habitica/script/items.coffee

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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}
{index: 7, text: "Dark Souls Blade", classes:'weapon_7', notes:'Increases experience gain by 21%.', strength: 21, value:150}
]
armor: [
{index: 0, text: "Cloth Armor", classes: 'armor_0', notes:'Training armor.', defense: 0, value:0}
{index: 1, text: "Leather Armor", classes: 'armor_1', notes:'Decreases HP loss by 4%.', defense: 4, value:30}
{index: 2, text: "Chain Mail", classes: 'armor_2', notes:'Decreases HP loss by 6%.', defense: 6, value:45}
{index: 3, text: "Plate Mail", classes: 'armor_3', notes:'Decreases HP loss by 7%.', defense: 7, value:65}
{index: 4, text: "Red Armor", classes: 'armor_4', notes:'Decreases HP loss by 8%.', defense: 8, value:90}
{index: 5, text: "Golden Armor", classes: 'armor_5', notes:'Decreases HP loss by 10%.', defense: 10, value:120}
{index: 6, text: "Shade Armor", classes: 'armor_6', notes:'Decreases HP loss by 12%.', defense: 12, value:150}
]
head: [
{index: 0, text: "No Helm", classes: 'head_0', notes:'Training helm.', defense: 0, value:0}
{index: 1, text: "Leather Helm", classes: 'head_1', notes:'Decreases HP loss by 2%.', defense: 2, value:15}
{index: 2, text: "Chain Coif", classes: 'head_2', notes:'Decreases HP loss by 3%.', defense: 3, value:25}
{index: 3, text: "Plate Helm", classes: 'head_3', notes:'Decreases HP loss by 4%.', defense: 4, value:45}
{index: 4, text: "Red Helm", classes: 'head_4', notes:'Decreases HP loss by 5%.', defense: 5, value:60}
{index: 5, text: "Golden Helm", classes: 'head_5', notes:'Decreases HP loss by 6%.', defense: 6, value:80}
{index: 6, text: "Shade Helm", classes: 'head_6', notes:'Decreases HP loss by 7%.', defense: 7, value:100}
]
shield: [
{index: 0, text: "No Shield", classes: 'shield_0', notes:'No Shield.', defense: 0, value:0}
{index: 1, text: "Wooden Shield", classes: 'shield_1', notes:'Decreases HP loss by 3%', defense: 3, value:20}
{index: 2, text: "Buckler", classes: 'shield_2', notes:'Decreases HP loss by 4%.', defense: 4, value:35}
{index: 3, text: "Reinforced Shield", classes: 'shield_3', notes:'Decreases HP loss by 5%.', defense: 5, value:55}
{index: 4, text: "Red Shield", classes: 'shield_4', notes:'Decreases HP loss by 7%.', defense: 7, value:70}
{index: 5, text: "Golden Shield", classes: 'shield_5', notes:'Decreases HP loss by 8%.', defense: 8, value:90}
{index: 6, text: "Tormented Skull", classes: 'shield_6', notes:'Decreases HP loss by 9%.', defense: 9, value:120}
]
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potion: {type: 'potion', text: "Potion", notes: "Recover 15 HP (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 }
pets: [
{text: 'Wolf', name: 'Wolf', value: 3}
{text: 'Tiger Cub', name: 'TigerCub', value: 3}
#{text: 'Polar Bear Cub', name: 'PolarBearCub', value: 3} #commented out because there are no polarbear modifiers yet, special drop?
{text: 'Panda Cub', name: 'PandaCub', value: 3}
{text: 'Lion Cub', name: 'LionCub', value: 3}
{text: 'Fox', name: 'Fox', value: 3}
{text: 'Flying Pig', name: 'FlyingPig', value: 3}
{text: 'Dragon', name: 'Dragon', value: 3}
{text: 'Cactus', name: 'Cactus', value: 3}
{text: 'Bear Cub', name: 'BearCub', value: 3}
]
hatchingPotions: [
{text: 'Base', name: 'Base', notes: "Hatches your pet in it's base form.", value: 1}
{text: 'White', name: 'White', notes: 'Turns your animal into a White pet.', value: 2}
{text: 'Desert', name: 'Desert', notes: 'Turns your animal into a Desert pet.', value: 2}
{text: 'Red', name: 'Red', notes: 'Turns your animal into a Red pet.', value: 3}
{text: 'Shade', name: 'Shade', notes: 'Turns your animal into a Shade pet.', value: 3}
{text: 'Skeleton', name: 'Skeleton', notes: 'Turns your animal into a Skeleton.', value: 3}
{text: 'Zombie', name: 'Zombie', notes: 'Turns your animal into a Zombie.', value: 4}
{text: 'Cotton Candy Pink', name: 'CottonCandyPink', notes: 'Turns your animal into a Cotton Candy Pink pet.', value: 4}
{text: 'Cotton Candy Blue', name: 'CottonCandyBlue', notes: 'Turns your animal into a Cotton Candy Blue pet.', value: 4}
{text: 'Golden', name: 'Golden', notes: 'Turns your animal into a Golden pet.', value: 5}
]
# add "type" to each item, so we can reference that as "weapon" or "armor" in the html
_.each ['weapon', 'armor', 'head', 'shield'], (key) ->
_.each items[key], (item) -> item.type = key
_.each items.pets, (pet) -> pet.notes = 'Find a hatching potion to pour on this egg, and it will hatch into a loyal pet.'
_.each items.hatchingPotions, (hatchingPotion) -> hatchingPotion.notes = "Pour this on an egg, and it will hatch as a #{hatchingPotion.text} pet."
module.exports.buyItem = (user, type, options={}) ->
_.defaults options, {paths: {}}
nextItem =
if type is 'potion' then items.potion
else
i = (user.items[type] or 0) + 1
module.exports.getItem type, i
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
options.paths['stats.hp'] = true
else
user.items[type] = nextItem.index
options.paths["items.#{type}"] = true
user.stats.gp -= nextItem.value
options.paths['stats.gp'] = true
true
###
update store
###
module.exports.updateStore = (user) ->
changes = {}
_.each ['weapon', 'armor', 'shield', 'head'], (type) ->
i = parseInt(user.items?[type] || 0) + 1
showNext = true
if i is items[type].length - 1
if (type in ['armor', 'shield', 'head'])
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showNext = user.backer?.tier and user.backer.tier >= 45 # backer armor
else
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showNext = user.backer?.tier and user.backer.tier >= 70 # backer weapon
else if i is items[type].length
showNext = false
changes[type] = if showNext then items[type][i] else {hide:true}
return changes
###
Gets an itme, and caps max to the last item in its array
###
module.exports.getItem = (type, index=0) ->
i = if (~~index > items[type].length - 1) then items[type].length - 1 else ~~index
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items[type][i]