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