_ = require 'lodash' items = module.exports.items = {} ### --------------------------------------------------------------- Gear (Weapons, Armor, Head, Shield) Item definitions: {index, text, notes, value, str, def, int, per, classes, type} --------------------------------------------------------------- ### ### FIXME {index: 7, text: "Dark Souls Blade", classes:'weapon_7', notes:'Increases experience gain by 21%.', str: 21, value:150, canOwn: ((u)-> +u.backer?.tier >= 70)} {index: 8, text: "Crystal Blade", classes:'weapon_8', notes:'Increases experience gain by 24%.', str: 24, value:170, canOwn: ((u)-> +u.contributor?.level >= 4)} {index: 6, text: "Shade Armor", notes:'Decreases Health loss by 12%.', defense: 12, value:150, canOwn: ((u)-> +u.backer?.tier >= 45)} {index: 7, text: "Crystal Armor", notes:'Decreases Health loss by 14%.', defense: 14, value:170, canOwn: ((u)-> +u.contributor?.level >= 2)} {index: 6, text: "Shade Helm", notes:'Decreases Health loss by 7%.', defense: 7, value:100, canOwn: ((u)-> +u.backer?.tier >= 45)} {index: 7, text: "Crystal Helm", notes:'Decreases Health loss by 8%.', defense: 8, value:120, canOwn: ((u)-> +u.contributor?.level >= 3)} {index: 6, text: "Tormented Skull", notes:'Decreases Health loss by 9%.', defense: 9, value:120, canOwn: ((u)-> +u.backer?.tier >= 45)} {index: 7, text: "Crystal Shield", notes:'Decreases Health loss by 10%.', defense: 10, value:150, canOwn: ((u)-> +u.contributor?.level >= 5)} ### items.weapon = warrior: [ {index: 0, text: "Training Sword", notes:'Training weapon.', value:0} {index: 1, text: "Sword", notes:'Increases experience gain by 3%.', str: 3, value:20} {index: 2, text: "Axe", notes:'Increases experience gain by 6%.', str: 6, value:30} {index: 3, text: "Morningstar", notes:'Increases experience gain by 9%.', str: 9, value:45} {index: 4, text: "Blue Sword", notes:'Increases experience gain by 12%.', str: 12, value:65} {index: 5, text: "Red Sword", notes:'Increases experience gain by 15%.', str: 15, value:90} {index: 6, text: "Golden Sword", notes:'Increases experience gain by 18%.', str: 18, value:120} ] rogue: [ {index: 0, text: "Training Sword", notes:'Training weapon.', value:0} {index: 1, text: "Short Bow", notes:'Increases experience gain by 3%.', str: 3, per: 3, value:20} {index: 2, text: "Long Bow", notes:'Increases experience gain by 6%.', str: 6, per: 6, value:30} {index: 3, text: "Load Bow", notes:'Increases experience gain by 9%.', str: 9, per: 9, value:45} {index: 4, text: "Blue Boe", notes:'Increases experience gain by 12%.', str: 12, per: 12, value:65} {index: 5, text: "Red Bow", notes:'Increases experience gain by 15%.', str: 15, per: 15, value:90} {index: 6, text: "Golden Bow", notes:'Increases experience gain by 18%.', str: 18, per: 18, value:120} ] wizard: [ {index: 0, text: "Training Sword", notes:'Training weapon.', str: 0, value:0} {index: 1, text: "Wooden Staff", notes:'Increases experience gain by 3%.', int: 3, value:20} {index: 2, text: "Gnarled Staff", notes:'Increases experience gain by 6%.', int: 3, value:30} {index: 3, text: "Steel Wand", notes:'Increases experience gain by 9%.', int: 9, value:45} {index: 4, text: "Awesome Staff", notes:'Increases experience gain by 12%.', 3, value:65} {index: 5, text: "Red Staff", notes:'Increases experience gain by 15%.', int: 3, value:90} {index: 6, text: "Golden Staff", notes:'Increases experience gain by 18%.', int: 3, value:120} ] healer: [ {index: 0, text: "Training Sword", notes:'Training weapon.', str: 0, value:0} {index: 1, text: "Wooden Staff", classes:'weapon_1', notes:'Increases experience gain by 3%.', int: 3, value:20} {index: 2, text: "Gnarled Staff", classes:'weapon_2', notes:'Increases experience gain by 6%.', int: 3, value:30} {index: 3, text: "Steel Wand", classes:'weapon_3', notes:'Increases experience gain by 9%.', int: 9, value:45} {index: 4, text: "Awesome Staff", classes:'weapon_4', notes:'Increases experience gain by 12%.', 3, value:65} {index: 5, text: "Red Staff", classes:'weapon_5', notes:'Increases experience gain by 15%.', int: 3, value:90} {index: 6, text: "Golden Staff", classes:'weapon_6', notes:'Increases experience gain by 18%.', int: 3, value:120} ] items.armor = warrior: [ {index: 0, text: "Cloth Armor", notes:'Training armor.', def: 0, value:0} {index: 1, text: "Leather Armor", notes:'Decreases Health loss by 4%.', def: 4, value:30} {index: 2, text: "Chain Mail", notes:'Decreases Health loss by 6%.', def: 6, value:45} {index: 3, text: "Plate Mail", notes:'Decreases Health loss by 7%.', def: 7, value:65} {index: 4, text: "Red Armor", notes:'Decreases Health loss by 8%.', def: 8, value:90} {index: 5, text: "Golden Armor", notes:'Decreases Health loss by 10%.', def: 10, value:120} ] rogue: [ {index: 0, text: "Cloth Armor", notes:'Training armor.', def: 0, value:0} {index: 1, text: "Leather1", notes:'Decreases Health loss by 4%.', def: 4, value:30} {index: 2, text: "Leather2", notes:'Decreases Health loss by 6%.', def: 6, value:45} {index: 3, text: "Leather3", notes:'Decreases Health loss by 7%.', def: 7, value:65} {index: 4, text: "Leather4", notes:'Decreases Health loss by 8%.', def: 8, value:90} {index: 5, text: "Leather5", notes:'Decreases Health loss by 10%.', def: 10, value:120} ] wizard: [ {index: 0, text: "Cloth Armor", notes:'Training armor.', def: 0, value:0} {index: 1, text: "Robes1", notes:'Decreases Health loss by 4%.', def: 4, value:30} {index: 2, text: "Robes2", notes:'Decreases Health loss by 6%.', def: 6, value:45} {index: 3, text: "Robes3", notes:'Decreases Health loss by 7%.', def: 7, value:65} {index: 4, text: "Robes4", notes:'Decreases Health loss by 8%.', def: 8, value:90} {index: 5, text: "Robes5", notes:'Decreases Health loss by 10%.', def: 10, value:120} ] healer: [ {index: 0, text: "Cloth Armor", notes:'Training armor.', def: 0, value:0} {index: 1, text: "Robes1", notes:'Decreases Health loss by 4%.', def: 4, value:30} {index: 2, text: "Robes2", notes:'Decreases Health loss by 6%.', def: 6, value:45} {index: 3, text: "Robes3", notes:'Decreases Health loss by 7%.', def: 7, value:65} {index: 4, text: "Robes4", notes:'Decreases Health loss by 8%.', def: 8, value:90} {index: 5, text: "Robes5", notes:'Decreases Health loss by 10%.', def: 10, value:120} ] items.head = warrior: [ {index: 0, text: "No Helm", notes:'Training helm.', def: 0, value:0} {index: 1, text: "Leather Helm", notes:'Decreases Health loss by 2%.', def: 2, value:15} {index: 2, text: "Chain Coif", notes:'Decreases Health loss by 3%.', def: 3, value:25} {index: 3, text: "Plate Helm", notes:'Decreases Health loss by 4%.', def: 4, value:45} {index: 4, text: "Red Helm", notes:'Decreases Health loss by 5%.', def: 5, value:60} {index: 5, text: "Golden Helm", notes:'Decreases Health loss by 6%.', def: 6, value:80} ] rogue: [ {index: 0, text: "No Helm", notes:'Training helm.', def: 0, value:0} {index: 1, text: "Leather1", notes:'Decreases Health loss by 2%.', def: 2, value:15} {index: 2, text: "Leather2", notes:'Decreases Health loss by 3%.', def: 3, value:25} {index: 3, text: "Leather3", notes:'Decreases Health loss by 4%.', def: 4, value:45} {index: 4, text: "Leather4", notes:'Decreases Health loss by 5%.', def: 5, value:60} {index: 5, text: "Leather5", notes:'Decreases Health loss by 6%.', def: 6, value:80} ] wizard: [ {index: 0, text: "No Helm", notes:'Training helm.', defense: 0, value:0} {index: 1, text: "Wizard Hat 1", notes:'Decreases Health loss by 2%.', def: 2, value:15} {index: 2, text: "Wizard Hat 2", notes:'Decreases Health loss by 3%.', def: 3, value:25} {index: 3, text: "Wizard Hat 3", notes:'Decreases Health loss by 4%.', def: 4, value:45} {index: 4, text: "Wizard Hat 4", notes:'Decreases Health loss by 5%.', def: 5, value:60} {index: 5, text: "Wizard Hat 5", notes:'Decreases Health loss by 6%.', def: 6, value:80} ] healer: [ {index: 0, text: "No Helm", notes:'Training helm.', defense: 0, value:0} {index: 1, text: "Healer Hat 1", notes:'Decreases Health loss by 2%.', def: 2, value:15} {index: 2, text: "Healer Hat 2", notes:'Decreases Health loss by 3%.', def: 3, value:25} {index: 3, text: "Healer Hat 3", notes:'Decreases Health loss by 4%.', def: 4, value:45} {index: 4, text: "Healer Hat 4", notes:'Decreases Health loss by 5%.', def: 5, value:60} {index: 5, text: "Healer Hat 5", notes:'Decreases Health loss by 6%.', def: 6, value:80} ] items.shield = warrior: [ {index: 0, text: "No Shield", notes:'No Shield.', def: 0, value:0} {index: 1, text: "Wooden Shield", notes:'Decreases Health loss by 3%', def: 3, value:20} {index: 2, text: "Buckler", notes:'Decreases Health loss by 4%.', def: 4, value:35} {index: 3, text: "Reinforced Shield", notes:'Decreases Health loss by 5%.', def: 5, value:55} {index: 4, text: "Red Shield", notes:'Decreases Health loss by 7%.', def: 7, value:70} {index: 5, text: "Golden Shield", notes:'Decreases Health loss by 8%.', def: 8, value:90} ] rogue: [ {index: 0, text: "No Shield", notes:'No Shield.', def: 0, value:0} ] wizard: [ {index: 0, text: "No Shield", notes:'No Shield.', def: 0, value:0} ] healer: [ {index: 0, text: "No Shield", notes:'No Shield.', def: 0, value:0} {index: 1, text: "Healer Shield1", notes:'Decreases Health loss by 3%', def: 3, value:20} {index: 2, text: "Healer Sheild2", notes:'Decreases Health loss by 4%.', def: 4, value:35} {index: 3, text: "Healer Sheild3", notes:'Decreases Health loss by 5%.', def: 5, value:55} {index: 4, text: "Healer Sheild4", notes:'Decreases Health loss by 7%.', def: 7, value:70} {index: 5, text: "Healer Sheild5", notes:'Decreases Health loss by 8%.', def: 8, value:90} ] # we sometimes want item arrays above in reverse order, for backward lookups (you'll see later in the code) reversed = {} _.each ['weapon', 'armor', 'head', 'shield'], (type) -> reversed[type] = {} _.each ['warrior', 'rogue', 'healer', 'wizard'], (_class) -> reversed[type][_class] = items[type][_class].slice().reverse() # add "type" to each item, so we can reference that as "weapon" or "armor" in the html # Also add canOwn(), which we use when comparing if user is a backer or contributor - but defaulted to `return true` _.each items[type][_class], (item, i) -> _.defaults(item, {type, canOwn: (->true), classes: "#{type}_#{i}-#{_class}", str:0, int:0, per:0, def:0}) ### --------------------------------------------------------------- Potion & Re-roll TODO rename / remove re-roll? --------------------------------------------------------------- ### items.potion = type: 'potion', text: "Health Potion", notes: "Recover 15 Health (Instant Use)", value: 25, classes: 'potion' items.reroll = type: 'reroll', text: "Re-Roll", notes: "Resets your task values back to 0 (yellow). Useful when everything's red and it's hard to stay alive.", value:0 ### --------------------------------------------------------------- Spells --------------------------------------------------------------- Text, notes, and mana are obvious. The rest: * {target}: one of [task, self, party, user]. This is very important, because if the cast() function is expecting one thing and receives another, it will cause errors. `self` is used for self buffs, multi-task debuffs, AOEs (eg, meteor-shower), etc. Basically, use self for anything that's not [task, party, user] and is an instant-cast * {cast}: the fucntion that's run to perform the ability's action. This is pretty slick - because this is exported to the web, this function can be performed on the client and on the server. `user` param is self (needed for determining your own stats for effectiveness of cast), and `target` param is one of [task, party, user]. In the case of `self` spells, you act on `user` instead of `target`. You can trust these are the correct objects, as long as the `target` attr of the spell is correct. Take a look at habitrpg/src/models/user.js and habitrpg/src/models/task.js for what attributes are available on each model. Note `task.value` is its "redness". If party is passed in, it's an array of users, so you'll want to iterate over them like: `_.each(target,function(member){...})` Note, user.stats.mp is docked after automatically (it's appended to functions automatically down below in an _.each) ### items.spells = wizard: fireball: text: 'Burst of Flames' mana: 10 target: 'task' notes: 'With a crack, flames burst from your staff, scorching a task. You deal much higher damage to the task and gain additional xp.' cast: (user, target) -> target.value += user.stats.int + crit(user) lightning: text: 'Lightning Strike' mana: 15 target: 'task' notes: 'A bolt a lightning pierces through a task. There is a high chance of a critical hit.' cast: (user, target) -> target.value += user.stats.per*2 + crit(user) frost: text: 'Chilling Frost' mana: 35 target: 'party' notes: "Ice forms of the party's tasks, slowing them down and opening them up to more attacks. Your party gains a buff to xp.", cast: (user, target) -> ## lasts for 24 hours ## _.each target, (member) -> member.stats.buffs.exp = user.stats.int darkness: text: 'Shroud of Darkness' mana: 30 target: 'party' notes: "Unearthly shadows form and wisp around your party, concealing their presence. Under the shroud, your party can sneak up on tasks, dealing more critical hits.", cast: (user, target) -> ## lasts for 24 hours ## _.each target, (member) -> member.stats.buffs.crit = user.stats.per warrior: smash: text: 'Brutal Smash' mana: 10 target: 'task' notes: "You savagely hit a single task with all of your might, beating it into submission. The task's redness decreases." cast: (user, target) -> target.value -= user.stat.str defensiveStance: text: 'Defensive Stance' mana: 25 target: 'self' notes: "You take a moment to relax your body and enter a defensive stance to ready yourself for the tasks' next onslaught. Reduced damage from dailies at the end of the day." cast: (user, target) -> ## Only affects health loss at cron from dailies ## user.stats.buffs.con = user.stats.con/2 valorousPresence: text: 'Valorous Presence' mana: 20 target: 'party' notes: "Your presence emboldens the party. Their newfound courage gives them a boost of strength. Party members gain a buff to their STR." cast: (user, target) -> ## lasts 24 hours ## _.each target, (member) -> member.stats.buffs.str = user.stats.str/2 intimidate: text: 'Intimidating Gaze' mana: 15 target: 'party' notes: "Your gaze strikes fear into the hearts of your party's enemies. The party gains a moderate boost to defense." cast: (user, target) -> ## lasts 24 hours ## _.each target, (member) -> member.stats.buffs.con = user.stats.con/2 rogue: pickPocket: text: 'Pickpocket' mana: 10 target: 'task' notes: "Your nimble fingers run through the task's pockets and 'find' some treasures for yourself. You gain an increased gold bonus on the task and a higher chance of an item drop." cast: (user, target) -> user.stats.gp += user.stats.per * target.value backStab: text: 'Backstab' mana: 15 target: 'task' notes: "Without a sound, you sweep behind a task and stab it in the back. You deal higher damage to the stat, with a higher chance of a critical hit." cast: (user, target) -> target.value -= user.stats.str crit += user.stats.per*2 stealth: text: 'Tools of the Trade' mana: 20 target: 'party' notes: "You share your thievery tools with the party to aid them in 'acquiring' more gold. The party's gold bonus for tasks is buffed for a day." cast: (user, target) -> ## lasts 24 hours ## _.each target, (member) -> member.stats.buffs.gp = user.stats.per speedburst: text: 'Burst of Speed' mana: 25 target: 'party' notes: "You hurry your step and dance circles around your party's enemies. You assist your party, helping them do extra damage to a number of tasks equal to half your strength." cast: (user, target) -> # each party member gets this bonus to a number tasks == user.stats.str/2 # the effect lasts 24 hours, or when until the party member has used the effected number of tasks. whichever occurs sooner. # the 24 hour limit is to help prevent it stacking on a player who has been absent for a long time. _.each target, (member) -> member.stats.buffs.str = user.stats.str/2 healer: heal: text: 'Healing Light' mana: 15 target: 'self' notes: 'Light covers your body, healing your wounds. You gain a boost to your health.' cast: (user, target) -> target.stats.hp += user.stats.con brightness: text: 'Searing Brightness' mana: 15 target: 'self' notes: "You cast a burst of light that blinds all of your tasks. The redness of your tasks is reduced" cast: (user, target) -> target.value -= user.stats.int protectAura: text: 'Protective Aura' mana: 30 target: 'party' notes: "A magical aura surrounds your party members, protecting them from damage. Your party members gain a buff to their defense." cast: (user, target) -> ## lasts 24 hours ## _.each target, (member) -> member.stats.buffs.con = user.stats.con/2 heallAll: text: 'Blessing' mana: 25 target: 'party' notes: "Soothing light envelops your party and heals them of their injuries. Your party members gain a boost to their health." cast: (user, target) -> _.each target, (member) -> member.stats.hp += user.con/2 crit = (user) -> (Math.random() * user.stats.per + 1) # Intercept all spells to reduce user.stats.mp after casting the spell _.each items.spells, (spellClass) -> _.each spellClass, (spell, k) -> spell.name = k _cast = spell.cast spell.cast = (user, target) -> #return if spell.target and spell.target != (if target.type then 'task' else 'user') _cast(user,target) user.stats.mp = user.stats.mp - spell.mana ### --------------------------------------------------------------- Drops --------------------------------------------------------------- ### items.eggs = # value & other defaults set below Wolf: text: 'Wolf', adjective: 'loyal' TigerCub: text: 'Tiger Cub', mountText: 'Tiger', adjective: 'fierce' PandaCub: text: 'Panda Cub', mountText: 'Panda', adjective: 'gentle' LionCub: text: 'Lion Cub', mountText: 'Lion', adjective: 'regal' Fox: text: 'Fox', adjective: 'wily' FlyingPig: text: 'Flying Pig', adjective: 'whimsical' Dragon: text: 'Dragon', adjective: 'mighty' Cactus: text: 'Cactus', adjective: 'prickly' BearCub: text: 'Bear Cub', mountText: 'Bear', adjective: 'cuddly' #{text: 'Polar Bear Cub', name: 'PolarBearCub', value: 3} _.each items.eggs, (egg,k) -> _.defaults egg, value: 3 name: k notes: "Find a hatching potion to pour on this egg, and it will hatch into a #{egg.adjective} #{egg.text}." mountText: egg.text items.hatchingPotions = Base: value: 2, text: 'Base' White: value: 2, text: 'White' Desert: value: 2, text: 'Desert' Red: value: 3, text: 'Red' Shade: value: 3, text: 'Shade' Skeleton: value: 3, text: 'Skeleton' Zombie: value: 4, text: 'Zombie' CottonCandyPink: value: 4, text: 'Cotton Candy Pink' CottonCandyBlue: value: 4, text: 'Cotton Candy Blue' Golden: value: 5, text: 'Golden' _.each items.hatchingPotions, (pot,k) -> _.defaults pot, {name: k, value: 2, notes: "Pour this on an egg, and it will hatch as a #{pot.text} pet."} items.food = Meat: text: 'Meat', target: 'Base' Milk: text: 'Milk', target: 'White' Potatoe: text: 'Potato', target: 'Desert' Strawberry: text: 'Strawberry', target: 'Red' Chocolate: text: 'Chocolate', target: 'Shade' Fish: text: 'Fish', target: 'Skeleton' RottenMeat: text: 'Rotten Meat', target: 'Zombie' CottonCandyPink: text: 'Pink Cotton Candy', target: 'CottonCandyPink' CottonCandyBlue: text: 'Blue Cotton Candy', target: 'CottonCandyBlue' Honey: text: 'Honey', target: 'Golden' # FIXME what to do with these extra items? Should we add "targets" (plural) for food instead of singular, so we don't have awkward extras? #Cheese: text: 'Cheese', target: 'Golden' #Watermelon: text: 'Watermelon', target: 'Golden' #SeaWeed: text: 'SeaWeed', target: 'Golden' Saddle: text: 'Saddle', value: 5, notes: 'Instantly raises your pet into a mount.' _.each items.food, (food,k) -> _.defaults food, {value: 1, name: k, notes: "Feed this to a pet and it may grow into a sturdy steed."} ### --------------------------------------------------------------- Helper Functions --------------------------------------------------------------- ### module.exports.buyItem = (user, type) -> nextItem = if type is 'potion' then items.potion else _.find items[type][user.stats.class || 'warrior'].slice(~~user.items[type] + 1), ((i) -> i.canOwn user) return false if +user.stats.gp < +nextItem.value if nextItem.type is 'potion' user.stats.hp += 15; user.stats.hp = 50 if user.stats.hp > 50 else user.items[type] = ~~nextItem.index if +user.items.weapon >= 6 and +user.items.armor >= 5 and +user.items.head >= 5 and +user.items.shield >= 5 user.achievements.ultimateGear = true; user.stats.gp -= +nextItem.value true ### update store ### module.exports.updateStore = (user) -> changes = {} _.each ['weapon', 'armor', 'shield', 'head'], (type) -> # Find the first item that fits the "next" bill, from between current item and end of the list curr = user.items?[type] or 0 changes[type] = _.find(items[type][user.stats.class || 'warrior'].slice(curr+1), ((item) -> item.canOwn user)) or {hide:true} changes.potion = items.potion changes.reroll = items.reroll changes ### Gets an item, and caps max to the last item in its array ### module.exports.getItem = (type, index=0) -> # FIXME return items[type].warrior[1] # if they set their gear manually to something over what they can own, just set to 0 to avoid errors i = if (~~index > items[type].warrior.length - 1) then 0 else ~~index items[type].warrior[i] ### User's currently equiped item TODO this function is ugly, find a more elegant solution ### module.exports.equipped = (type, user) -> #FIXME handle contrib & backer # lastStandardItem = items[type].length - 3 # -1 for 0-based index, -2 for backer + contrib # if (item > lastStandardItem) and !items[type][item]?.canOwn({backer,contributor}) # # They entered a # above what's legal in the restore dialog, find first legit item. (we should do checking on the restore-save instead) # item = _.find(reversed[type], ((i) -> i.canOwn({backer, contributor}))).index # backer / contrib (they don't have gender) # return "#{type}_#{item}" if (item > lastStandardItem) # # Females have some special thing going on for their armor / helms # if (type in ['armor', 'head'] and pref.gender is 'f') # return "f_armor_#{item}_#{pref.armorSet}" if (item is 0 and type is 'armor') # return "f_head_#{item}_#{pref.armorSet}" if (item > 1 and type is 'head') # # return "#{pref.gender}_#{type}_#{item}" return "m_#{type}_#{item.items[type]}-#{user.stats.class}"