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add multiplier functionality to task scoring
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3 changed files with 16 additions and 15 deletions
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@ -10,11 +10,11 @@ module.exports.tnl = (level) ->
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{weaponStrength) weapon strength
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{level} current user level
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###
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module.exports.expModifier = (value, weaponStrength, level) ->
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levelModifier = (level-1) * MODIFIER
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weaponModifier = weaponStrength / 100
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strength = 1 + weaponModifier + levelModifier
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return value * strength
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module.exports.expModifier = (value, weaponStrength, level, multiplier=1) ->
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levelModifier = (level-1) * MODIFIER
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weaponModifier = weaponStrength / 100
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strength = 1 + weaponModifier + levelModifier
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return value * strength * multiplier
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###
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Calculates HP modification based on level and armor defence
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@ -23,17 +23,17 @@ module.exports.expModifier = (value, weaponStrength, level) ->
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{helmDefense} defense from helm
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{level} current user level
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###
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module.exports.hpModifier = (value, armorDefense, helmDefense, shieldDefense, level) ->
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levelModifier = (level-1) * MODIFIER
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armorModifier = (armorDefense + helmDefense + shieldDefense) / 100
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defense = 1 - levelModifier + armorModifier
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return value * defense
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module.exports.hpModifier = (value, armorDefense, helmDefense, shieldDefense, level, multiplier=1) ->
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levelModifier = (level-1) * MODIFIER
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armorModifier = (armorDefense + helmDefense + shieldDefense) / 100
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defense = 1 - levelModifier + armorModifier
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return value * defense * multiplier
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###
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Future use
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###
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module.exports.gpModifier = (value, modifier) ->
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return value * modifier
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module.exports.gpModifier = (value, modifier, multiplier=1) ->
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return value * modifier * multiplier
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###
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Calculates the next task.value based on direction
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@ -28,6 +28,7 @@ score = (model, taskId, direction, times, batch, cron) ->
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taskPath = "tasks.#{taskId}"
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taskObj = obj.tasks[taskId]
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{type, value} = taskObj
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multiplier = if taskObj.multiplier then parseInt(taskObj.multiplier) else 1
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# If they're trying to purhcase a too-expensive reward, confirm they want to take a hit for it
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if taskObj.value > obj.stats.gp and taskObj.type is 'reward'
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@ -51,7 +52,7 @@ score = (model, taskId, direction, times, batch, cron) ->
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addPoints = ->
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level = user.get('stats.lvl')
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weaponStrength = items.items.weapon[user.get('items.weapon')].strength
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modified = algos.expModifier(delta,weaponStrength,level)
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modified = algos.expModifier(delta,weaponStrength,level, multiplier)
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exp += modified*10
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gp += delta
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@ -60,7 +61,7 @@ score = (model, taskId, direction, times, batch, cron) ->
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armorDefense = items.items.armor[user.get('items.armor')].defense
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helmDefense = items.items.head[user.get('items.head')].defense
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shieldDefense = items.items.shield[user.get('items.shield')].defense
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modified = algos.hpModifier(delta,armorDefense,helmDefense,shieldDefense,level)
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modified = algos.hpModifier(delta,armorDefense,helmDefense,shieldDefense,level, multiplier)
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hp += modified
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switch type
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@ -214,7 +214,7 @@
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<a x-bind="click:tasksToggleAdvanced">Advanced</a>
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<div class="control-group btn-group priority-multiplier hide advanced" data-id="{{:task.id}}">
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<label>Multiplier <a href="https://trello.com/card/priority-multiplier/50e5d3684fe3a7266b0036d6/17" target="_blank"><i class='icon-question-sign'></i></a></label>
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<button type="button" class="btn btn-info {#if equal(:task.multiplier,1)}active{/}" data-multiplier='1' x-bind=click:tasksSetMultiplier>1</button>
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<button type="button" class="btn btn-info {#if equal(:task.multiplier,1)}active{/}{#unless :task.multiplier}active{/}" data-multiplier='1' x-bind=click:tasksSetMultiplier>1</button>
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<button type="button" class="btn btn-info {#if equal(:task.multiplier,2)}active{/}" data-multiplier='2' x-bind=click:tasksSetMultiplier>2</button>
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<button type="button" class="btn btn-info {#if equal(:task.multiplier,3)}active{/}" data-multiplier='3' x-bind=click:tasksSetMultiplier>3</button>
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</div>
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