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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 }
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{ index: 3 , text: " Reinforced Shield " , classes: ' shield_3 ' , notes : ' Decreases HP loss by 5%. ' , defense: 5 , value : 55 }
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{ 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 ' }
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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
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_ . each items . pets , (pet) -> pet.notes = ' Find a hatching potion to pour on this egg, and it will hatch into a loyal pet. '
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_ . each items . hatchingPotions , (hatchingPotion) -> hatchingPotion.notes = " Pour this on an egg, and it will hatch as a #{ hatchingPotion . text } pet. "
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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
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# ##
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
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else
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showNext = user . backer ? . tier and user . backer . tier >= 70 # backer weapon
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else if i is items [ type ] . length
showNext = false
changes [ type ] = if showNext then items [ type ] [ i ] else { hide : true }
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return changes
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# ##
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 ]