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_ = require ' underscore '
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items = module.exports.items =
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weapon: [
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{ index: 0 , text: " Training Sword " , classes: " weapon_0 " , notes : ' Training weapon. ' , modifier: 0.01 , value : 0 }
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{ index: 1 , text: " Sword " , classes : ' weapon_1 ' , notes : ' Increases experience gain by 3%. ' , modifier: 0.03 , value : 20 }
{ index: 2 , text: " Axe " , classes : ' weapon_2 ' , notes : ' Increases experience gain by 6%. ' , modifier: 0.06 , value : 30 }
{ index: 3 , text: " Morningstar " , classes : ' weapon_3 ' , notes : ' Increases experience gain by 9%. ' , modifier: 0.09 , value : 45 }
{ index: 4 , text: " Blue Sword " , classes : ' weapon_4 ' , notes : ' Increases experience gain by 12%. ' , modifier: 0.12 , value : 65 }
{ index: 5 , text: " Red Sword " , classes : ' weapon_5 ' , notes : ' Increases experience gain by 15%. ' , modifier: 0.15 , value : 90 }
{ index: 6 , text: " Golden Sword " , classes : ' weapon_6 ' , notes : ' Increases experience gain by 18%. ' , modifier: 0.18 , value : 120 }
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]
armor: [
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{ index: 0 , text: " Cloth Armor " , classes: ' armor_0 ' , notes : ' Training armor. ' , modifier: 0.01 , value : 0 }
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{ index: 1 , text: " Leather Armor " , classes: ' armor_1 ' , notes : ' Decreases HP loss by 2%. ' , modifier: 0.02 , value : 30 }
{ index: 2 , text: " Chain Mail " , classes: ' armor_2 ' , notes : ' Decreases HP loss by 3%. ' , modifier: 0.03 , value : 45 }
{ index: 3 , text: " Plate Mail " , classes: ' armor_3 ' , notes : ' Decreases HP loss by 4%. ' , modifier: 0.04 , value : 65 }
{ index: 4 , text: " Red Armor " , classes: ' armor_4 ' , notes : ' Decreases HP loss by 5%. ' , modifier: 0.05 , value : 90 }
{ index: 5 , text: " Golden Armor " , classes: ' armor_5 ' , notes : ' Decreases HP loss by 6%. ' , modifier: 0.06 , value : 120 }
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]
head: [
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{ index: 0 , text: " No Helm " , classes: ' head_0 ' , notes : ' Training helm. ' , modifier: 0.01 , value : 0 }
{ index: 1 , text: " Leather Helm " , classes: ' head_1 ' , notes : ' Decreases HP loss by 2%. ' , modifier: 0.02 , value : 30 }
{ index: 2 , text: " Chain Coif " , classes: ' head_2 ' , notes : ' Decreases HP loss by 3%. ' , modifier: 0.03 , value : 45 }
{ index: 3 , text: " Plate Helm " , classes: ' head_3 ' , notes : ' Decreases HP loss by 4%. ' , modifier: 0.04 , value : 65 }
{ index: 4 , text: " Red Helm " , classes: ' head_4 ' , notes : ' Decreases HP loss by 5%. ' , modifier: 0.05 , value : 90 }
{ index: 5 , text: " Golden Helm " , classes: ' head_5 ' , notes : ' Decreases HP loss by 6%. ' , modifier: 0.06 , value : 120 }
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]
shield: [
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{ index: 0 , text: " Wooden Shield " , classes: ' shield_0 ' , notes : ' Training shield. ' , modifier: 0.01 , value : 0 }
{ index: 1 , text: " Buckler " , classes: ' shield_1 ' , notes : ' Decreases HP loss by 2%. ' , modifier: 0.02 , value : 30 }
{ index: 2 , text: " Enforced Shield " , classes: ' shield_2 ' , notes : ' Decreases HP loss by 3%. ' , modifier: 0.3 , value : 45 }
{ index: 3 , text: " Red Shield " , classes: ' shield_3 ' , notes : ' Decreases HP loss by 4%. ' , modifier: 0.04 , value : 65 }
{ index: 4 , text: " Golden Shield " , classes: ' shield_4 ' , notes : ' Decreases HP loss by 5%. ' , modifier: 0.05 , value : 90 }
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]
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potion: { type: ' potion ' , text: " Potion " , notes: " Recover 15 HP " , value: 25 , classes: ' potion ' }
reroll: { type: ' reroll ' , text: " Re-Roll " , classes: ' reroll ' , notes: " Resets your tasks. When you ' re struggling and everything ' s red, use for a clean slate. " , value : 0 }
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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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_ . each [ ' weapon ' , ' armor ' , ' head ' , ' shield ' ] , (key) ->
_ . each items [ key ] , (item) -> item.type = key
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# ##
view exports
# ##
module.exports.view = (view) ->
view . fn ' equipped ' , (user, type) ->
{ gender , armorSet } = user ? . preferences || { ' m ' , ' v1 ' }
if type == ' armor '
armor = user ? . items ? . armor || 0
if gender == ' f '
return if ( parseInt ( armor ) == 0 ) then " f_armor_ #{ armor } _ #{ armorSet } " else " f_armor_ #{ armor } "
else
return " m_armor_ #{ armor } "
else if type == ' head '
head = user ? . items ? . head || 0
if gender == ' f '
return if ( parseInt ( head ) > 1 ) then " f_head_ #{ head } _ #{ armorSet } " else " f_head_ #{ head } "
else
return " m_head_ #{ head } "
# ##
server exports
# ##
module.exports.server = (model) ->
updateStore ( model )
# ##
app exports
# ##
module.exports.app = (appExports, model) ->
user = model . at ' _user '
appExports.buyItem = (e, el, next) ->
user = model . at ' _user '
#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 . get ' stats.gp '
[ type , value , index ] = [ $ ( el ) . attr ( ' data-type ' ) , $ ( el ) . attr ( ' data-value ' ) , $ ( el ) . attr ( ' data-index ' ) ]
return if gp < value
user . set ' stats.gp ' , gp - value
if type == ' weapon '
user . set ' items.weapon ' , index
updateStore model
else if type == ' armor '
user . set ' items.armor ' , index
updateStore model
else if type == ' head '
user . set ' items.head ' , index
updateStore model
else if type == ' shield '
user . set ' items.shield ' , index
updateStore model
else if type == ' potion '
hp = user . get ' stats.hp '
hp += 15
hp = 50 if hp > 50
user . set ' stats.hp ' , hp
user . on ' set ' , ' flags.itemsEnabled ' , (captures, args) ->
return unless captures == true
console . log " IH "
html = """
< div class = ' item-store-popover ' >
< img src = ' /img/BrowserQuest/chest.png ' / >
Congratulations , you have unlocked the Item Store ! You can now buy weapons , armor , potions , etc . Read each item ' s comment for more information.
< a href = ' # ' onClick = " $( ' ul.items ' ).popover( ' hide ' );return false; " > [ Close ] < / a >
< / div >
"""
$ ( ' ul.items ' ) . popover
title: " Item Store Unlocked "
placement: ' left '
trigger: ' manual '
html: true
content: html
$ ( ' ul.items ' ) . popover ' show '
# ##
update store
# ##
module.exports.updateStore = updateStore = (model) ->
obj = model . get ( ' _user ' )
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_ . each [ ' weapon ' , ' armor ' , ' shield ' , ' head ' ] , (type) ->
i = parseInt ( obj ? . items ? [ type ] || 0 ) + 1
nextItem = if ( i == _ . size items [ type ] ) then { hide : true } else items [ type ] [ i ]
model . set " _view.items. #{ type } " , nextItem
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model . set ' _view.items.potion ' , items . potion
model . set ' _view.items.reroll ' , items . reroll
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