ff8721b4a3
Alogos are still BROKEN. I'm deploying them here for testing.
147 lines
7.7 KiB
CoffeeScript
147 lines
7.7 KiB
CoffeeScript
({ define: (
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if typeof define == "function"
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define
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else
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(F)->
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F(require, exports, module)
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)}).define (require, exports, module)->
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obj = module.exports = {};
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items = obj.items =
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{
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weapon: [
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{index: 0, text: "Training Sword", classes: "weapon_0", notes: 'Training weapon.', strength: 0, value: 0}
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{index: 1, text: "Sword", classes: 'weapon_1', notes: 'Increases experience gain by 3%.', strength: 3, value: 20}
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{index: 2, text: "Axe", classes: 'weapon_2', notes: 'Increases experience gain by 6%.', strength: 6, value: 30}
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{index: 3, text: "Morningstar", classes: 'weapon_3', notes: 'Increases experience gain by 9%.', strength: 9, value: 45}
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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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{index: 1, text: "Leather Armor", classes: 'armor_1', notes: 'Decreases HP loss by 4%.', defense: 4, value: 30}
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{index: 2, text: "Chain Mail", classes: 'armor_2', notes: 'Decreases HP loss by 6%.', defense: 6, value: 45}
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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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{index: 1, text: "Leather Helm", classes: 'head_1', notes: 'Decreases HP loss by 2%.', defense: 2, value: 15}
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{index: 2, text: "Chain Coif", classes: 'head_2', notes: 'Decreases HP loss by 3%.', defense: 3, value: 25}
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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: 6, 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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{index: 1, text: "Wooden Shield", classes: 'shield_1', notes: 'Decreases HP loss by 3%', defense: 3, value: 20}
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{index: 2, text: "Buckler", classes: 'shield_2', notes: 'Decreases HP loss by 4%.', defense: 4, value: 35}
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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:
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{type: 'potion', text: "Potion", notes: "Recover 15 HP", value: 25, classes: 'potion'}
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reroll:
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{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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pets: [
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{text: 'Wolf', name: 'Wolf', value: 3}
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{text: 'Tiger Cub', name: 'TigerCub', value: 3}
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#{text: 'Polar Bear Cub', name: 'PolarBearCub', value: 3} #commented out because there are no polarbear modifiers yet, special drop?
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{text: 'Panda Cub', name: 'PandaCub', value: 3}
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{text: 'Lion Cub', name: 'LionCub', value: 3}
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{text: 'Fox', name: 'Fox', value: 3}
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{text: 'Flying Pig', name: 'FlyingPig', value: 3}
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{text: 'Dragon', name: 'Dragon', value: 3}
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{text: 'Cactus', name: 'Cactus', value: 3}
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{text: 'Bear Cub', name: 'BearCub', value: 3}
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]
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hatchingPotions: [
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{text: 'Base', name: 'Base', notes: "Hatches your pet in it's base form.", value: 1}
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{text: 'White', name: 'White', notes: 'Turns your animal into a White pet.', value: 2}
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{text: 'Desert', name: 'Desert', notes: 'Turns your animal into a Desert pet.', value: 2}
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{text: 'Red', name: 'Red', notes: 'Turns your animal into a Red pet.', value: 3}
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{text: 'Shade', name: 'Shade', notes: 'Turns your animal into a Shade pet.', value: 3}
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{text: 'Skeleton', name: 'Skeleton', notes: 'Turns your animal into a Skeleton.', value: 3}
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{text: 'Zombie', name: 'Zombie', notes: 'Turns your animal into a Zombie.', value: 4}
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{text: 'Cotton Candy Pink', name: 'CottonCandyPink', notes: 'Turns your animal into a Cotton Candy Pink pet.', value: 4}
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{text: 'Cotton Candy Blue', name: 'CottonCandyBlue', notes: 'Turns your animal into a Cotton Candy Blue pet.', value: 4}
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{text: 'Golden', name: 'Golden', notes: 'Turns your animal into a Golden pet.', value: 5}
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]
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}
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# add "type" to each item, so we can reference that as "weapon" or "armor" in the html
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['weapon', 'armor', 'head', 'shield'].forEach (key)->
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items[key].forEach (item)->
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item.type = key
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items.pets.forEach (pet)->
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pet.notes = 'Find a hatching potion to pour on this egg, and one day it will hatch into a loyal pet.'
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items.hatchingPotions.forEach (hatchingPotion)->
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hatchingPotion.notes = "Pour this on an egg, and it will hatch as a #{hatchingPotion.text} pet."
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###
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app exports
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###
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obj.app = (appExports, user) ->
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appExports.buyItem = (e, el, next) ->
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#TODO: this should be working but it's not. so instead, i'm passing all needed values as data-attrs
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# item = model.at(e.target)
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gp = user.stats.gp
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[type, value, index] = [ $(el).attr('data-type'), $(el).attr('data-value'), $(el).attr('data-index') ]
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return if gp < value
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# make sure deduction doesn't happen unless purchase was successful, see https://github.com/lefnire/habitrpg/issues/233
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deductGP = ->
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user.stats.gp = gp - value
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if type == 'weapon'
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user.set 'items.weapon', index, deductGP
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updateStore model
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else if type == 'armor'
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user.set 'items.armor', index, deductGP
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updateStore model
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else if type == 'head'
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user.set 'items.head', index, deductGP
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updateStore model
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else if type == 'shield'
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user.set 'items.shield', index, deductGP
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updateStore model
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else if type == 'potion'
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hp = user.get 'stats.hp'
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hp += 15
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hp = 50 if hp > 50
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user.set 'stats.hp', hp, deductGP
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###
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update store
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###
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obj.updateStore = updateStore = (user) ->
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if !items.next?
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items.next =
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{}
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equipped = user.items
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['weapon', 'armor', 'shield', 'head'].forEach (type) ->
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i = parseInt(equipped? [type] || 0) + 1
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showNext = true
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if i is items[type].length - 1
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if (type in ['armor', 'shield', 'head'])
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showNext = user.backer.tier >= 45 # backer armor
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else
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showNext = user.backer.tier >= 70 # backer weapon
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else if i is items[type].length
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showNext = false
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items.next[type] = if showNext then items[type][i] else {hide: true}
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