60 lines
1.7 KiB
Lua
60 lines
1.7 KiB
Lua
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local CharacterEquip = Object:extend()
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local categories = {"gloves", "shoes", "accessories"}
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function CharacterEquip:initEquip()
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self.equip = {}
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if self.data.inventory == nil then
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core.debug:warning("character/equip", "Initial equip not set for " .. self.simplename)
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for _, category in ipairs(categories) do
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self.equip[category] = ""
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end
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else
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for _, category in ipairs(categories) do
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self.equip[category] = self.data.inventory[category] or ""
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end
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end
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end
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function CharacterEquip:setEquip(category, name)
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if (not utils.string.isEmpty(self.equip[category])) then
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game.loot:addItem(category, self.equip[category], 1)
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end
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self.equip[category] = name
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game.loot:removeItem(category, name, 1)
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self:updateHPPP()
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end
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function CharacterEquip:removeEquip(category)
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if (not utils.string.isEmpty(self.equip[category])) then
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game.loot:addItem(category, self.equip[category], 1)
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self.equip[category] = ""
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self:updateHPPP()
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end
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end
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function CharacterEquip:predictStat(statName, category, name)
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return self.stats:predictStat(statName, category, name)
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end
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function CharacterEquip:getEquipStats(stat, ignore)
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local boost = 0
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local ignore = ignore or ""
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for _, category in ipairs(categories) do
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if (category ~= ignore) then
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boost = boost + self:getEquipStatByType(stat, category)
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end
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end
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return boost
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end
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function CharacterEquip:getEquipStatByType(stat, category)
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if (not utils.string.isEmpty(self.equip[category])) then
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local data = core.datas:get("items", self.equip[category])
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local boost = data.statsBoost[stat] or 0
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return boost
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end
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return 0
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end
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return CharacterEquip
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