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- define([
- 'config/spells',
- 'config/spellsConfig'
- ], function (
- spells,
- spellsConfig
- ) {
- var maxQuality = 5;
-
- return {
- generate: function (item, blueprint) {
- blueprint = blueprint || {};
- var spellQuality = blueprint ? blueprint.spellQuality : '';
- var spellName = blueprint.spellName;
-
- if (!spellName) {
- var spellList = Object.keys(spellsConfig.spells).filter(s => ((!spellsConfig.spells[s].auto) && (!s.noDrop)));
- spellName = spellList[~~(Math.random() * spellList.length)];
- }
-
- var spell = spellsConfig.spells[spellName];
- var spellAesthetic = spells.spells.find(s => s.name.toLowerCase() == spellName) || {};
-
- if (!item.slot) {
- var sprite = [10, 0];
- var statType = spell.statType;
- if (statType == 'dex')
- sprite = [10, 1];
- else if (statType == 'str')
- sprite = [10, 2];
- else if (statType instanceof Array) {
- if ((statType.indexOf('dex') > -1) && (statType.indexOf('int') > -1))
- sprite = [10, 3];
- else if ((statType.indexOf('str') > -1) && (statType.indexOf('int') > -1))
- sprite = [10, 4];
- }
-
- item.name = 'Rune of ' + spellAesthetic.name;
- item.ability = true;
- item.sprite = sprite;
- } else if (spellQuality == 'basic')
- item.stats = {};
-
- if (blueprint.spellConfig)
- spellAesthetic = extend(true, {}, spellAesthetic, blueprint.spellConfig);
-
- item.spell = {
- name: spellAesthetic.name || 'Weapon Damage',
- type: spellAesthetic.type || spellName,
- rolls: {},
- values: {}
- };
-
- if (blueprint.spellConfig) {
- extend(true, item.spell, blueprint.spellConfig);
- }
-
- var propertyPerfection = [];
-
- var randomProperties = spell.random || {};
- var negativeStats = spell.negativeStats || [];
- for (var r in randomProperties) {
- var negativeStat = (negativeStats.indexOf(r) > -1);
- var range = randomProperties[r];
-
- var max = Math.min(20, item.level) / 20;
-
- var roll = random.expNorm(0, max);
- if (spellQuality == 'basic')
- roll = 0;
- else if (spellQuality == 'mid')
- roll = 0.5;
-
- item.spell.rolls[r] = roll;
-
- var int = r.indexOf('i_') == 0;
- var val = range[0] + ((range[1] - range[0]) * roll);
- if (int) {
- val = ~~val;
- r = r.replace('i_', '');
- } else
- val = ~~(val * 10) / 10;
-
- item.spell.values[r] = val;
-
- if (negativeStat)
- propertyPerfection.push(1 - roll);
- else
- propertyPerfection.push(roll)
- }
-
- if (blueprint.spellProperties) {
- item.spell.properties = {};
- for (var p in blueprint.spellProperties) {
- item.spell.properties[p] = blueprint.spellProperties[p];
- }
- }
-
- if (item.range) {
- item.spell.properties = item.spell.properties || {};
- item.spell.properties.range = item.range;
- }
-
- var per = propertyPerfection.reduce((p, n) => p + n, 0);
- var perfection = ~~((per / propertyPerfection.length) * 4);
- if (!item.slot)
- item.quality = perfection;
- else
- item.spell.quality = perfection
- }
- };
- });
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