var status2 = { getText : function(){ var statusLines = []; var character = this.getLinesFromThingIndex(quest.getCharacterIndex()); if(quest.getCharacterIndex() + 1 < quest.things.length && quest.things[quest.getCharacterIndex() + 1].type != "none"){ statusLines.push(this.formatLines(character)); if(quest.things[quest.getCharacterIndex() + 1].type == "mob") // If it's a mob statusLines.push(this.formatLines(["", "VERSUS", "", ""])); if(quest.things[quest.getCharacterIndex() + 1].type == "ally") // If it's an ally statusLines.push(this.formatLines(["", " WITH ", "", ""])); statusLines.push(this.getLinesFromThingIndex(quest.getCharacterIndex() + 1)); } else{ statusLines.push(character); } return this.formatStatusLines(statusLines); }, formatLines : function(lines){ var max_len = 0; for(var i = 0; i < lines.length; i++){ if(lines[i].length > max_len) max_len = lines[i].length; } for(var i = 0; i < lines.length; i++){ if(lines[i].length < max_len){ for(var j = lines[i].length; j < max_len; j++){ lines[i] += " "; } } lines[i] += " | "; } return lines; }, formatStatusLines : function(lines){ var text = ""; var stop = false; var i = 0; while(stop == false){ stop = true; text += "\n"; for(var j = 0; j < lines.length; j++){ if(lines[j].length > i){ text += lines[j][i]; stop = false; // While we have something to add, we continue } } i++; } return text; }, getLinesFromThingIndex : function(i){ var lines = []; lines.push(" " + quest.things[i].text); lines.push("HP : " + quest.things[i].hp + "/" + quest.things[i].max_hp); lines.push("Weapon : " + quest.things[i].weapon); lines.push("\"" + quest.things[i].description + "\""); return lines; } };