diff --git a/src/server/combat/combat.js b/src/server/combat/combat.js index deba7b97..24a4f8f4 100644 --- a/src/server/combat/combat.js +++ b/src/server/combat/combat.js @@ -58,6 +58,8 @@ define([ } } + amount *= 10000; + return { amount: amount, crit: isCrit, diff --git a/src/server/components/inventory.js b/src/server/components/inventory.js index 71436a9e..42ccdc64 100644 --- a/src/server/components/inventory.js +++ b/src/server/components/inventory.js @@ -483,42 +483,38 @@ define([ else this.obj.equipment.equip(item.id); } else { - var didEq = false; - //if ((item.slot) && (this.obj.equipment)) { - // didEq = this.obj.equipment.autoEquip(item.id); - //} - if (!didEq) { - if (!item.effects) - this.obj.syncer.setArray(true, 'inventory', 'getItems', item); - else { - var result = extend(true, {}, item); - result.effects = result.effects.map(e => ({ - factionId: e.factionId, - text: e.text, - properties: e.properties - })); - var reputation = this.obj.reputation; - - if (result.factions) { - result.factions = result.factions.map(function(f) { - var faction = reputation.getBlueprint(f.id); - var factionTier = reputation.getTier(f.id); - - var noEquip = null; - if (factionTier < f.tier) - noEquip = true; - - return { - name: faction.name, - tier: f.tier, - tierName: ['Hated', 'Hostile', 'Unfriendly', 'Neutral', 'Friendly', 'Honored', 'Revered', 'Exalted'][f.tier], - noEquip: noEquip - }; - }, this); - } - - this.obj.syncer.setArray(true, 'inventory', 'getItems', result); + if (!item.effects) + this.obj.syncer.setArray(true, 'inventory', 'getItems', item); + else { + var result = extend(true, {}, item); + result.effects = result.effects.map(e => ({ + factionId: e.factionId, + text: e.text, + properties: e.properties + })); + + var reputation = this.obj.reputation; + + //Don't do this check if we don't have a reputation cpn. That means this is most likely a bag + if ((reputation) && (result.factions)) { + result.factions = result.factions.map(function(f) { + var faction = reputation.getBlueprint(f.id); + var factionTier = reputation.getTier(f.id); + + var noEquip = null; + if (factionTier < f.tier) + noEquip = true; + + return { + name: faction.name, + tier: f.tier, + tierName: ['Hated', 'Hostile', 'Unfriendly', 'Neutral', 'Friendly', 'Honored', 'Revered', 'Exalted'][f.tier], + noEquip: noEquip + }; + }, this); } + + this.obj.syncer.setArray(true, 'inventory', 'getItems', result); } }