength: 0, value: 0} {index: 1, text: "Sword", classes: 'weapon_1', notes: 'Increases experience gain by 3%.', strength: 3, value: 20} {index: 2, text: "Axe", classes: 'weapon_2', notes: 'Increases experience gain by 6%.', strength: 6, value: 30} {index: 3, text: "Morningstar", classes: 'weapon_3', notes: 'Increases experience gain by 9%.', strength: 9, value: 45} {index: 4, text: "Blue Sword", classes: 'weapon_4', notes: 'Increases experience gain by 12%.', strength: 12, value: 65} {index: 5, text: "Red Sword", classes: 'weapon_5', notes: 'Increases experience gain by 15%.', strength: 15, value: 90} {index: 6, text: "Golden Sword", classes: 'weapon_6', notes: 'Increases experience gain by 18%.', strength: 18, value: 120} {index: 7, text: "Dark Souls Blade", classes: 'weapon_7', notes: 'Increases experience gain by 21%.', strength: 21, value: 150} ] armor: [ {index: 0, text: "Cloth Armor", classes: 'armor_0', notes: 'Training armor.', defense: 0, value: 0} {index: 1, text: "Leather Armor", classes: 'armor_1', notes: 'Decreases HP loss by 4%.', defense: 4, value: 30} {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: 'Polar Bear Cub', name: 'PolarBearCub', value: 3} #commented out because there are no polarbear modifiers yet, special drop? {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} ] } # add "type" to each item, so we can reference that as "weapon" or "armor" in the html ['weapon', 'armor', 'head', 'shield'].forEach (key)-> items[key].forEach (item)-> item.type = key items.pets.forEach (pet)-> pet.notes = 'Find a hatching potion to pour on this egg, and one day it will hatch into a loyal pet.' items.hatchingPotions.forEach (hatchingPotion)-> hatchingPotion.notes = "Pour this on an egg, and it will hatch as a #{hatchingPotion.text} pet." ### app exports ### obj.app = (appExports, user) -> appExports.buyItem = (e, el, next) -> #TODO: this should be working but it's not. so instead, i'm passing all needed values as data-attrs # item = model.at(e.target) gp = user.stats.gp [type, value, index] = [ $(el).attr('data-type'), $(el).attr('data-value'), $(el).attr('data-index') ] return if gp < value # make sure deduction doesn't happen unless purchase was successful, see https://github.com/lefnire/habitrpg/issues/233 deductGP = -> user.stats.gp = gp - value if type == 'weapon' user.set 'items.weapon', index, deductGP updateStore model else if type == 'armor' user.set 'items.armor', index, deductGP updateStore model else if type == 'head' user.set 'items.head', index, deductGP updateStore model else if type == 'shield' user.set 'items.shield', index, deductGP updateStore model else if type == 'potion' hp = user.get 'stats.hp' hp += 15 hp = 50 if hp > 50 user.set 'stats.hp', hp, deductGP ### update store ### obj.updateStore = updateStore = (user) -> if !items.next? items.next = {} equipped = user.items ['weapon', 'armor', 'shield', 'head'].forEach (type) -> i = parseInt(equipped? [type] || 0) + 1 showNext = true if i is items[type].length - 1 if (type in ['armor', 'shield', 'head']) showNext = user.backer.tier >= 45 # backer armor else showNext = user.backer.tier >= 70 # backer weapon else if i is items[type].length showNext = false items.next[type] = if showNext then items[type][i] else {hide: true}