Files
habitica/script/items.js
T
yangit 28aa7d2e4f Requred items.js from algos.coffee We do not need to pass items{} to scoring function anymore.
Alogos are still BROKEN. I'm deploying them here for testing.
2013-05-15 21:59:01 +08:00

453 lines
15 KiB
JavaScript

({
define: (typeof define === "function" ? define : function (F) {
return F(require, exports, module);
})
}).define(function (require, exports, module) {
var items, obj, updateStore;
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: '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
}
]
};
['weapon', 'armor', 'head', 'shield'].forEach(function (key) {
return items[key].forEach(function (item) {
return item.type = key;
});
});
items.pets.forEach(function (pet) {
return pet.notes = 'Find a hatching potion to pour on this egg, and one day it will hatch into a loyal pet.';
});
items.hatchingPotions.forEach(function (hatchingPotion) {
return hatchingPotion.notes = "Pour this on an egg, and it will hatch as a " + hatchingPotion.text + " pet.";
});
/*
app exports
*/
obj.app = function (appExports, user) {
return appExports.buyItem = function (e, el, next) {
var deductGP, gp, hp, index, type, value, _ref;
gp = user.stats.gp;
_ref = [$(el).attr('data-type'), $(el).attr('data-value'), $(el).attr('data-index')], type = _ref[0], value = _ref[1], index = _ref[2];
if (gp < value) {
return;
}
deductGP = function () {
return user.stats.gp = gp - value;
};
if (type === 'weapon') {
user.set('items.weapon', index, deductGP);
return updateStore(model);
} else if (type === 'armor') {
user.set('items.armor', index, deductGP);
return updateStore(model);
} else if (type === 'head') {
user.set('items.head', index, deductGP);
return updateStore(model);
} else if (type === 'shield') {
user.set('items.shield', index, deductGP);
return updateStore(model);
} else if (type === 'potion') {
hp = user.get('stats.hp');
hp += 15;
if (hp > 50) {
hp = 50;
}
return user.set('stats.hp', hp, deductGP);
}
};
};
/*
update store
*/
return obj.updateStore = updateStore = function (user) {
var equipped;
if (items.next == null) {
items.next = {};
}
equipped = user.items;
return ['weapon', 'armor', 'shield', 'head'].forEach(function (type) {
var i, showNext;
i = parseInt(typeof equipped === "function" ? equipped([type] || 0) : void 0) + 1;
showNext = true;
if (i === items[type].length - 1) {
if ((type === 'armor' || type === 'shield' || type === 'head')) {
showNext = user.backer.tier >= 45;
} else {
showNext = user.backer.tier >= 70;
}
} else if (i === items[type].length) {
showNext = false;
}
return items.next[type] = showNext ? items[type][i] : {
hide: true
};
});
};
});