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_ = require ' lodash '
items = module.exports.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 }
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{ index: 7 , text: " Dark Souls Blade " , classes : ' weapon_7 ' , notes : ' Increases experience gain by 21%. ' , strength: 21 , value : 150 , canOwn: ( (u)-> + u . backer ? . tier >= 70 ) }
{ index: 8 , text: " Crystal Blade " , classes : ' weapon_8 ' , notes : ' Increases experience gain by 24%. ' , strength: 24 , value : 170 , canOwn: ( (u)-> + u . contributor ? . level >= 4 ) }
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]
armor: [
{ 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 Health loss by 4%. ' , defense: 4 , value : 30 }
{ index: 2 , text: " Chain Mail " , classes: ' armor_2 ' , notes : ' Decreases Health loss by 6%. ' , defense: 6 , value : 45 }
{ index: 3 , text: " Plate Mail " , classes: ' armor_3 ' , notes : ' Decreases Health loss by 7%. ' , defense: 7 , value : 65 }
{ index: 4 , text: " Red Armor " , classes: ' armor_4 ' , notes : ' Decreases Health loss by 8%. ' , defense: 8 , value : 90 }
{ index: 5 , text: " Golden Armor " , classes: ' armor_5 ' , notes : ' Decreases Health loss by 10%. ' , defense: 10 , value : 120 }
{ index: 6 , text: " Shade Armor " , classes: ' armor_6 ' , notes : ' Decreases Health loss by 12%. ' , defense: 12 , value : 150 , canOwn: ( (u)-> + u . backer ? . tier >= 45 ) }
{ index: 7 , text: " Crystal Armor " , classes: ' armor_7 ' , notes : ' Decreases Health loss by 14%. ' , defense: 14 , value : 170 , canOwn: ( (u)-> + u . contributor ? . level >= 2 ) }
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]
head: [
{ 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 Health loss by 2%. ' , defense: 2 , value : 15 }
{ index: 2 , text: " Chain Coif " , classes: ' head_2 ' , notes : ' Decreases Health loss by 3%. ' , defense: 3 , value : 25 }
{ index: 3 , text: " Plate Helm " , classes: ' head_3 ' , notes : ' Decreases Health loss by 4%. ' , defense: 4 , value : 45 }
{ index: 4 , text: " Red Helm " , classes: ' head_4 ' , notes : ' Decreases Health loss by 5%. ' , defense: 5 , value : 60 }
{ index: 5 , text: " Golden Helm " , classes: ' head_5 ' , notes : ' Decreases Health loss by 6%. ' , defense: 6 , value : 80 }
{ index: 6 , text: " Shade Helm " , classes: ' head_6 ' , notes : ' Decreases Health loss by 7%. ' , defense: 7 , value : 100 , canOwn: ( (u)-> + u . backer ? . tier >= 45 ) }
{ index: 7 , text: " Crystal Helm " , classes: ' head_7 ' , notes : ' Decreases Health loss by 8%. ' , defense: 8 , value : 120 , canOwn: ( (u)-> + u . contributor ? . level >= 3 ) }
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]
shield: [
{ 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 Health loss by 3% ' , defense: 3 , value : 20 }
{ index: 2 , text: " Buckler " , classes: ' shield_2 ' , notes : ' Decreases Health loss by 4%. ' , defense: 4 , value : 35 }
{ index: 3 , text: " Reinforced Shield " , classes: ' shield_3 ' , notes : ' Decreases Health loss by 5%. ' , defense: 5 , value : 55 }
{ index: 4 , text: " Red Shield " , classes: ' shield_4 ' , notes : ' Decreases Health loss by 7%. ' , defense: 7 , value : 70 }
{ index: 5 , text: " Golden Shield " , classes: ' shield_5 ' , notes : ' Decreases Health loss by 8%. ' , defense: 8 , value : 90 }
{ index: 6 , text: " Tormented Skull " , classes: ' shield_6 ' , notes : ' Decreases Health loss by 9%. ' , defense: 9 , value : 120 , canOwn: ( (u)-> + u . backer ? . tier >= 45 ) }
{ index: 7 , text: " Crystal Shield " , classes: ' shield_7 ' , notes : ' Decreases Health loss by 10%. ' , defense: 10 , value : 150 , canOwn: ( (u)-> + u . contributor ? . level >= 5 ) }
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]
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potion:
type: ' potion ' , text: " Health Potion " , notes: " Recover 15 Health (Instant Use) " , 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
# ##
Spell definitions . 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)
# ##
spells:
wizard:
fireball:
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text: ' Burst of Flames '
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mana: 10
target: ' task '
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notes: ' With a crack, flames burst from your staff, scorching a task. You deal much higher damage to the task and gain additional xp. '
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cast: (user, target) ->
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target . value += user . stats . int + crit ( user )
lightning:
text: ' Lightning Strike '
mana: 15
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target: ' task '
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notes: ' A bolt a lightning pierces through a task. There is a high chance of a critical hit. '
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cast: (user, target) ->
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crit += user . stats . per * 2
frost:
text: ' Chilling Frost '
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mana: 35
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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) ->
party.stats.buff.exp = user . stats . int
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## lasts for 24 hours ##
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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. " ,
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cast: (user, target) ->
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party.stats.buff.crit = user . stats . per
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## lasts for 24 hours ##
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warrior:
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smash:
text: ' Brutal Smash '
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mana: 10
target: ' task '
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notes: " You savagely hit a single task with all of your might, beating it into submission. The task ' s redness decreases. "
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cast: (user, target) ->
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target . redness -= user . stat . str
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defensiveStance:
text: ' Defensive Stance '
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mana: 25
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target: ' self '
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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. "
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cast: (user, target) ->
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user.stats.buff.con = user . stats . con / 2
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## Only affects health loss at cron from dailies ##
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valorousPresence:
text: ' Valorous Presence '
mana: 20
target: ' party '
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notes: " Your presence emboldens the party. Their newfound courage gives them a boost of strength. Party members gain a buff to their STR. "
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cast: (user, target) ->
party.stats.buff.str = user . stats . str / 2
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## lasts 24 hours ##
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intimidate
text: ' Intimidating Gaze '
mana: 15
target: ' party '
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notes: " Your gaze strikes fear into the hearts of your party ' s enemies. The party gains a moderate boost to defense. "
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cast: (user, target) ->
party.stats.buff.con = user . stats . con / 2
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## lasts 24 hours ##
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rogue:
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pickPocket:
text: ' Pickpocket '
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mana: 10
target: ' task '
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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. "
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cast: (user, target) ->
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task . gp += user . stats . per
backStab:
text: ' Backstab '
mana: 15
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target: ' task '
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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. "
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cast: (user, target) ->
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task . redness -= user . stats . str
crit += user . stats . per * 2
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stealth:
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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) ->
party.stats.buff.gp = user . stats . per
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## lasts 24 hours ##
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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. "
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cast: (user, target) ->
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party.stats.buff.str = user . stats . str / 2
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## 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.
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healer:
heal:
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text: ' Healing Light '
mana: 15
target: ' self '
notes: ' Light covers your body, healing your wounds. You gain a boost to your health. '
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cast: (user, target) ->
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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 . redness -= user . stats . int
protectAura:
text: ' Protective Aura '
mana: 30
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target: ' party '
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notes: " A magical aura surrounds your party members, protecting them from damage. Your party members gain a buff to their defense. "
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cast: (user, target) ->
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party.stats.buff.con = user . stats . con / 2
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## lasts 24 hours ##
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heallAll:
text: ' Blessing '
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mana: 25
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target: ' party '
notes: " Soothing light envelops your party and heals them of their injuries. Your party members gain a boost to their health. "
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cast: (user, target) ->
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party . stats . hp += user . con / 2 )
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eggs:
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# value & other defaults set below
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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 '
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#{text: 'Polar Bear Cub', name: 'PolarBearCub', value: 3}
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hatchingPotions:
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Base: value: 2 , text: ' Base '
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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 '
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food:
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Meat: text: ' Meat ' , target: ' Base '
Milk: text: ' Milk ' , target: ' White '
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Potatoe: text: ' Potato ' , target: ' Desert '
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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. '
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crit = (user) -> ( Math . random ( ) * user . stats . per + 1 )
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# we sometimes want item arrays above in reverse order, for backward lookups (you'll see later in the code)
reversed = { }
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_ . each [ ' weapon ' , ' armor ' , ' head ' , ' shield ' ] , (type) ->
reversed [ type ] = items [ type ] . 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 ] , (item) -> _ . defaults ( item , { type , canOwn: -> true } )
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_ . each items . eggs , (egg,k) ->
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_ . defaults egg ,
value: 3
name: k
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notes: " Find a hatching potion to pour on this egg, and it will hatch into a #{ egg . adjective } #{ egg . text } . "
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mountText: egg . text
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_ . each items . hatchingPotions , (pot,k) ->
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_ . defaults pot , { name: k , value: 2 , notes: " Pour this on an egg, and it will hatch as a #{ pot . text } pet. " }
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_ . each items . food , (food,k) ->
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_ . defaults food , { value: 1 , name: k , notes: " Feed this to a pet and it may grow into a sturdy steed. " }
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# 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
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module.exports.buyItem = (user, type) ->
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nextItem =
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if type is ' potion ' then items . potion
else _ . find items [ type ] . slice ( ~ ~ user . items [ type ] + 1 ) , ( (i) -> i . canOwn user )
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return false if + user . stats . gp < + nextItem . value
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if nextItem . type is ' potion '
user . stats . hp += 15 ;
user.stats.hp = 50 if user . stats . hp > 50
else
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user . items [ type ] = ~ ~ nextItem . index
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if + user . items . weapon >= 6 and + user . items . armor >= 5 and + user . items . head >= 5 and + user . items . shield >= 5
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user.achievements.ultimateGear = true ;
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user . stats . gp -= + nextItem . value
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true
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# ##
update store
# ##
module.exports.updateStore = (user) ->
changes = { }
_ . each [ ' weapon ' , ' armor ' , ' shield ' , ' head ' ] , (type) ->
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# 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 ] . slice ( curr + 1 ) , ( (item) -> item . canOwn user ) ) or { hide : true }
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changes.potion = items . potion
changes.reroll = items . reroll
changes
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# ##
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Gets an item , and caps max to the last item in its array
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# ##
module.exports.getItem = (type, index=0) ->
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# 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 ] . length - 1 ) then 0 else ~ ~ index
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items [ type ] [ i ]
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# ##
User ' s currently equiped item
TODO this function is ugly , find a more elegant solution
# ##
module.exports.equipped = (type, item=0, pref={gender:'m', armorSet:'v1'}, backer={}, contributor={}) ->
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 )
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# # 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}"
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return " m_ #{ type } _ #{ item } "