Files
adarkroom/script/prestige.js
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var Prestige = {
name: 'Prestige',
options: {},
init: function(options) {
this.options = $.extend(
this.options,
options
);
},
save: function() {
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var prevStores = [ //g = goods, w = weapons, a = ammo
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Math.floor($SM.get('stores["wood"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["fur"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["meat"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["iron"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["coal"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["sulphur"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["steel"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["cured meat"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["scales"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["teeth"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["leather"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["bait"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["torch"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["cloth"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["bone spear"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["iron sword"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["steel sword"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["bayonet"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["rifle"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["laser rifle"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["bullets"]') / Prestige.randGen('a')),
Math.floor($SM.get('stores["energy cell"]') / Prestige.randGen('a')),
Math.floor($SM.get('stores["grenade"]') / Prestige.randGen('a')),
Math.floor($SM.get('stores["bolas"]') / Prestige.randGen('a'))
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];
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for (var n = 0;n<=23;n++) {
if (isNaN(prevStores[n])) {prevStores[n] = 0};
}
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$SM.set('previous.stores', prevStores);
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return prevStores;
},
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populateNewSave: function(newstate) {
State = {
previous: {
stores: newstate
}
};
Engine.init({state: State});
return State;
},
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load: function() {
var prevStores = $SM.get('previous.stores');
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$SM.add('stores["wood"]',prevStores[0]),
$SM.add('stores["fur"]',prevStores[1]),
$SM.add('stores["meat"]',prevStores[2]),
$SM.add('stores["iron"]',prevStores[3]),
$SM.add('stores["coal"]',prevStores[4]),
$SM.add('stores["sulphur"]',prevStores[5]),
$SM.add('stores["steel"]',prevStores[6]),
$SM.add('stores["cured meat"]',prevStores[7]),
$SM.add('stores["scales"]',prevStores[8]),
$SM.add('stores["teeth"]',prevStores[9]),
$SM.add('stores["leather"]',prevStores[10]),
$SM.add('stores["bait"]',prevStores[11]),
$SM.add('stores["torch"]',prevStores[12]),
$SM.add('stores["cloth"]',prevStores[13]),
$SM.add('stores["bone spear"]',prevStores[14]),
$SM.add('stores["iron sword"]',prevStores[15]),
$SM.add('stores["steel sword"]',prevStores[16]),
$SM.add('stores["bayonet"]',prevStores[17]),
$SM.add('stores["rifle"]',prevStores[18]),
$SM.add('stores["laser rifle"]',prevStores[19]),
$SM.add('stores["bullets"]',prevStores[20]),
$SM.add('stores["energy cell"]',prevStores[21]),
$SM.add('stores["grenade"]',prevStores[22]),
$SM.add('stores["bolas"]',prevStores[23])
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return prevStores;
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},
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randGen: function(storeType) {
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if (storeType == 'g') {
divisor = Math.floor(Math.random()*10)
}
else if (storeType == 'w') {
divisor = Math.floor(Math.floor(Math.random()*10)/2)
}
else if (storeType == 'a') {
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divisor = Math.ceil(Math.random()*10*Math.ceil(Math.random()*10))
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}
else { divisor = 1 };
if (divisor === 0) {
divisor = 1
};
return divisor;
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}
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}