Files
habitica/script/items.coffee
T
yangit ff8721b4a3 Require.js example.
Alogos are still BROKEN. I'm deploying them here for testing.
2013-05-15 13:27:17 +08:00

147 lines
7.7 KiB
CoffeeScript

({ 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}