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junkCode.js
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//Updating monster hp
document.getElementById(monster.id).getElementsByClassName("hp")[0].innerHTML = monster.hp; //Inside attack function when monster lose hp
//Inside dynamic html to display hp
"<span class=\"hp\">" + monsters[i].hp + "</span>" + "/" + monsters[i].maxHp;
var monsterTypes = [
{
type: "weak",
displayName: "Weak",
//out of 100, should add upto 100
itemQualityChance: [
{
type: "Legendary",
chance: 1,
},
{
type: "Epic",
chance: 15,
},
{
type: "Rare",
chance: 50,
},
{
type: "Uncommon",
chance: 334,
},
{
type: "Common",
chance: 600,
}
]
},
{
type: "average",
displayName: "Average",
//out of 100, should add upto 100
itemQualityChance: [
{
type: "Legendary",
chance: 2,
},
{
type: "Epic",
chance: 28,
},
{
type: "Rare",
chance: 100,
},
{
type: "Uncommon",
chance: 400,
},
{
type: "Common",
chance: 470,
}
]
},
{
type: "strong",
displayName: "Strong",
//out of 100, should add upto 100
itemQualityChance: [
{
type: "Legendary",
chance: 3,
},
{
type: "Epic",
chance: 97,
},
{
type: "Rare",
chance: 200,
},
{
type: "Uncommon",
chance: 500,
},
{
type: "Common",
chance: 200,
}
]
},
{
type: "boss",
displayName: "Boss",
//out of 100, should add upto 100
itemQualityChance: [
{
type: "Legendary",
chance: 5,
},
{
type: "Epic",
chance: 145,
},
{
type: "Rare",
chance: 350,
},
{
type: "Uncommon",
chance: 400,
},
{
type: "Common",
chance: 100,
}
]
}
];
var itemTypes = [
{
type: "Weapon",
itemSubTypes: [
{
type: "Sword",
//Out of 10
strengthMultiplier: 7,
enduranceMultiplier: 6,
agilityMultiplier: 7,
dexterityMultiplier: 7,
wisdomMultiplier: 2,
intelligenceMultiplier: 1,
luckMultiplier: 0
},
{
type: "Dagger",
//Out of 10
strengthMultiplier: 4,
enduranceMultiplier: 2,
agilityMultiplier: 10,
dexterityMultiplier: 8,
wisdomMultiplier: 3,
intelligenceMultiplier: 3,
luckMultiplier: 0
},
{
type: "Axe",
//Out of 10
strengthMultiplier: 10,
enduranceMultiplier: 8,
agilityMultiplier: 4,
dexterityMultiplier: 4,
wisdomMultiplier: 2,
intelligenceMultiplier: 2,
luckMultiplier: 0
},
{
type: "Mace",
//Out of 10
strengthMultiplier: 5,
enduranceMultiplier: 5,
agilityMultiplier: 1,
dexterityMultiplier: 2,
wisdomMultiplier: 10,
intelligenceMultiplier: 6,
luckMultiplier: 0
},
{
type: "Fist",
//Out of 10
strengthMultiplier: 6,
enduranceMultiplier: 6,
agilityMultiplier: 5,
dexterityMultiplier: 5,
wisdomMultiplier: 2,
intelligenceMultiplier: 4,
luckMultiplier: 0
},
{
type: "Staff",
//Out of 10
strengthMultiplier: 2,
enduranceMultiplier: 3,
agilityMultiplier: 4,
dexterityMultiplier: 4,
wisdomMultiplier: 7,
intelligenceMultiplier: 10,
luckMultiplier: 0
},
{
type: "Bow",
//Out of 10
strengthMultiplier: 6,
enduranceMultiplier: 4,
agilityMultiplier: 5,
dexterityMultiplier: 10,
wisdomMultiplier: 2,
intelligenceMultiplier: 3,
luckMultiplier: 0
}
]
},
{
type: "Armor",
itemSubTypes: [
{
type: "Cloth Armor",
//Out of 10
strengthMultiplier: 1,
enduranceMultiplier: 1,
agilityMultiplier: 6,
dexterityMultiplier: 6,
wisdomMultiplier: 8,
intelligenceMultiplier: 8,
luckMultiplier: 0
},
{
type: "Leather Armor",
//Out of 10
strengthMultiplier: 3,
enduranceMultiplier: 3,
agilityMultiplier: 10,
dexterityMultiplier: 6,
wisdomMultiplier: 6,
intelligenceMultiplier: 2,
luckMultiplier: 0
},
{
type: "Medium Armor",
//Out of 10
strengthMultiplier: 5,
enduranceMultiplier: 5,
agilityMultiplier: 5,
dexterityMultiplier: 5,
wisdomMultiplier: 8,
intelligenceMultiplier: 2,
luckMultiplier: 0
},
{
type: "Heavy Armor",
//Out of 10
strengthMultiplier: 10,
enduranceMultiplier: 10,
agilityMultiplier: 2,
dexterityMultiplier: 2,
wisdomMultiplier: 5,
intelligenceMultiplier: 1,
luckMultiplier: 0
}
]
},
{
type: "Accessory",
itemSubTypes: [
{
type: "Ring",
//Out of 10
strengthMultiplier: 5,
enduranceMultiplier: 5,
agilityMultiplier: 5,
dexterityMultiplier: 5,
wisdomMultiplier: 5,
intelligenceMultiplier: 5,
luckMultiplier: 10
},
{
type: "Amulet",
//Out of 10
strengthMultiplier: 5,
enduranceMultiplier: 5,
agilityMultiplier: 5,
dexterityMultiplier: 5,
wisdomMultiplier: 5,
intelligenceMultiplier: 5,
luckMultiplier: 10
},
{
type: "Talisman",
//Out of 10
strengthMultiplier: 5,
enduranceMultiplier: 5,
agilityMultiplier: 5,
dexterityMultiplier: 5,
wisdomMultiplier: 5,
intelligenceMultiplier: 5,
luckMultiplier: 10
}
]
},
{
type: "OffHand",
itemSubTypes: [
{
type: "Shield",
//Out of 10
strengthMultiplier: 7,
enduranceMultiplier: 10,
agilityMultiplier: 3,
dexterityMultiplier: 5,
wisdomMultiplier: 2,
intelligenceMultiplier: 2,
luckMultiplier: 0
},
{
type: "Book",
//Out of 10
strengthMultiplier: 2,
enduranceMultiplier: 3,
agilityMultiplier: 6,
dexterityMultiplier: 3,
wisdomMultiplier: 10,
intelligenceMultiplier: 6,
luckMultiplier: 0
},
{
type: "OffHandDagger",
//Out of 10
strengthMultiplier: 3,
enduranceMultiplier: 3,
agilityMultiplier: 10,
dexterityMultiplier: 5,
wisdomMultiplier: 5,
intelligenceMultiplier: 4,
luckMultiplier: 0
},
{
type: "ThrowingWeapon",
//Out of 10
strengthMultiplier: 6,
enduranceMultiplier: 2,
agilityMultiplier: 5,
dexterityMultiplier: 10,
wisdomMultiplier: 3,
intelligenceMultiplier: 4,
luckMultiplier: 0
},
{
type: "OffHandOrb",
//Out of 10
strengthMultiplier: 2,
enduranceMultiplier: 4,
agilityMultiplier: 4,
dexterityMultiplier: 5,
wisdomMultiplier: 5,
intelligenceMultiplier: 10,
luckMultiplier: 0
}
]
}
];
var itemQualities = [
{
type: "Legendary",
qualityMultiplier: 10,
color: "purple"
},
{
type: "Epic",
qualityMultiplier: 6,
color: "orange"
},
{
type: "Rare",
qualityMultiplier: 4,
color: "blue"
},
{
type: "Uncommon",
qualityMultiplier: 2,
color: "green"
},
{
type: "Common",
qualityMultiplier: 1,
color: "black"
}
];
//TEST TEST TEST TEST :)
function monsterItemDrop(monster) {
//Testing a possible way for an option like "destroy common items on drop" which would simply work like player.destroyCommon === false ( it would be set "true") then do nothing... -_- put it after the code gets actual info on item quality...
if (playerInventory.length <= player.inventory()) {
var currentDate = new Date();
var monsterType = getMonsterType(monster);
//Get Item Information
var randomItemQuality = Math.floor(Math.random() * (1000 - 1) + 1); //Random item quality
var itemQuality = getItemQuality(randomItemQuality, monsterType);
if (typeof itemQuality !== "undefined") {
if (checkBoxCommon === false && itemQuality.type === "Common" || checkBoxUncommon === false && itemQuality.type === "Uncommon" || checkBoxRare === false && itemQuality.type === "Rare" || checkBoxEpic === false && itemQuality.type === "Epic" || itemQuality.type === "Legendary") {
var itemType = itemTypes[Math.floor(Math.random() * itemTypes.length)]; //This code gets a random item from the item array.
var itemType2 = itemType.type;
var itemSubType = itemType.itemSubTypes[Math.floor(Math.random() * itemType.itemSubTypes.length)]; //This gets a random item sub type from the subType array.
var stats = {
strength: null,
endurance: null,
agility: null,
dexterity: null,
wisdom: null,
intelligence: null,
luck: null
};
for (var stat in stats) {
if (stats.hasOwnProperty(stat)) {
var randomStat = Math.floor(Math.random() * ((monster.level + 2) - monster.level + 1) + monster.level);
var multiplier = randomStat * itemQuality.qualityMultiplier;
//Calculate each stat
stats[stat] = Math.floor(multiplier * itemSubType[stat + "Multiplier"] / 10);
stats[stat] = Math.floor(Math.random() * ((stats[stat] * 2)) - stats[stat] / 10 + stats[stat]);
}
};
//Value of an item, all stats multiplied by item quality multiplier(better quality item = more gold)
var itemValue = (stats.strength + stats.endurance + stats.agility + stats.dexterity + stats.wisdom + stats.intelligence + stats.luck); // * itemQuality.qualityMultiplier
var weaponId = currentDate.getTime();
var newItem = {
id: weaponId,
strength: stats.strength,
endurance: stats.endurance,
agility: stats.agility,
dexterity: stats.dexterity,
wisdom: stats.wisdom,
intelligence: stats.intelligence,
luck: stats.luck,
itemType: itemSubType.type,
itemType2: itemType,
itemQuality: itemQuality.type,
color: itemQuality.color,
isEquipped: false,
value: itemValue
};
playerInventory.push(newItem);
CreateInventoryWeaponHtml();
Log("<span style=\"color:orange\">You found an item! </span>");
}
} else {
Log("<span style=\"color:orange\">Inventory full! </span>");
}
}
}
//New Drop function monster type<group>
function getMonsterType(monster) {
var monsterType = monsterTypes.filter(function(obj) {
return obj.type === monster.type;
})[0]; //Doing [0] because it returns an array, but since we know it has only 1 object, we can use 0.
return monsterType;
}
function getItemQuality(randomItemQuality, monsterType) {
var itemQuality;
var chance = 0;
for (var i = 0; i < monsterType.itemQualityChance.length; i++) {
//This is used to add up the previous quality chance to the next because all of them have to add up to 100. They are inclusive, not exclusive.
chance = monsterType.itemQualityChance[i].chance;
if (randomItemQuality <= chance * player.dropRate()) {
itemQuality = itemQualities.filter(function(obj) {
return obj.type === monsterType.itemQualityChance[i].type;
})[0];
break;
}
}
return itemQuality;
}