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weapons and armor fix, revive en-masse
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parent
9312cf7f78
commit
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1 changed files with 19 additions and 8 deletions
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@ -224,10 +224,10 @@ ready (model) ->
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user.set 'stats.money', money - value
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if type == 'armor'
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user.set 'items.armor', index
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model.set '_items.armor', content.items.armor[parseInt(index) + 1]
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model.set '_view.items.armor', content.items.armor[parseInt(index) + 1]
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else if type == 'weapon'
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user.set 'items.weapon', index
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model.set '_items.weapon', content.items.weapon[parseInt(index) + 1]
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model.set '_view.items.weapon', content.items.weapon[parseInt(index) + 1]
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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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@ -242,12 +242,23 @@ ready (model) ->
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scoring.score(task.get('id'), direction)
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exports.revive = (e, el) ->
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stats = model.at '_user.stats'
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stats.set 'hp', 50; stats.set 'lvl', 1; stats.set 'exp', 0; stats.set 'money', 0
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model.set '_user.items.armor', 0
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model.set '_user.items.weapon', 0
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model.set '_items.armor', content.items.armor[1]
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model.set '_items.weapon', content.items.weapon[1]
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user = model.at('_user'); userObj = user.get()
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# Reset stats
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userObj.stats.lvl = 1; userObj.stats.money = 0; userObj.stats.exp = 0
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user.set 'stats', userObj.stats
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# Reset items
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userObj.items.armor = 0; userObj.items.weapon = 0
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user.set 'items', userObj.items
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# Reset item store
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model.set '_view.items.armor', content.items.armor[1]
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model.set '_view.items.weapon', content.items.weapon[1]
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# Re-render (since we replaced objects en-masse, see https://github.com/lefnire/habitrpg/issues/80)
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view.render(model)
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setTimeout (-> user.set('stats.hp', 50)), 0 # we want this animated
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exports.reset = (e, el) ->
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model.set '_user.tasks', {}
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