Merge pull request #30 from Zarkonnen/medicine

Medicine
This commit is contained in:
Michael Townsend
2013-07-10 12:07:05 -07:00
9 changed files with 1045 additions and 59 deletions
+50 -1
View File
@@ -7,6 +7,7 @@ var Events = {
_PANEL_FADE: 200,
_FIGHT_SPEED: 100,
_EAT_COOLDOWN: 5,
_MEDS_COOLDOWN: 7,
STUN_DURATION: 4000,
init: function(options) {
@@ -103,7 +104,10 @@ var Events = {
Events.createAttackButton('fists').prependTo(btns);
}
Events.createEatMeatButton().prependTo(btns);
Events.createEatMeatButton().appendTo(btns);
if((Path.outfit['medicine'] || 0) != 0) {
Events.createUseMedsButton().appendTo(btns);
}
// Set up the enemy attack timer
Events._enemyAttackTimer = setTimeout(Events.enemyAttack, scene.attackDelay * 1000);
@@ -129,6 +133,26 @@ var Events = {
return btn;
},
createUseMedsButton: function(cooldown) {
if (cooldown == null) {
cooldown = Events._MEDS_COOLDOWN;
}
var btn = new Button.Button({
id: 'meds',
text: 'use meds',
cooldown: cooldown,
click: Events.useMeds,
cost: { 'medicine': 1 }
});
if((Path.outfit['medicine'] || 0) == 0) {
Button.setDisabled(btn, true);
}
return btn;
},
createAttackButton: function(weaponName) {
var weapon = World.Weapons[weaponName];
var cd = weapon.cooldown;
@@ -192,6 +216,28 @@ var Events = {
}
},
useMeds: function() {
if(Path.outfit['medicine'] > 0) {
Path.outfit['medicine']--;
World.updateSupplies();
if(Path.outfit['medicine'] == 0) {
Button.setDisabled($('#meds'), true);
}
var hp = World.health;
hp += World.medsHeal();
hp = hp > World.getMaxHealth() ? World.getMaxHealth() : hp;
World.setHp(hp);
if(Events.activeEvent()) {
var w = $('#wanderer');
w.data('hp', hp);
Events.updateFighterDiv(w);
Events.drawFloatText('+' + World.medsHeal(), '#wanderer .hp');
}
}
},
useWeapon: function(btn) {
if(Events.activeEvent()) {
var weaponName = btn.attr('id').substring(7).replace('-', ' ');
@@ -426,6 +472,9 @@ var Events = {
}).appendTo(btns);
Events.createEatMeatButton(0).appendTo(btns);
if((Path.outfit['medicine'] || 0) != 0) {
Events.createUseMedsButton(0).appendTo(btns);
}
}
} catch(e) {
// It is possible to die and win if the timing is perfect. Just let it fail.
+80 -25
View File
@@ -109,6 +109,46 @@ Events.Encounters = [
}
},
/* Tier 2*/
{ /* Shivering Man */
title: 'A Shivering Man',
isAvailable: function() {
return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.BARRENS;
},
scenes: {
'start': {
combat: true,
enemy: 'shivering man',
char: 'S',
damage: 5,
hit: 0.5,
attackDelay: 1,
health: 20,
loot: {
'cloth': {
min: 1,
max: 1,
chance: 0.2
},
'teeth': {
min: 1,
max: 2,
chance: 0.8
},
'leather': {
min: 1,
max: 1,
chance: 0.2
},
'medicine': {
min: 1,
max: 3,
chance: 0.7
}
},
notification: 'a shivering man approaches and attacks with surprising strength'
}
}
},
{ /* Man-eater */
title: 'A Man-Eater',
isAvailable: function() {
@@ -169,11 +209,16 @@ Events.Encounters = [
max: 10,
chance: 0.8
},
'iron': {
min: 1,
max: 5,
chance: 0.5
}
'iron': {
min: 1,
max: 5,
chance: 0.5
},
'medicine': {
min: 1,
max: 2,
chance: 0.1
}
},
notification: 'a scavenger draws close, hoping for an easy score'
}
@@ -271,16 +316,21 @@ Events.Encounters = [
max: 10,
chance: 0.8
},
'bullets': {
min: 1,
max: 5,
chance: 0.5
},
'rifle': {
min: 1,
max: 1,
chance: 0.2
}
'bullets': {
min: 1,
max: 5,
chance: 0.5
},
'rifle': {
min: 1,
max: 1,
chance: 0.2
},
'medicine': {
min: 1,
max: 2,
chance: 0.1
}
},
notification: 'a soldier opens fire from across the desert'
}
@@ -307,16 +357,21 @@ Events.Encounters = [
max: 10,
chance: 0.8
},
'bullets': {
min: 1,
max: 5,
chance: 0.5
},
'rifle': {
min: 1,
max: 1,
chance: 0.2
}
'bullets': {
min: 1,
max: 5,
chance: 0.5
},
'rifle': {
min: 1,
max: 1,
chance: 0.2
},
'medicine': {
min: 1,
max: 2,
chance: 0.1
}
},
notification: 'a shot rings out, from somewhere in the long grass'
}
+114
View File
@@ -63,6 +63,120 @@ Events.Outside = [
}
},
{ /* Sickness */
title: 'Sickness',
isAvailable: function() {
return Engine.activeModule == Outside && Outside.getPopulation() > 10 && Outside.getPopulation() < 50;
},
scenes: {
'start': {
text: [
'a sickness is spreading through the village.',
'medicine is needed immediately.'
],
buttons: {
'heal': {
text: '1 medicine',
cost: { 'medicine' : 1 },
nextScene: {1: 'healed'}
},
'ignore': {
text: 'ignore it',
nextScene: {1: 'death'}
}
}
},
'healed': {
text: [
'the sickness is cured in time.'
],
buttons: {
'end': {
text: 'go home',
nextScene: 'end'
}
}
},
'death': {
text: [
'the sickness spreads through the village.',
'the days are spent with burials.',
'the nights are rent with screams.'
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 20) + 1;
Outside.killVillagers(numKilled);
},
buttons: {
'end': {
text: 'go home',
nextScene: 'end'
}
}
}
}
},
{ /* Plague */
title: 'Plague',
isAvailable: function() {
return Engine.activeModule == Outside && Outside.getPopulation() > 50;
},
scenes: {
'start': {
text: [
'a terrible plague is fast spreading through the village.',
'medicine is needed immediately.'
],
buttons: {
'heal': {
text: '5 medicine',
cost: { 'medicine' : 5 },
nextScene: {1: 'healed'}
},
'ignore': {
text: 'do nothing',
nextScene: {1: 'death'}
}
}
},
'healed': {
text: [
'the plague is kept from spreading.',
'only a few die.',
'the rest bury them.'
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 5) + 2;
Outside.killVillagers(numKilled);
},
buttons: {
'end': {
text: 'go home',
nextScene: 'end'
}
}
},
'death': {
text: [
'the plague rips through the village.',
'the nights are rent with screams.',
'the only hope is a quick death.'
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 80) + 10;
Outside.killVillagers(numKilled);
},
buttons: {
'end': {
text: 'go home',
nextScene: 'end'
}
}
}
}
},
{ /* Beast attack */
title: 'A Beast Attack',
isAvailable: function() {
+91 -4
View File
@@ -215,7 +215,7 @@ Events.Room = [
scales: {
reward: { scales: 20 },
text: [
'the beggar thanks you.',
'the beggar expresses his thanks.',
'leaves a pile of small scales behind.'
],
buttons: {
@@ -228,7 +228,7 @@ Events.Room = [
teeth: {
reward: { teeth: 20 },
text: [
'the beggar thanks you.',
'the beggar expresses his thanks.',
'leaves a pile of small teeth behind.'
],
buttons: {
@@ -241,7 +241,7 @@ Events.Room = [
cloth: {
reward: { cloth: 20 },
text: [
'the beggar thanks you.',
'the beggar expresses his thanks.',
'leaves some scraps of cloth behind.'
],
buttons: {
@@ -502,5 +502,92 @@ Events.Room = [
}
}
}
},
{ /* The Sick Man */
title: 'The Sick Man',
isAvailable: function() {
return Engine.activeModule == Room && typeof State.world == 'object';
},
scenes: {
'start': {
text: [
"a man hobbles up, coughing.",
"he begs for medicine."
],
notification: 'a sick man hobbles up',
buttons: {
'help': {
text: 'give 1 medicine',
cost: { 'medicine': 1 },
notification: 'the man swallows the medicine eagerly',
nextScene: { 0.1: 'alloy', 0.3: 'cells', 0.5: 'scales', 1.0: 'nothing' }
},
'ignore': {
text: 'tell him to leave',
nextScene: 'end'
}
}
},
'alloy': {
text: [
"the man is thankful.",
'he leaves a reward.',
'some weird metal he picked up on his travels.'
],
onLoad: function() {
Engine.addStore('alien alloy', 1);
},
buttons: {
'bye': {
text: 'say goodbye',
nextScene: 'end'
}
}
},
'cells': {
text: [
"the man is thankful.",
'he leaves a reward.',
'some weird glowing boxes he picked up on his travels.'
],
onLoad: function() {
Engine.addStore('energy cell', 3);
},
buttons: {
'bye': {
text: 'say goodbye',
nextScene: 'end'
}
}
},
'scales': {
text: [
"the man is thankful.",
'he leaves a reward.',
'all he has are some scales.'
],
onLoad: function() {
Engine.addStore('scales', 5);
},
buttons: {
'bye': {
text: 'say goodbye',
nextScene: 'end'
}
}
},
'nothing': {
text: [
"the man expresses his thanks and hobbles off."
],
buttons: {
'bye': {
text: 'say goodbye',
nextScene: 'end'
}
}
}
}
}
]
];
+692 -26
View File
@@ -210,6 +210,11 @@ Events.Setpieces = {
min: 1,
max: 3,
chance: 0.5
},
'medicine': {
min: 1,
max: 2,
chance: 0.1
}
},
buttons: {
@@ -444,6 +449,11 @@ Events.Setpieces = {
min: 1,
max: 3,
chance: 0.3
},
'medicine': {
min: 1,
max: 4,
chance: 0.15
}
},
onLoad: function() {
@@ -470,7 +480,12 @@ Events.Setpieces = {
min: 1,
max: 3,
chance: 0.5
}
},
'medicine': {
min: 1,
max: 3,
chance: 0.3
}
},
onLoad: function() {
World.clearDungeon();
@@ -496,7 +511,7 @@ Events.Setpieces = {
buttons: {
'enter': {
text: 'explore',
nextScene: {0.5: 'a1', 1: 'a2'}
nextScene: {0.3: 'a1', 0.7: 'a3', 1: 'a2'}
},
'leave': {
text: 'leave',
@@ -522,6 +537,7 @@ Events.Setpieces = {
}
}
},
'a2': {
combat: true,
enemy: 'thug',
@@ -559,6 +575,23 @@ Events.Setpieces = {
}
}
},
'a3': {
text: [
"a squat building up ahead.",
'a green cross barely visible behind grimy windows.'
],
buttons: {
'enter': {
text: 'enter',
nextScene: {0.5: 'b5', 1: 'end5'},
cost: {torch: 1}
},
'leave': {
text: 'leave town',
nextScene: 'end'
}
}
},
'b1': {
text: [
'a small cache of supplies is tucked inside a rusting locker.'
@@ -578,7 +611,12 @@ Events.Setpieces = {
min: 1,
max: 5,
chance: 0.3
}
},
'medicine': {
min: 1,
max: 3,
chance: 0.05
}
},
buttons: {
'continue': {
@@ -610,11 +648,11 @@ Events.Setpieces = {
max: 10,
chance: 0.8
},
'cured meat': {
min: 1,
max: 5,
chance: 0.5
}
'cured meat': {
min: 1,
max: 5,
chance: 0.5
}
},
notification: 'a scavenger waits just inside the door.',
buttons: {
@@ -680,6 +718,11 @@ Events.Setpieces = {
min: 1,
max: 5,
chance: 0.3
},
'medicine': {
min: 1,
max: 3,
chance: 0.1
}
},
buttons: {
@@ -693,6 +736,43 @@ Events.Setpieces = {
}
}
},
'b5': {
combat: true,
enemy: 'madman',
char: 'M',
damage: 6,
hit: 0.3,
attackDelay: 1,
health: 10,
loot: {
'cloth': {
min: 2,
max: 4,
chance: 0.3
},
'cured meat': {
min: 1,
max: 5,
chance: 0.9
},
'medicine': {
min: 1,
max: 2,
chance: 0.4
}
},
notification: 'a madman attacks, screeching.',
buttons: {
'continue': {
text: 'continue',
nextScene: {0.3: 'end5', 1: 'end6'}
},
'leave': {
text: 'leave town',
nextScene: 'end'
}
}
},
'c1': {
combat: true,
enemy: 'thug',
@@ -906,11 +986,11 @@ Events.Setpieces = {
max: 10,
chance: 0.8
},
'steel sword': {
min: 1,
max: 1,
chance: 0.5
}
'steel sword': {
min: 1,
max: 1,
chance: 0.5
}
},
notification: "a man stands over a dead wanderer. notices he's not alone.",
buttons: {
@@ -952,6 +1032,11 @@ Events.Setpieces = {
min: 1,
max: 5,
chance: 0.5
},
'medicine': {
min: 1,
max: 2,
chance: 0.3
}
},
buttons: {
@@ -1049,6 +1134,11 @@ Events.Setpieces = {
min: 1,
max: 5,
chance: 0.5
},
'medicine': {
min: 1,
max: 2,
chance: 0.1
}
},
buttons: {
@@ -1057,6 +1147,42 @@ Events.Setpieces = {
nextScene: 'end'
}
}
},
'end5': {
text: [
'some medicine abandoned in the drawers.'
],
onLoad: function() {
World.clearDungeon();
},
loot: {
'medicine': {
min: 2,
max: 5,
chance: 1
}
},
buttons: {
'leave': {
text: 'leave town',
nextScene: 'end'
}
}
},
'end6': {
text: [
'the clinic has been ransacked.',
'only dust and stains remain.'
],
onLoad: function() {
World.clearDungeon();
},
buttons: {
'leave': {
text: 'leave town',
nextScene: 'end'
}
}
}
}
},
@@ -1073,7 +1199,7 @@ Events.Setpieces = {
buttons: {
'enter': {
text: 'explore',
nextScene: {0.4: 'a1', 0.8: 'a2', 1: 'a3'}
nextScene: {0.2: 'a1', 0.5: 'a2', 0.8: 'a3', 1: 'a4'}
},
'leave': {
text: 'leave',
@@ -1129,6 +1255,22 @@ Events.Setpieces = {
}
}
},
'a4': {
text: [
'the shell of an abandoned hospital looms ahead.'
],
buttons: {
'enter': {
text: 'enter',
cost: { 'torch': 1 },
nextScene: {0.5: 'b7', 1: 'b8'}
},
'leave': {
text: 'leave city',
nextScene: 'end'
}
}
},
'b1': {
text: [
'the old tower seems mostly intact.',
@@ -1274,16 +1416,21 @@ Events.Setpieces = {
max: 5,
chance: 0.8
},
'cloth': {
min: 1,
max: 5,
chance: 0.5
},
'leather': {
min: 1,
max: 1,
chance: 0.2
}
'cloth': {
min: 1,
max: 5,
chance: 0.5
},
'leather': {
min: 1,
max: 1,
chance: 0.2
},
'medicine': {
min: 1,
max: 3,
chance: 0.05
}
},
buttons: {
'continue': {
@@ -1311,6 +1458,59 @@ Events.Setpieces = {
nextScene: 'end'
}
}
},
'b7': {
text: [
'empty corridors.',
'the place has been swept clean by scavengers.'
],
buttons: {
'continue': {
text: 'continue',
nextScene: {0.3: 'c12', 0.7: 'c10', 1: 'c11'}
},
'leave': {
text: 'leave city',
nextScene: 'end'
}
}
},
'b8': {
notification: 'an old man bursts through a door, wielding a scalpel.',
combat: true,
enemy: 'old man',
char: 'M',
damage: 3,
hit: 0.5,
attackDelay: 2,
health: 10,
loot: {
'cured meat': {
min: 1,
max: 3,
chance: 0.5
},
'cloth': {
min: 1,
max: 5,
chance: 0.8
},
'medicine': {
min: 1,
max: 2,
chance: 0.5
}
},
buttons: {
'continue': {
text: 'continue',
nextScene: {0.3: 'c13', 0.7: 'c11', 1: 'end15'}
},
'leave': {
text: 'leave city',
nextScene: 'end'
}
}
},
'c1': {
notification: 'a thug is waiting on the other side of the wall.',
@@ -1501,6 +1701,11 @@ Events.Setpieces = {
min: 1,
max: 1,
chance: 0.01
},
'medicine': {
min: 1,
max: 4,
chance: 0.5
}
},
buttons: {
@@ -1539,6 +1744,123 @@ Events.Setpieces = {
}
},
'c10': {
text: [
'someone has locked and barricaded the door to this operating theatre.'
],
buttons: {
'enter': {
text: 'continue',
nextScene: {0.2: 'end12', 0.6: 'd10', 1: 'd11'}
},
'leave': {
text: 'leave city',
nextScene: 'end'
}
}
},
'c11': {
notification: 'a tribe of elderly squatters is camped out in this ward.',
combat: true,
enemy: 'squatters',
plural: true,
char: 'SSS',
damage: 2,
hit: 0.7,
attackDelay: 0.5,
health: 40,
loot: {
'cured meat': {
min: 1,
max: 3,
chance: 0.5
},
'cloth': {
min: 3,
max: 8,
chance: 0.8
},
'medicine': {
min: 1,
max: 3,
chance: 0.3
}
},
buttons: {
'continue': {
text: 'continue',
nextScene: 'end10'
},
'leave': {
text: 'leave city',
nextScene: 'end'
}
}
},
'c12': {
notification: 'a pack of lizards rounds the corner.',
combat: true,
enemy: 'lizards',
plural: true,
char: 'LLL',
damage: 4,
hit: 0.7,
attackDelay: 0.7,
health: 30,
loot: {
'meat': {
min: 3,
max: 8,
chance: 1
},
'teeth': {
min: 2,
max: 4,
chance: 1
},
'scales': {
min: 3,
max: 5,
chance: 1
}
},
buttons: {
'continue': {
text: 'continue',
nextScene: 'end10'
},
'leave': {
text: 'leave city',
nextScene: 'end'
}
}
},
'c13': {
text: [
'strips of meat are hung up to dry in this ward.'
],
loot: {
'cured meat': {
min: 3,
max: 10,
chance: 1
}
},
buttons: {
'continue': {
text: 'continue',
nextScene: { 0.5: 'end10', 1: 'end11' }
},
'leave': {
text: 'leave city',
nextScene: 'end'
}
}
},
'd1': {
notification: 'a large bird nests at the top of the stairs.',
combat: true,
@@ -1850,6 +2172,70 @@ Events.Setpieces = {
}
}
},
'd10': {
notification: 'behind the door, a deformed figure awakes and attacks.',
combat: true,
enemy: 'deformed',
char: 'D',
damage: 8,
hit: 0.6,
attackDelay: 2,
health: 40,
loot: {
'cloth': {
min: 1,
max: 5,
chance: 0.8
},
'teeth': {
min: 2,
max: 2,
chance: 1
},
'steel': {
min: 1,
max: 3,
chance: 0.6
},
'scales': {
min: 2,
max: 3,
chance: 0.1
}
},
buttons: {
'continue': {
text: 'continue',
nextScene: {1: 'end14'}
}
}
},
'd11': {
notification: 'as soon as the door is open a little bit, hundreds of tentacles erupt.',
combat: true,
enemy: 'tentacles',
plural: true,
char: 'TTT',
damage: 2,
hit: 0.6,
attackDelay: 0.5,
health: 60,
loot: {
'meat': {
min: 10,
max: 20,
chance: 1
}
},
buttons: {
'continue': {
text: 'continue',
nextScene: {1: 'end13'}
}
}
},
'end1': {
text: [
@@ -2020,6 +2406,11 @@ Events.Setpieces = {
min: 1,
max: 5,
chance: 0.8
},
'medicine': {
min: 1,
max: 4,
chance: 0.1
}
},
buttons: {
@@ -2173,7 +2564,260 @@ Events.Setpieces = {
nextScene: 'end'
}
}
}
},
'end10': {
text: [
'the stench of rot and death fills the operating theatres.',
"a few items are scattered on the ground.",
'there is nothing else here.'
],
onLoad: function() {
World.clearDungeon();
State.cityCleared = true;
},
loot: {
'energy cell': {
min: 1,
max: 1,
chance: 0.3
},
'medicine': {
min: 1,
max: 5,
chance: 0.3
},
'teeth': {
min: 3,
max: 8,
chance: 1
},
'scales': {
min: 4,
max: 7,
chance: 0.9
}
},
buttons: {
'leave': {
text: 'leave city',
nextScene: 'end'
}
}
},
'end11': {
text: [
'a pristine medicine cabinet at the end of a hallway.',
"the rest of the hospital is empty."
],
onLoad: function() {
World.clearDungeon();
State.cityCleared = true;
},
loot: {
'energy cell': {
min: 1,
max: 1,
chance: 0.2
},
'medicine': {
min: 3,
max: 10,
chance: 1
},
'teeth': {
min: 1,
max: 2,
chance: 0.2
}
},
buttons: {
'leave': {
text: 'leave city',
nextScene: 'end'
}
}
},
'end12': {
text: [
'someone had been stockpiling loot here.'
],
onLoad: function() {
World.clearDungeon();
State.cityCleared = true;
},
loot: {
'energy cell': {
min: 1,
max: 3,
chance: 0.2
},
'medicine': {
min: 3,
max: 10,
chance: 0.5
},
'bullets': {
min: 2,
max: 8,
chance: 1
},
'torch': {
min: 1,
max: 3,
chance: 0.5
},
'grenade': {
min: 1,
max: 1,
chance: 0.5
},
'alien alloy': {
min: 1,
max: 2,
chance: 0.8
}
},
buttons: {
'leave': {
text: 'leave city',
nextScene: 'end'
}
}
},
'end13': {
text: [
'the tentacular horror is defeated.',
'inside, the remains of its victims are everywhere.'
],
onLoad: function() {
World.clearDungeon();
State.cityCleared = true;
},
loot: {
'steel sword': {
min: 1,
max: 3,
chance: 0.5
},
'rifle': {
min: 1,
max: 2,
chance: 0.3
},
'teeth': {
min: 2,
max: 8,
chance: 1
},
'cloth': {
min: 3,
max: 6,
chance: 0.5
},
'alien alloy': {
min: 1,
max: 1,
chance: 0.1
}
},
buttons: {
'leave': {
text: 'leave city',
nextScene: 'end'
}
}
},
'end14': {
text: [
'the warped man lies dead.',
'the operating theatre has a lot of curious equipment.'
],
onLoad: function() {
World.clearDungeon();
State.cityCleared = true;
},
loot: {
'energy cell': {
min: 2,
max: 5,
chance: 0.8
},
'medicine': {
min: 3,
max: 12,
chance: 1
},
'cloth': {
min: 1,
max: 3,
chance: 0.5
},
'steel': {
min: 2,
max: 3,
chance: 0.3
},
'alien alloy': {
min: 1,
max: 1,
chance: 0.3
}
},
buttons: {
'leave': {
text: 'leave city',
nextScene: 'end'
}
}
},
'end15': {
text: [
'the old man had a small cache of interesting items.'
],
onLoad: function() {
World.clearDungeon();
State.cityCleared = true;
},
loot: {
'alien alloy': {
min: 1,
max: 1,
chance: 0.8
},
'medicine': {
min: 1,
max: 4,
chance: 1
},
'cured meat': {
min: 3,
max: 7,
chance: 1
},
'bolas': {
min: 1,
max: 3,
chance: 0.5
},
'fur': {
min: 1,
max: 5,
chance: 0.8
}
},
buttons: {
'leave': {
text: 'leave city',
nextScene: 'end'
}
}
},
}
},
"house": { /* Abandoned House */
@@ -2188,7 +2832,7 @@ Events.Setpieces = {
buttons: {
'enter': {
text: 'go inside',
nextScene: { 0.5: 'supplies', 1: 'occupied' }
nextScene: { 0.25: 'medicine', 0.5: 'supplies', 1: 'occupied' }
},
'leave': {
text: 'leave',
@@ -2230,6 +2874,28 @@ Events.Setpieces = {
}
}
},
'medicine': {
text: [
'the house has been ransacked.',
'but there is a cache of medicine under the floorboards.'
],
onLoad: function() {
World.markVisited(World.curPos[0], World.curPos[1]);
},
loot: {
'medicine': {
min: 2,
max: 5,
chance: 1
}
},
buttons: {
'leave': {
text: 'leave',
nextScene: 'end'
}
}
},
'occupied': {
combat: true,
enemy: 'squatter',
+2 -1
View File
@@ -160,7 +160,8 @@ var Path = {
'laser rifle': {type: 'weapon' },
'energy cell': {type: 'tool' },
'bayonet': {type: 'weapon' },
'charm': {type: 'tool'}
'charm': {type: 'tool'},
'medicine': {type: 'tool'}
}, Room.Craftables);
for(var k in carryable) {
+8
View File
@@ -349,6 +349,14 @@ var Room = {
}
}
},
'medicine': {
type: 'good',
cost: function() {
return {
'scales': 50, 'teeth': 30
}
}
},
'bullets': {
type: 'good',
cost: function() {
+7 -2
View File
@@ -32,7 +32,8 @@ var World = {
FIGHT_CHANCE: 0.20,
BASE_HEALTH: 10,
BASE_HIT_CHANCE: 0.8,
MEAT_HEAL: 10,
MEAT_HEAL: 8,
MEDS_HEAL: 20,
FIGHT_DELAY: 3, // At least three moves between fights
NORTH: [ 0, -1],
SOUTH: [ 0, 1],
@@ -489,6 +490,10 @@ var World = {
return World.MEAT_HEAL * (Engine.hasPerk('gastronome') ? 2 : 1);
},
medsHeal: function() {
return World.MEDS_HEAL;
},
checkFight: function() {
World.fightMove = typeof World.fightMove == 'number' ? World.fightMove : 0;
World.fightMove++;
@@ -855,7 +860,7 @@ var World = {
},
leaveItAtHome: function(thing) {
return thing != 'cured meat' && thing != 'bullets' && thing != 'energy cell' && thing != 'charm'
return thing != 'cured meat' && thing != 'bullets' && thing != 'energy cell' && thing != 'charm' && thing != 'medicine'
&& typeof World.Weapons[thing] == 'undefined' && typeof Room.Craftables[thing] == 'undefined';
},