// Now holds only variables // Player Currency global.prewarmoney = 0; // Used with enclave vendors global.caps = 0; // Used with all other vendors // Player Stats global.healthCap = 0; // Maximum health, raises each level global.health = 0; // Players current HP global.food = 0; // Amount of food player has global.isRadiated = false; global.radSeverity = 0; // Modifies healthCapCalc. 3 Levels global.radPoints = 0; // If the player reaches 100 rad points the game ends global.xpPerLevel = 10; // Amount of XP needed per level. Raises 50% each level global.level = 0; // Level of player. Modifies enemy scaling global.inventory = [ // Inventory of player, holds all items // Supplies: chems, aid [], // Equipment: weapons, armor, tools [] ] // Game Mechanics global.walkRate = 0; // Units the player walks per day, affects foodRateCalc and radPointsCalc global.foodRate = 0; // Amount of food player eats per day, affects radPointsCalc global.path = 0; // Path player is currently on, 0 = Main, 1 = A, 2 = B global.location = 0; // Location on main path, 0-255 = main, 500-1000 = A, 1500-2000 = B global.locationA = 0; // Location on path A global.locationB =0; // Location on path B global.reputation = {mwbos: 4, legion: 4, ncr: 2, bos: 1, enclave: 10, abomination: 0, raider: 0} // Rep for each faction. Number between 0(worst) and 10(best), 5 is neutral global.daysSinceScav = 0; // Days since player last scavenged. Must be >= 15 to scavenge again. global.name = "placeholder"; // Player name, changed when the game starts export function variableChange(variable, operation, value) { switch(operation) { case "%": global[variable] = global[variable] % value case "+": global[variable] = global[variable] + value case "-": global[variable] = global[variable] - value case "/": global[variable] = global[variable] / value case "=": global[variable] = value } }