mirror of
https://github.com/2009scape/2009scape.github.io.git
synced 2024-09-11 19:02:31 +02:00
162 lines
6.7 KiB
JavaScript
162 lines
6.7 KiB
JavaScript
var inventory = {
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// Variables
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magicianHatLetter : "",
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// Functions
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setMagicianHatLetter : function(value){
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this.magicianHatLetter = value;
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},
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updateOnPage : function(){
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// Check for the magician hat letter : if we have the magician hat but no letter is set yet
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if(objects.list.magicianHat.have && this.magicianHatLetter == ""){
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this.setMagicianHatLetter(" " + random.getRandomLetter());
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}
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// Sword
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switch(sword.name){
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case "wooden sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiWoodenSwordWithoutButton); break;
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case "copper sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiCopperSwordWithoutButton); break;
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case "iron sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiIronSwordWithoutButton); break;
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case "silver sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiSilverSwordWithoutButton); break;
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case "diamond sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiDiamondSwordWithoutButton); break;
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case "candy diamond sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiCandyDiamondSword); break;
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case "polished candy diamond sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiPolishedCandyDiamondSword); break;
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case "chocolate sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiChocolateSword); break;
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case "sharp chocolate sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiSharpChocolateSword); break;
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case "Sword of Flames": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiSwordOfFlames + "\n\nLevel : " + sword.specialPower); break;
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case "Sword of Life": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiSwordOfLife + "\n\nLevel : " + sword.specialPower); break;
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case "Sword of Summoning": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiSwordOfSummoning + "\n\nLevel : " + sword.specialPower); break;
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case "Sword of Liflamesummoning": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiSwordOfLiflamesummoning + "\n\nLevel : " + sword.specialPower); break;
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case "Sword of Randomness": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiSwordOfRandomness + "\n\nLevel : infinite + " + sword.specialPower); break;
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}
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// Objects
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this.updateObjectOnPage("inventory_key", objects.list.key, this.asciiKey, this.asciiNoObject);
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this.updateObjectOnPage("inventory_boots", objects.list.boots, this.asciiBoots, this.asciiNoObject);
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this.updateObjectOnPage("inventory_magician_hat", objects.list.magicianHat, this.magicianHatLetter + "\n" + this.asciiMagicianHat, this.asciiNoObject);
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this.updateObjectOnPage("inventory_pink_ring", objects.list.pinkRing, this.asciiPinkRing, this.asciiNoObject);
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this.updateObjectOnPage("inventory_candies_converter", objects.list.candiesConverter, this.asciiCandiesConverter, this.asciiNoObject);
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this.updateObjectOnPage("inventory_plate_armour", objects.list.plateArmour, this.asciiPlateArmour, this.asciiNoObject);
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this.updateObjectOnPage("inventory_cauldron", objects.list.cauldron, this.asciiCauldron, this.asciiNoObject);
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this.updateObjectOnPage("inventory_magical_horn", objects.list.magicalHorn, this.asciiMagicalHorn, this.asciiNoObject);
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this.updateObjectOnPage("inventory_horn_of_plenty", objects.list.hornOfPlenty, this.asciiHornOfPlenty, this.asciiNoObject);
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this.updateObjectOnPage("inventory_old_amulet", objects.list.oldAmulet, this.asciiOldAmulet, this.asciiNoObject);
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if(developperComputer.won){
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htmlInteraction.setInnerHtml("inventory_won1", "<pre>" + this.asciiWon1 + "</pre>");
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htmlInteraction.setInnerHtml("inventory_won2", "<pre>" + this.asciiWon2 + "</pre>");
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htmlInteraction.showButton("hardmode");
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}
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else{
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htmlInteraction.setInnerHtml("inventory_won1", "<pre>" + this.asciiNoObject + "</pre>");
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htmlInteraction.setInnerHtml("inventory_won2", "<pre>" + this.asciiNoObject + "</pre>");
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htmlInteraction.hideButton("hardmode");
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}
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// Maps
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this.updateObjectOnPage("inventory_swamp_map", objects.list.swampMap, this.asciiSwampMap, this.asciiNoObject);
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this.updateObjectOnPage("inventory_hut_map", objects.list.hutMap, this.asciiHutMap, this.asciiNoObject);
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this.updateObjectOnPage("inventory_forge_map", objects.list.forgeMap, this.asciiForgeMap, this.asciiNoObject);
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this.updateObjectOnPage("inventory_well_map", objects.list.wellMap, this.asciiWellMap, this.asciiNoObject);
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},
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updateObjectOnPage : function(id, obj, ascii, asciiNoObject){
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if(obj.have){
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htmlInteraction.setInnerHtml(id, "<pre>" + ascii + "</pre><span><b>" + obj.name + "</b><br/>" + obj.description);
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}
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else{
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htmlInteraction.setInnerHtml(id, "<pre>" + asciiNoObject + "</pre>");
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}
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},
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// Ascii art
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asciiKey : " __\n\
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/o \\_____\n\
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\\__/-=\"=\"`",
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asciiBoots : " ____\n\
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\\ _|__\n\
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__)| /\n\
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(___| (__\n\
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(_-___)",
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asciiMagicianHat : " / \\\n\
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/ \\\n\
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/ \\\n\
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/_______\\",
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asciiPinkRing : " .--.\n\
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// \\\\\n\
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\\\\__//\n\
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\'--\'",
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asciiSwampMap : " _________\n\
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| |\n\
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| SWAMP |\n\
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| ---> |\n\
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|.-._.-._.|",
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asciiHutMap : " _________\n\
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| __ |\n\
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| /lp\\ -> |\n\
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| |__| |\n\
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|._.-._.__|",
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asciiForgeMap : " _________\n\
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/ anvil \\\n\
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| this |\n\
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| <-- way |\n\
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\\_________/",
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asciiWellMap : " .-~-~-~-.\n\
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! ~ ~ !\n\
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!~ ~ !\n\
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! ~ ~ ~ !\n\
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\'-~-~-~-\'",
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asciiCandiesConverter : " ______\n\
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/+| |+\\\n\
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|=={==}==|\n\
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\\_|__|_/",
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asciiPlateArmour : "-;`\\..../`;-\n\
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|...::...|\n\
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/\'\'\'::\'\'\'\\\n\
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/\\ :: /\\\n\
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>._::_.<",
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asciiCauldron : " ________\n\
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(________)\n\
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) (\n\
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/ \\\n\
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\\__________/",
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asciiMagicalHorn : " \\.\n\
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\\\'.\n\
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\\ \'.\n\
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\\,-\'",
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asciiHornOfPlenty : " .\\\n\
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\\\'.\n\
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\\ \'.\n\
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\\__)",
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asciiOldAmulet : " / \\\n\
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o o\n\
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\\_/\n\
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.^.\n\
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\'cnd\'\n\
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\'. .\'",
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asciiWon1 : "Bravo !\nYou won\nthe game :)\nYou now have\nall the\ncandies in\nthe world.",
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asciiWon2 : "(you can now\nask the dev\nfor a real\ncandy, if you\nfind him !)",
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asciiNoObject : " \n \n "
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};
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