var sword = {
// Variables
name : "none",
specialSword : false,
specialPower : 1, // How many the Sword of Life can steal hp, additional damage of the Sword of Flames...
// List of summoned things with the level we need to summon them
summonList : [],
// Functions
onload : function(){
this.summonList.push({name:"imps", summonFunction:quest.makeImp.bind(quest), powerNeeded:1});
this.summonList.push({name:"orcs", summonFunction:quest.makeOrc.bind(quest), powerNeeded:2});
this.summonList.push({name:"draugrs", summonFunction:quest.makeDraugr.bind(quest), powerNeeded:3});
this.summonList.push({name:"a chupacabra", summonFunction:quest.makeChupacabra.bind(quest), powerNeeded:4});
this.summonList.push({name:"a golem", summonFunction:quest.makeGolem.bind(quest), powerNeeded:5});
this.summonList.push({name:"a chimera", summonFunction:quest.makeChimera.bind(quest), powerNeeded:6});
this.summonList.push({name:"a candy monster", summonFunction:quest.makeCandyMonster.bind(quest), powerNeeded:7});
},
buyThisSword : function(name){
if(this.name != name){ // If we're not trying to buy the current sword
switch(name){
case "wooden sword":
if(candies.nbrOwned >= shop.currentSwordPrice){
candies.setNbrOwned(candies.nbrOwned - shop.currentSwordPrice);
shop.setMerchantSpeech("Great! This wooden sword isn't the best, for sure, but it really didn't cost so much.");
shop.hideProduct("sword");
}
else{
shop.setMerchantSpeech("You don't have enough candies. You should save up candies to buy it : swords are useful nowadays.");
return;
}
break;
case "copper sword":
if(candies.nbrOwned >= shop.currentSwordPrice){
candies.setNbrOwned(candies.nbrOwned - shop.currentSwordPrice);
shop.setMerchantSpeech("This copper sword is quite heavy, but it slays efficiently.");
shop.hideProduct("sword");
}
else{
shop.setMerchantSpeech("You need 300 candies to buy that sword! Did you know that copper slowly reacts with atmospheric oxygen forming a layer of brown-black copper oxide?");
return;
}
break;
case "iron sword":
if(candies.nbrOwned >= shop.currentSwordPrice){
candies.setNbrOwned(candies.nbrOwned - shop.currentSwordPrice);
shop.setMerchantSpeech("This iron sword could cut almost anything, if you're strong enough to use it.");
shop.hideProduct("sword");
}
else{
shop.setMerchantSpeech("You need more candies for the iron sword. Iron is strong. Iron is reliable. Iron will obey your slaying desire.");
return;
}
break;
case "silver sword":
if(candies.nbrOwned >= shop.currentSwordPrice){
candies.setNbrOwned(candies.nbrOwned - shop.currentSwordPrice);
shop.setMerchantSpeech("One thousand candies for meeee! Uh, I mean, this silver sword is even stronger than the iron one! You had to buy it.");
shop.hideProduct("sword");
}
else{
shop.setMerchantSpeech("One thousand candies for the silver sword! My marginal profit can't handle less than that.");
return;
}
break;
case "diamond sword":
if(candies.nbrOwned >= shop.currentSwordPrice){
candies.setNbrOwned(candies.nbrOwned - shop.currentSwordPrice);
shop.setMerchantSpeech("Diamond! This is the best sword I can sell you. It will cut rocks as if they were made of butter.");
shop.hideProduct("sword");
}
else{
shop.setMerchantSpeech("You need more candies. The diamond sword is quite expensive, but it's worth it!");
return;
}
break;
}
this.setName(name); // We bought it, since we didn't return : we change the name
}
},
enchantImpInvocation : function(){
if(potions.list.impInvocationScroll.nbrOwned > 0){
this.setSpecialSword(true);
this.setName("Sword of Summoning");
potions.list.impInvocationScroll.nbrOwned -= 1;
potions.updateOnPage();
forge.setStep(2);
}
},
setSpecialSword : function(value){
this.specialSword = value;
},
setSpecialPower : function(value){
if(value > 0){
this.specialPower = value;
}
else this.specialPower = 0;
},
getIndexOfBetterToSummon : function(){
var indexOfBetterToSummon = 0;
// We iterate over the list
for(var i = 0; i < this.summonList.length; i++){
// If we can summon this one and it is better than the current betterToSummon
if(this.summonList[i].powerNeeded <= this.specialPower && this.summonList[i].powerNeeded > this.summonList[indexOfBetterToSummon].powerNeeded){
// This is now the better to summon
indexOfBetterToSummon = i;
}
}
return indexOfBetterToSummon;
},
summonHere : function(id){
// One chance out of two we summon something
if(random.flipACoin()){
// We summon the better to summon
quest.things[id] = this.summonList[this.getIndexOfBetterToSummon()].summonFunction();
}
},
enchantFire : function(){
if(potions.list.fireScroll.nbrOwned > 0){
this.setSpecialSword(true);
this.setName("Sword of Flames");
potions.list.fireScroll.nbrOwned -= 1;
potions.updateOnPage();
forge.setStep(2);
}
},
enchantHealth : function(){
if(potions.list.health.nbrOwned > 0){
this.setSpecialSword(true);
this.setName("Sword of Life");
potions.list.health.nbrOwned -= 1;
potions.updateOnPage();
forge.setStep(2);
}
},
sharpen : function(){
this.setName("sharp chocolate sword");
forge.setStep(1);
},
coat : function(){
if(chocolateBars.nbrOwned >= 1){
chocolateBars.setNbrOwned(chocolateBars.nbrOwned - 1);
this.setName("chocolate sword");
htmlInteraction.hideButton("coat");
}
},
encrust : function(){
if(candies.nbrOwned >= 101){
candies.setNbrOwned(candies.nbrOwned - 101);
this.setName("candy diamond sword");
htmlInteraction.hideButton("encrust");
}
},
polish : function(){
if(lollipops.nbrOwned >= 30){
lollipops.setNbrOwned(lollipops.nbrOwned - 30);
this.setName("polished candy diamond sword");
htmlInteraction.hideButton("polish");
}
},
setName : function(value){
// We change the value
this.name = value;
// We possibly show a new product in the shop depending on the new sword name
switch(this.name){
case "wooden sword": shop.showProduct("copper_sword"); break;
case "copper sword": shop.showProduct("iron_sword"); break;
case "iron sword": shop.showProduct("silver_sword"); break;
case "silver sword": shop.showProduct("diamond_sword"); break;
default: shop.showProduct("products_after_swords"); break;
}
// Other stuff
htmlInteraction.setInnerHtml("sword", "You currently have a " + this.name + ".");
quest.defineMood();
htmlInteraction.setElementVisibility("sword", true);
htmlInteraction.setElementVisibility("quest_form", true);
buttons.checkSword();
inventory.updateOnPage();
},
// Ascii art
asciiWoodenSwordWithButton : "\
.\n\
/ \\\n\
| |\n\
| | \n\
| |\n\
| |\n\
`--8--\'\n\
8\n\
0",
asciiWoodenSwordWithoutButton : "Wooden sword\n\
.\n\
/ \\\n\
| |\n\
| |\n\
| |\n\
| |\n\
`--8--\'\n\
8\n\
0",
asciiCopperSwordWithButton : "\
.\n\
/:\\\n\
|||\n\
||| \n\
|||\n\
|||\n\
`--8--\'\n\
8\n\
0",
asciiCopperSwordWithoutButton : "Copper sword\n\
.\n\
/:\\\n\
|||\n\
|||\n\
|||\n\
|||\n\
`--8--\'\n\
8\n\
0",
asciiIronSwordWithButton : "\
/|\n\
|\\|\n\
|||\n\
||| \n\
|||\n\
|||\n\
|||\n\
|||\n\
~-[{o}]-~\n\
|/|\n\
|/|\n\
`0\'",
asciiIronSwordWithoutButton : "Iron sword\n\
/|\n\
|\\|\n\
|||\n\
|||\n\
|||\n\
|||\n\
|||\n\
|||\n\
~-[{o}]-~\n\
|/|\n\
|/|\n\
`0\'",
asciiSilverSwordWithButton : "\
|\\\n\
|/|\n\
|||\n\
[|] \n\
|||\n\
[|]\n\
|||\n\
|||\n\
\\_[[O]]_/\n\
|/|\n\
|/|\n\
`0\'",
asciiSilverSwordWithoutButton : "Silver sword\n\n\
|\\\n\
|/|\n\
|||\n\
[|]\n\
|||\n\
[|]\n\
|||\n\
|||\n\
\\_[[O]]_/\n\
|/|\n\
|/|\n\
`0\'",
asciiDiamondSwordWithButton : "\
/|\n\
|;|\n\
|:|\n\
|;| \n\
|:|\n\
|;|\n\
|:|\n\
|;|\n\
|:|\n\
\\_[[C]]_/\n\
|N|\n\
|D|\n\
`0\'",
asciiDiamondSwordWithoutButton : "Diamond sword\n\n\
/|\n\
|;|\n\
|:|\n\
|;|\n\
|:|\n\
|;|\n\
|:|\n\
|;|\n\
|:|\n\
\\_[[C]]_/\n\
|N|\n\
|D|\n\
`0\'",
asciiCandyDiamondSword : "Candy diamond sword\n\n\
/|\n\
|o|\n\
|:|\n\
|o|\n\
|:|\n\
|o|\n\
|:|\n\
|o|\n\
o |:| o\n\
\\_[[C]]_/\n\
|N|\n\
|D|\n\
'O'",
asciiPolishedCandyDiamondSword : "Polished candy diamond sword\n\n\
/|\n\
|o|\n\
| |\n\
|o|\n\
| |\n\
|o|\n\
| |\n\
|o|\n\
o | | o\n\
\\_([-])_/\n\
| |\n\
| |\n\
'O'",
asciiChocolateSword : "Chocolate sword\n\n\
/|\n\
|o|\n\
|~|\n\
|o|\n\
|~|\n\
|o|\n\
|~|\n\
|o|\n\
o |~| o\n\
\\~([-])~/\n\
|~|\n\
|~|\n\
'O'",
asciiSharpChocolateSword : "Sharp chocolate sword\n\n\
/|\n\
|^|\n\
|~|\n\
|^|\n\
|~|\n\
|^|\n\
|~|\n\
|^|\n\
. |~| .\n\
\\~([-])~/\n\
|~|\n\
|~|\n\
'O'",
asciiSwordOfFlames : "Sword of Flames\n\n\
_\n\
/#|\n\
|##|\n\
|##|\n\
|#F|\n\
|L#|\n\
|#A|\n\
|M#|\n\
|#E|\n\
|S#|\n\
|##|\n\
|##|\n\
_ |##| _\n\
\\\\-([--])-//\n\
|``|\n\
|``|\n\
|``|\n\
\"##\"",
asciiSwordOfLife : "Sword of Life\n\n\
_ _\n\
( `\\/' )\n\
`\\ /'\n\
|\\/|\n\
| |\n\
|~ |\n\
| |\n\
| ~|\n\
| |\n\
| |\n\
| ~|\n\
|~ |\n\
| |\n\
| ~|\n\
/~~([--])~~\\\n\
| |\n\
| |\n\
| |\n\
\"OO\"",
asciiSwordOfSummoning : "Sword of Summoning\n\n\
_\n\
/*| _\n\
|% | / \\\n\
| | /& /\n\
| &| / /\n\
| | / /\n\
|% | / %/\n\
| |/ /\n\
| * & /\n\
| /\n\
|& */\n\
| |\n\
|_%|\n\
~~([__])~~\n\
|*%|\n\
|%&|\n\
|*&|\n\
\'42\'",
asciiSwordOfLiflamesummoning : "Sword of Liflamesummoning\n\n\
_ _\n\
( `\\/' )\n\
`\\ /'\n\
|\\/| _\n\
|% | /#\\\n\
| | //\n\
| &| /##/\n\
| | /##/\n\
|% | /#%/\n\
| |/##/\n\
| * /\n\
| #/\n\
|& */\n\
| |\n\
|_%|\n\
~~([__])~~\n\
|l%|\n\
|%f|\n\
|s%|\n\
\'42\'",
asciiSwordOfRandomness : " Sword of Randomness\n\n\
_ _\n\
À ( `\\/' )\n\
À `\\ e /'\n\
À À |\\/| _\n\
À |% | /#\\\n\
À qsd | | //\n\
| &| /##/\n\
ÀÀ| | /##/\n\
|% | /s%/\n\
f | |À/##/\n\
| $*À /\n\
r | #/\n\
|& */\n\
ù | |\n\
dfg |_%|\n\
~~(É[__])~~\n\
|l%|\n\
A |%f|\n\
|s%sdd|\n\
\'42\'"
};