Files
andors-trail/AndorsTrailEdit/Editor_Item.js
oskar.wiksten 2e7b49c2b4 Fixed monster info HP bug (issue 117) - thanks Scott Lund.
Added items for v0.6.10, changed stats for a lot of items.
Smaller changes to maps in preparation for v0.6.10.
Added selftests to find items and droplists that are not used.

git-svn-id: https://andors-trail.googlecode.com/svn/trunk@147 08aca716-68be-ccc6-4d58-36f5abd142ac
2011-08-30 20:58:51 +00:00

158 lines
6.0 KiB
JavaScript

function sgn(v) {
if (v < 0) return -1;
else if (v > 0) return 1;
else return 0;
}
function createItemEditor(obj) {
var div = $( "#templates #editItem" ).clone();
applyCommonEditorBindings(div, obj, model.items);
checkboxHidesElement(div.find('#hasEquipEffect'), div.find('#hasEquipEffectDisplay'), obj.hasEquipEffect);
checkboxHidesElement(div.find('#hasUseEffect'), div.find('#hasUseEffectDisplay'), obj.hasUseEffect);
checkboxHidesElement(div.find('#equip_hasCritical'), div.find('#equip_hasCriticalDisplay'), obj.equip_criticalChance || obj.equip_criticalMultiplier);
checkboxHidesElement(div.find('#hasHitEffect'), div.find('#hasHitEffectDisplay'), obj.hasHitEffect);
checkboxHidesElement(div.find('#hasKillEffect'), div.find('#hasKillEffectDisplay'), obj.hasKillEffect);
imageSelector.imageify(div.find('#itemimage'), div.find('#iconID'), 'items');
var createNewCondition = function() { return { chance: 100, magnitude: 1 }; }
if (!obj.equip_conditions) obj.equip_conditions = [];
if (!obj.use_conditionsSource) obj.use_conditionsSource = [];
if (!obj.hit_conditionsSource) obj.hit_conditionsSource = [];
if (!obj.hit_conditionsTarget) obj.hit_conditionsTarget = [];
if (!obj.kill_conditionsSource) obj.kill_conditionsSource = [];
var setupEditor = function(div) {
bindFieldToDataStore( $( "#condition", div ), model.actorConditions);
}
applyTableEditor({
table: $( "#equip_conditions", div ),
dialog: equipConditionsDialog,
array: obj.equip_conditions,
templateFunction: createNewCondition,
editorSetup: setupEditor
});
applyTableEditor({
table: $( "#use_conditionsSource", div ),
dialog: onHitConditionsDialog,
array: obj.use_conditionsSource,
templateFunction: createNewCondition,
editorSetup: setupEditor
});
applyTableEditor({
table: $( "#hit_conditionsSource", div ),
dialog: onHitConditionsDialog,
array: obj.hit_conditionsSource,
templateFunction: createNewCondition,
editorSetup: setupEditor
});
applyTableEditor({
table: $( "#hit_conditionsTarget", div ),
dialog: onHitConditionsDialog,
array: obj.hit_conditionsTarget,
templateFunction: createNewCondition,
editorSetup: setupEditor
});
applyTableEditor({
table: $( "#kill_conditionsSource", div ),
dialog: onHitConditionsDialog,
array: obj.kill_conditionsSource,
templateFunction: createNewCondition,
editorSetup: setupEditor
});
var itemCostDependsOn = [];
var v = function(s) {
var field = $( s, div );
itemCostDependsOn.push(field);
var val = field.val();
if (!val) return 0;
return parseInt(val);
}
var cb = function(s) {
var field = $( s, div );
itemCostDependsOn.push(field);
return field.attr("checked");
}
var calculateItemCost = function() {
itemCostDependsOn = [];
var averageHPBoost = (v("#use_boostHP_Min") + v("#use_boostHP_Max")) / 2;
var costBoostHP = Math.round(0.1*sgn(averageHPBoost)*Math.pow(Math.abs(averageHPBoost), 2) + 3*averageHPBoost);
var itemUsageCost = costBoostHP;
var isWeapon = v("#category") == 0;
var equip_blockChance = v("#equip_blockChance");
var equip_attackChance = v("#equip_attackChance");
var equip_attackCost = v("#equip_attackCost");
var equip_damageResistance = v("#equip_damageResistance");
var equip_attackDamage_Min = v("#equip_attackDamage_Min");
var equip_attackDamage_Max = v("#equip_attackDamage_Max");
var equip_criticalChance = v("#equip_criticalChance");
var equip_criticalMultiplier = v("#equip_criticalMultiplier");
var costBC = Math.round(3*Math.pow(Math.max(0,equip_blockChance), 2.5) + 28*equip_blockChance);
var costAC = Math.round(0.4*Math.pow(Math.max(0,equip_attackChance), 2.5) - 6*Math.pow(Math.abs(Math.min(0,equip_attackChance)),2.7));
var costAP = isWeapon ?
Math.round(0.2*Math.pow(10/equip_attackCost, 8) - 25*equip_attackCost)
: -3125 * equip_attackCost;
var costDR = 1325*equip_damageResistance;
var costDMG_Min = isWeapon ?
Math.round(10*Math.pow(equip_attackDamage_Min, 2.5))
:Math.round(10*Math.pow(equip_attackDamage_Min, 3) + equip_attackDamage_Min*80);
var costDMG_Max = isWeapon ?
Math.round(2*Math.pow(equip_attackDamage_Max, 2.1))
:Math.round(2*Math.pow(equip_attackDamage_Max, 3) + equip_attackDamage_Max*20);
var costCC = Math.round(2.2*Math.pow(equip_criticalChance, 3));
var costCM = Math.round(50*Math.pow(Math.max(0, equip_criticalMultiplier), 2));
if (!cb("#equip_hasCritical")) {
costCC = 0;
costCM = 0;
}
var costCombat = costBC + costAC + costAP + costDR + costDMG_Min + costDMG_Max + costCC + costCM;
var equip_boostMaxHP = v("#equip_boostMaxHP");
var equip_boostMaxAP = v("#equip_boostMaxAP");
var equip_moveCostPenalty = v("#equip_moveCostPenalty");
var costMaxHP = Math.round(30*Math.pow(Math.max(0,equip_boostMaxHP), 1.2) + 70*equip_boostMaxHP);
var costMaxAP = Math.round(50*Math.pow(Math.max(0,equip_boostMaxAP), 3) + 750*equip_boostMaxAP);
var costMovement = Math.round(510*Math.pow(Math.max(0,-equip_moveCostPenalty), 2.5) - 350*equip_moveCostPenalty);
var itemEquipCost = costCombat + costMaxHP + costMaxAP + costMovement;
if (!cb("#hasEquipEffect")) { itemEquipCost = 0; }
if (!cb("#hasUseEffect")) { itemUsageCost = 0; }
return itemEquipCost + itemUsageCost;
}
var divBaseMarketCost = $( "#baseMarketCost", div );
var recalculateStorePrice = function() {
var val = parseInt(obj.baseMarketCost);
if (!obj.hasManualPrice) {
val = calculateItemCost(obj);
obj.baseMarketCost = val;
divBaseMarketCost.val(val);
}
$( "#marketCost_Sell", div ).val(Math.round(val * (100 + 15) / 100));
$( "#marketCost_Buy", div ).val(Math.round(val * (100 - 15) / 100));
};
divBaseMarketCost.change(recalculateStorePrice);
$( "#hasManualPrice", div ).change(function() {
if (obj.hasManualPrice) {
divBaseMarketCost.removeAttr("readonly");
} else {
divBaseMarketCost.attr("readonly", "readonly");
}
recalculateStorePrice();
}).change();
calculateItemCost();
jQuery.each(itemCostDependsOn, function(idx, o) {
o.change(recalculateStorePrice);
});
return div;
}