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https://github.com/gooba42/adventureland.git
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Update runner_functions.js
New functions: buy, upgrade, heal, get_player
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+36
-5
@@ -1,3 +1,4 @@
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//#NOTE: If you want to see a new function/feature, just request it at: https://github.com/kaansoral/adventureland/issues
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var character=parent.character;
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function get_socket()
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@@ -31,13 +32,13 @@ function change_target(target)
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parent.ctarget=target;
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}
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function in_attack_range(target)
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function in_attack_range(target) // also works for priests/heal
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{
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if(parent.distance(character,target)<=character.range) return true;
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return false;
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}
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function can_attack(target)
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function can_attack(target) // also works for priests/heal
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{
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if(in_attack_range(target) && new Date()>=parent.next_attack) return true;
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return false;
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@@ -45,12 +46,34 @@ function can_attack(target)
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function attack(target)
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{
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parent.socket.emit('click',{'type':'monster','id':target.server_id,'button':'right'});
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parent.monster_attack.call(target);
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}
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function heal(target)
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{
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parent.player_heal.call(target);
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}
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function buy(name,quantity) //item names can be spotted from show_json(character.items) - they can be bought only if an NPC sells them
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{
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parent.buy(name,quantity);
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}
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function sell(num,quantity) //sell an item from character.items by it's order - 0 to N-1
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{
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parent.sell(num,quantity);
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}
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function upgrade(item_num,scroll_num) //number of the item and scroll on the show_json(character.items) array - 0 to N-1
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{
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parent.u_item=item_num;
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parent.u_scroll=scroll_num;
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parent.upgrade();
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}
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function move(x,y)
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{
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var map=parent.map,move=parent.calculate_move(character.real_x,character.real_y,x,y);
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var map=parent.map,move=parent.calculate_move(parent.M,character.real_x,character.real_y,x,y);
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character.from_x=character.real_x;
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character.from_y=character.real_y;
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character.going_x=move.x;
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@@ -61,11 +84,19 @@ function move(x,y)
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parent.socket.emit("move",{x:character.real_x,y:character.real_y,going_x:character.going_x,going_y:character.going_y});
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}
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function show_json(e)
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function show_json(e) // renders the object as json inside the game
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{
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parent.show_json(parent.game_stringify(e,2));
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}
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function get_player(name) // returns the player by name, if the player is within the vision area
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{
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var target=null,entities=parent.entities;
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if(name==character.name) target=character;
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for(i in entities) if(entities[i].type=="character" && entities[i].name==name) target=entities[i];
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return target;
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}
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function get_nearest_monster(args)
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{
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var min_d=999999,target=null;
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