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Added APG rings, rods, staves, armor, weapons. removed url from objects
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@@ -879,18 +879,23 @@ var Grimoire = function(config) { // jshint ignore:line
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//ALL
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//1% chance to be intelligent (NOT usable items - eg Arrows)
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//30% chance to be glowing
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if(options.allIntelligent ||
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(!options.disableIntelligent && chance.d100() <= (options.intelligenceChance || 1))) {
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var cost = weapon.baseCost + 2000 * Math.pow(weapon.bonus, 2);
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weapon.intelligence = self.getIntelligence(cost, options); //'WOOHOO I AM INTELLIGENT!';
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weapon.cost += weapon.intelligence.cost;
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//ammunition should NEVER be intelligent. I don't have a perfect filter, but here's a start
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//I may instead add an attribute for 'consumable'
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if(!/\b(arrow|bolt|bullet)\b/i.test(weapon.name)) {
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if(options.allIntelligent ||
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(!options.disableIntelligent && chance.d100() <= (options.intelligenceChance || 1))) {
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var cost = weapon.baseCost + 2000 * Math.pow(weapon.bonus, 2);
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weapon.intelligence = self.getIntelligence(cost, options); //'WOOHOO I AM INTELLIGENT!';
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weapon.cost += weapon.intelligence.cost;
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}
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}
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if(!options.disableGlowing && chance.d100() <= (options.glowingChance || 30)) {
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weapon.glowing = true;
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}
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var totalBonus = weapon.bonus + _.sum(_.map(weapon.specials, function(s) { return s.bonus; }));
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weapon.cost = weapon.baseCost + 2000 * Math.pow(totalBonus, 2) + (weapon.intelligence.cost || 0);
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var specialsCost = _.sum(_.map(weapon.specials, function(s) { return s.cost || 0; })); //some specials added in APG have flat costs
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weapon.cost = weapon.baseCost + 2000 * Math.pow(totalBonus, 2) + specialsCost + (weapon.intelligence.cost || 0);
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weapon.print = function() {
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var ret = 'Name: ';
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ret += this.glowing ? 'Glowing ' : '';
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