Updated a lot of things

This commit is contained in:
Russell Champoux committed 2015-03-17 17:49:35 -04:00
1 parent e09411b27d
commit 704ce5daae
3 files changed
+320 -114

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+317 -103
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@@ -83,6 +83,10 @@ var Grimoire = function(config) { // jshint ignore:line
this.chance = (config && config.chance ? config.chance : config && config.seed ? new Chance(config.seed) : new Chance());
this.SOURCES = [];
$.ajaxSetup({
async: false //A project that works now is better than one that doesn't exist.
//I MUST come back and revisit this with promises later
});
$.getJSON('sources/sources.json', function(sources) {
sources.sources.forEach(function(url) {
$.getJSON(url, function(source) {
@@ -118,11 +122,18 @@ var Grimoire = function(config) { // jshint ignore:line
console.error('getJSON failed to load '+url+', status: '+textStatus+', error: '+error);
});
});
//LOADED ALL SOURCES AND DATA
})
.fail(function(err) {
console.error('Failed to load sources list:', err);
});
$.ajaxSetup({
async: true
});
//options.sources manually select which sources you want to use
// will not use sources that are marked as disabled
//options.types manually specify what types you want to get
this.getItems = function(quality, count, options) {
options = options ? options : {};
var sources = options.sources ? options.sources : self.SOURCES;
@@ -150,7 +161,7 @@ var Grimoire = function(config) { // jshint ignore:line
var item = self.getItem(quality, options);
if(item) {
items.push(item);
console.log(item);
//console.log(item);
}
});
return items;
@@ -209,8 +220,8 @@ var Grimoire = function(config) { // jshint ignore:line
//***SPELLS AND SCROLLS AND WANDS***
//**********************************
else if(type == TYPES.SCROLLS || type == TYPES.SPELLS || type == TYPES.WANDS) {
if(!options.spellType || !options.spellLevel) {
console.error('Error selecting source for Spells. Invalid options', options);
if(!options.spellType || options.spellLevel > 9 || options.spellLevel < 0) {
console.error('Error selecting source for Spells. Invalid options', type, options);
}
sourceWeights = _.map(sources, function(source) {
//Check that we have a spells section
@@ -336,20 +347,36 @@ var Grimoire = function(config) { // jshint ignore:line
else if(itemType == TYPES.WONDROUS_ITEMS) {
item = self.getWondrousItem(quality, options);
}
//WEAPONS
else if(itemType == TYPES.WEAPONS) {
item = self.getWeapon(quality, options);
}
//EVERYTHING ELSE
//ARMOR AND SHIELDS
else if(itemType == TYPES.ARMOR_AND_SHIELDS) {
item = self.getArmorOrShield(quality, options);
}
//RINGS
else if(itemType == TYPES.RINGS) {
item = self.getRing(quality, options);
}
//RODS
else if(itemType == TYPES.RODS) {
item = self.getRod(quality, options);
}
//STAVES
else if(itemType == TYPES.STAVES) {
item = self.getStaff(quality, options);
}
//EVERYTHING ELSE NOT LISTED.
//All TYPES should have their own 'get' method but this allows for additional types to be added
// as long as they follow the data structure standard of source.data.type and contain weights
else {
//Select the item source based on the quality and item type
source = selectSource(sources, quality, itemType, options);
//EXCEPTIONS FOR ARMOR_AND_SHEILDS
//CHANCE FOR INTELLIGENT WEAPONS, RINGS, RODS, STAVES, OR WONDROUS ITEMS
item = self.getWeightedItem(source.data[itemType].data, quality);
item.source = source.shortName;
item.itemType = itemType;
}
if(!options.disableClue && chance.d100() <= (options.clueChance || 20)) {
@@ -365,7 +392,8 @@ var Grimoire = function(config) { // jshint ignore:line
options = options ? options : {};
var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance());
var maxRoll = options.maxRoll || _.sum(_.map(itemData, function(item) { return item.weight[quality]; }));
var maxRoll = options.maxRoll || _.sum(_.map(itemData, function(item) {
return item.weight[quality]; }));
var roll = chance.integer({min: 1, max: maxRoll});
var item = {};
@@ -382,21 +410,21 @@ var Grimoire = function(config) { // jshint ignore:line
console.error('Could not find valid '+quality+'item in',itemData);
};
//options.type can be 'Arcane' or 'Divine'
this.getSpells = function(level, count, options) {
options = options ? options : {};
var sources = options.sources ? options.sources : self.SOURCES;
var type = options.type; //if undefined, we'll pass it on
var spells = [];
self.chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance());
_.times(count, function() {
spells.push(self.getSpell(sources, level, type, options));
spells.push(self.getSpell(level, options));
});
return spells;
};
//options.type can be 'Arcane' or 'Divine'
this.getSpell = function(level, options) {
options = options ? options : {};
var sources = options.sources ? options.sources : self.SOURCES;
@@ -421,40 +449,22 @@ var Grimoire = function(config) { // jshint ignore:line
return spell;
};
//options.level manually override the scroll spell level
this.getScroll = function(quality, options) {
options = options ? options : {};
var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance());
var cost = [12.5, 25, 150, 375, 700, 1125, 1650, 2275, 3000, 3825];
var spellLevel = 0;
var spellLevel = options.scrollLevel;
var roll = chance.integer({min: 1, max: 100});
if(quality == QUALITIES.MINOR) {
switch(true) {
case (roll <= 5): spellLevel = 0; break;
case (roll <= 50): spellLevel = 1; break;
case (roll <= 95): spellLevel = 2; break;
case (roll <= 100): spellLevel = 3; break;
}
}
else if(quality == QUALITIES.MEDIUM) {
switch(true) {
case (roll <= 5): spellLevel = 2; break;
case (roll <= 65): spellLevel = 3; break;
case (roll <= 95): spellLevel = 4; break;
case (roll <= 100): spellLevel = 5; break;
}
}
else if(quality == QUALITIES.MAJOR) {
switch(true) {
case (roll <= 5): spellLevel = 4; break;
case (roll <= 50): spellLevel = 5; break;
case (roll <= 70): spellLevel = 6; break;
case (roll <= 85): spellLevel = 7; break;
case (roll <= 95): spellLevel = 8; break;
case (roll <= 100): spellLevel = 9; break;
}
if(!spellLevel || spellLevel < 0 || spellLevel > 9) {
var weights = {};
weights[QUALITIES.MINOR] = [5, 45, 45, 5, 0, 0, 0, 0, 0, 0];
weights[QUALITIES.MEDIUM] = [0, 0, 5, 60, 30, 5, 0, 0, 0, 0];
weights[QUALITIES.MAJOR] = [0, 0, 0, 0, 5, 45, 20, 15, 10, 5];
spellLevel = chance.weighted([0,1,2,3,4,5,6,7,8,9], weights[quality]);
}
options.quality = quality;
@@ -464,7 +474,8 @@ var Grimoire = function(config) { // jshint ignore:line
'name': 'Scroll of ' + spell.name,
'description': '(' + spell.type + ', spell level ' + spellLevel + ', caster level ' + _.max([1, (spellLevel*2-1)]) + ')',
'cost': cost[spellLevel],
'source': spell.source
'source': spell.source,
'itemType': TYPES.SCROLLS
};
};
@@ -492,7 +503,8 @@ var Grimoire = function(config) { // jshint ignore:line
'name': 'Potion/Oil of ' + chance.pick(source.data[TYPES.POTIONS].data[level]),
'description': '(spell level ' + level + ', caster level ' + _.max([1, (level*2-1)]) + ')',
'cost': cost[level],
'source': source.shortName
'source': source.shortName,
'itemType': TYPES.POTIONS
};
};
@@ -520,7 +532,8 @@ var Grimoire = function(config) { // jshint ignore:line
return {'name': 'Wand of ' + spell.name,
'description': '(spell level ' + level + ', caster level ' + _.max([1, (level*2-1)]) + ', 50 charges)',
'cost': cost[level],
'source': spell.source
'source': spell.source,
'itemType': TYPES.WANDS
};
};
@@ -535,16 +548,59 @@ var Grimoire = function(config) { // jshint ignore:line
//wondrous items of the same quality have equal probability weight
var item = _.clone(chance.pick(source.data[TYPES.WONDROUS_ITEMS].data[quality]));
item.source = source.shortName;
item.itemType = TYPES.WONDROUS_ITEMS;
//consumable items should NEVER be intelligent. I don't have a perfect filter, but here's a start
//I may instead add an attribute for 'consumable'
if(!/\b(dust|token|tome|elixir|salve|ointment|polish)\b/i.test(item.name)) {
//make an intelligent item if we either want ALL intelligent items
//OR intelligent items are NOT disabled AND we roll under the chance threshold
if(options.allIntelligent || (!options.disableIntelligent && chance.d100() <= (options.intelligenceChance || 1))) {
item.intelligence = self.getIntelligence(item.cost, options); //'WOOHOO I AM INTELLIGENT!';
item.cost += item.intelligence.cost;
}
}
return item;
};
this.getRing = function(quality, options) {
options = options ? options : {};
var sources = options.sources ? options.sources : self.SOURCES;
var source = selectSource(sources, quality, TYPES.RINGS, options);
var ring = self.getWeightedItem(source.data[TYPES.RINGS].data, quality);
ring.source = source.shortName;
ring.itemType = TYPES.RINGS;
return ring;
};
this.getRod = function(quality, options) {
options = options ? options : {};
var sources = options.sources ? options.sources : self.SOURCES;
var source = selectSource(sources, quality, TYPES.RODS, options);
var rod = self.getWeightedItem(source.data[TYPES.RODS].data, quality);
rod.source = source.shortName;
rod.itemType = TYPES.RODS;
return rod;
};
this.getStaff = function(quality, options) {
options = options ? options : {};
if(quality == QUALITIES.MINOR) {
console.error('Error! There are no minor staves!');
return;
}
var sources = options.sources ? options.sources : self.SOURCES;
var source = selectSource(sources, quality, TYPES.STAVES, options);
var staff = self.getWeightedItem(source.data[TYPES.STAVES].data, quality);
staff.source = source.shortName;
staff.itemType = TYPES.STAVES;
return staff;
};
this.getHumanoid = function(options) {
options = options ? options : {};
var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance());
@@ -605,6 +661,7 @@ var Grimoire = function(config) { // jshint ignore:line
var special1 = self.getSpecials(quality, type, options);
options.excludeSpecials = options.excludeSpecials.concat(special1); //exclude the special(s) just rolled
var special2 = self.getSpecials(quality, type, options);
//console.log('s1', special1[0].name, 's2', special2[0].name);
return special1.concat(special2); //could contain more than one special
}
else { //only 1 special
@@ -623,7 +680,7 @@ var Grimoire = function(config) { // jshint ignore:line
special.name = special.name.replace(/GET_ENERGY_RESISTANCE_TYPE/, self.getEnergyType(options));
}
return [special]; //could contain one or more specials
return [special]; //return special as array in case we need to concat it with another special
};
this.getUniqueWeapon = function(quality, options) {
@@ -636,21 +693,27 @@ var Grimoire = function(config) { // jshint ignore:line
var source = selectSource(sources, quality, 'Uniques', options);
var weapon = self.getWeightedItem(source.data[TYPES.WEAPONS].data.uniqueWeapons, quality);
weapon.source = source.shortName;
weapon.itemType = TYPES.WEAPONS;
return weapon;
};
//options.type can be 'melee' or 'ranged'
//note that this option is not alwawys honored when a unique item is rolled
//note that this option is NOT alwawys honored when a unique item is rolled
//I'm not sure if unique weapons should be allowed to have modifiers.
//I'm allowing it because it is more awesome. This can cause problems when the unique rolled is, for example, an arrow
//config.maxSpecials set to limit the number of specials per weapon generated
this.getWeapon = function(quality, options) {
options = options ? options : {};
options.excludeSpecials = options.excludeSpecials || [];
options.maxSpecials = options.maxSpecials || 5;
var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance());
var weapon = {
name: '',
type: '',
bonus: 0,
baseCost: 0,
cost: 0,
specials: [],
intelligence: {},
glowing: false
@@ -729,6 +792,8 @@ var Grimoire = function(config) { // jshint ignore:line
weapon.url = unique.url;
}
else if(action == 'getSpecial') {
//console.log('weapon', weapon.specials.length, 'max', options.maxSpecials);
if(weapon.specials.length < options.maxSpecials) {
weapon = self.getWeapon(quality, options);
var specialsBonus = _.chain(weapon.specials).map(function(s) { return s.bonus; }).sum().value();
var specials = [];
@@ -740,13 +805,14 @@ var Grimoire = function(config) { // jshint ignore:line
do {
specials = self.getSpecials(quality, weapon.type, options);
newSpecialsBonus = _.chain(specials).map(function(s) { return s.bonus; }).sum().value();
} while(weapon.bonus + specialsBonus + newSpecialsBonus > 10 && --tries > 0);
} while((weapon.bonus + specialsBonus + newSpecialsBonus > 10 ||
weapon.specials.length + specials.length > options.maxSpecials) && --tries > 0);
if(tries > 0) { //we found a match without running out of tries!
weapon.specials = weapon.specials.concat(specials);
}
}
}
}
//ALL
//1% chance to be intelligent (NOT usable items - eg Arrows)
@@ -760,6 +826,9 @@ var Grimoire = function(config) { // jshint ignore:line
if(!options.disableGlowing && chance.d100() <= (options.glowingChance || 30)) {
weapon.glowing = true;
}
var totalBonus = weapon.bonus + _.sum(_.map(weapon.specials, function(s) { return s.bonsu; }));
weapon.cost = weapon.baseCost + 2000 * Math.pow(totalBonus, 2) + (weapon.intelligence.cost || 0);
weapon.print = function() {
var ret = 'Name: ';
ret += this.glowing ? 'Glowing ' : '';
@@ -768,19 +837,209 @@ var Grimoire = function(config) { // jshint ignore:line
ret += this.name ? this.name : (this.type + ' weapon');
ret += ';';
ret += this.intelligence.print ? 'Intelligence: [' + this.intelligence.print() + '];' : '';
ret += 'Cost: ' + (this.baseCost + 2000 * Math.pow(weapon.bonus, 2) + this.intelligence.cost) + 'gp';
ret += 'Cost: ' + this.cost + 'gp';
return ret;
};
weapon.itemType = TYPES.WEAPONS;
return weapon;
};
this.getUniqueArmorOrShield = function(quality, options) {
options = options ? options : {};
var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance());
options.itemType = TYPES.ARMOR_AND_SHIELDS;
options.uniqueType = (options.type == 'armor' ? 'uniqueArmors' :
options.type == 'shield' ? 'uniqueShields' :
chance.pick(['uniqueArmors', 'uniqueShields'])); //50-50 chance if type is not selected
var sources = options.sources ? options.sources : self.SOURCES;
var source = selectSource(sources, quality, 'Uniques', options);
var item = self.getWeightedItem(source.data[TYPES.ARMOR_AND_SHIELDS].data[options.uniqueType], quality);
item.source = source.shortName;
item.itemType = TYPES.ARMOR_AND_SHIELDS;
return item;
};
//options.type can be 'armor' or 'shield'
this.getArmorOrShield = function(quality, options) {
options = options ? options : {};
options.excludeSpecials = options.excludeSpecials || [];
options.maxSpecials = options.maxSpecials || 5;
var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance());
var item = {};
var item = {
name: '',
type: '',
bonus: 0,
baseCost: 0,
cost: 0,
specials: [],
};
var roll = chance.d100();
var action = '';
if(quality == QUALITIES.MINOR) {
if(roll <= 60) {
item.type = 'shield';
item.bonus = 1;
}
else if(roll <= 80) {
item.type = 'armor';
item.bonus = 1;
}
else if(roll <= 85) {
item.type = 'shield';
item.bonus = 2;
}
else if(roll <= 87) {
item.type = 'armor';
item.bonus = 2;
}
else if(roll <= 89) {
item.type = 'armor';
action = 'getUnique';
}
else if(roll <= 91) {
item.type = 'shield';
action = 'getUnique';
}
else if(roll <= 100) {
//9% special ability and roll again
action = 'getSpecial';
}
}
else if(quality == QUALITIES.MEDIUM) {
if(roll <= 5) {
item.type = 'shield';
item.bonus = 1;
}
else if(roll <= 10) {
item.type = 'armor';
item.bonus = 1;
}
else if(roll <= 20) {
item.type = 'shield';
item.bonus = 2;
}
else if(roll <= 30) {
item.type = 'armor';
item.bonus = 2;
}
else if(roll <= 40) {
item.type = 'shield';
item.bonus = 3;
}
else if(roll <= 50) {
item.type = 'armor';
item.bonus = 3;
}
else if(roll <= 55) {
item.type = 'shield';
item.bonus = 4;
}
else if(roll <= 57) {
item.type = 'armor';
item.bonus = 2;
}
else if(roll <= 60) {
item.type = 'armor';
action = 'getUnique';
}
else if(roll <= 63) {
item.type = 'shield';
action = 'getUnique';
}
else if(roll <= 100) {
//37% special ability and roll again
action = 'getSpecial';
}
}
else if(quality == QUALITIES.MAJOR) {
if(roll <= 8) {
item.type = 'shield';
item.bonus = 3;
}
else if(roll <= 16) {
item.type = 'armor';
item.bonus = 3;
}
else if(roll <= 27) {
item.type = 'shield';
item.bonus = 4;
}
else if(roll <= 38) {
item.type = 'armor';
item.bonus = 4;
}
else if(roll <= 49) {
item.type = 'shield';
item.bonus = 5;
}
else if(roll <= 57) {
item.type = 'armor';
item.bonus = 5;
}
else if(roll <= 60) {
item.type = 'armor';
action = 'getUnique';
}
else if(roll <= 63) {
item.type = 'shield';
action = 'getUnique';
}
else if(roll <= 100) {
//37% special ability and roll again
action = 'getSpecial';
}
}
if(action == 'getUnique') {
options.type = item.type;
var unique = self.getUniqueArmorOrShield(quality, options);
item.name = unique.name;
item.baseCost = unique.cost;
item.url = unique.url;
}
else if(action == 'getSpecial') {
item = self.getArmorOrShield(quality, options);
var specialsBonus = _.chain(item.specials).map(function(s) { return s.bonus; }).sum().value();
var specials = [];
var newSpecialsBonus = 0;
options.excludeSpecials = options.excludeSpecials.concat(item.specials);
if(item.bonus + specialsBonus < 10) {
var tries = 5;
//this has the opportunity to loop forever either if no match can be found
do {
specials = self.getSpecials(quality, item.type, options);
newSpecialsBonus = _.chain(specials).map(function(s) { return s.bonus; }).sum().value();
} while(item.bonus + specialsBonus + newSpecialsBonus > 10 && --tries > 0);
if(tries > 0) { //we found a match without running out of tries!
item.specials = item.specials.concat(specials);
}
}
}
var totalBonus = item.bonus + _.sum(_.map(item.specials, function(s) { return s.bonsu; }));
item.cost = item.baseCost + 2000 * Math.pow(totalBonus, 2);
item.print = function() {
var ret = 'Name: ';
ret += this.bonus > 0 ? ('+' + this.bonus + ' ') : '';
ret += this.specials.length > 0 ? _.map(this.specials, function(s) { return s.name;}).join(', ') + ' ' : '';
ret += this.name ? this.name : this.type;
ret += ';';
ret += 'Cost: ' + this.cost + 'gp';
return ret;
};
item.itemType = TYPES.ARMOR_AND_SHIELDS;
return item;
};
@@ -917,17 +1176,16 @@ var Grimoire = function(config) { // jshint ignore:line
//The probability for more powers is directly related to the base cost of the item
//I made up these roll weights. references the same basecost as the basic ego modifier
switch(true) {
case (baseCost <= 1000): powerWeights = [6,4,0,0,0]; break;
case (baseCost <= 5000): powerWeights = [3,4,3,0,0]; break;
case (baseCost <= 10000): powerWeights = [2,3,4,1,0]; break;
case (baseCost <= 20000): powerWeights = [1,3,4,2,0]; break;
case (baseCost <= 50000): powerWeights = [0,2,4,3,1]; break;
case (baseCost <= 100000): powerWeights = [0,1,3,4,2]; break;
case (baseCost <= 200000): powerWeights = [0,0,2,5,3]; break;
case (baseCost > 200000): powerWeights = [0,0,0,6,4]; break;
case (baseCost <= 1000): powerCountWeights = [6,4,0,0,0]; break;
case (baseCost <= 5000): powerCountWeights = [3,4,3,0,0]; break;
case (baseCost <= 10000): powerCountWeights = [2,3,4,1,0]; break;
case (baseCost <= 20000): powerCountWeights = [1,3,4,2,0]; break;
case (baseCost <= 50000): powerCountWeights = [0,2,4,3,1]; break;
case (baseCost <= 100000): powerCountWeights = [0,1,3,4,2]; break;
case (baseCost <= 200000): powerCountWeights = [0,0,2,5,3]; break;
case (baseCost > 200000): powerCountWeights = [0,0,0,6,4]; break;
}
var powerWeights = _.map(self.ItemPowers, function(p) { return p.weight; });
i.powers = [];
@@ -969,7 +1227,7 @@ var Grimoire = function(config) { // jshint ignore:line
i.ego += p.egoMod;
i.cost += p.costMod;
if(/Linguistics/.test(p.description)) { //check if we got any ranks in linguistics
if(/Linguistics/i.test(p.description)) { //check if we got any ranks in linguistics
bonusLanguages += p.value;
}
@@ -1021,7 +1279,7 @@ var Grimoire = function(config) { // jshint ignore:line
}
//console.log(i.purpose.description);
i.dedicatedPowers = []; //chance.pick()
i.dedicatedPowers = [];
//I decided that purposed items get between 1-3 dedicated powers, heavily leaning on 1
var numDedicatedPowers = options.numDedicatedPowers || chance.weighted([1,2,3], [7,2,1]);
_.times(numDedicatedPowers, function() {
@@ -1071,47 +1329,3 @@ var Grimoire = function(config) { // jshint ignore:line
};
};
//DEBUG - pass an instance of Grimoire
var Debug = function(grimoire) { // jshint ignore:line
//var self = this;
this.grimoire = grimoire;
if(!grimoire) {
console.error('did not get an instance of grimoire!');
return;
}
this.validateSources = function() {
grimoire.SOURCES.forEach(function(source) {
console.log('----', source.name, '----');
source.types.forEach(function(type) {
if(type.source) {
if(!source.data[type.name] || !source.data[type.name].data) {
console.log(source.shortName + ' failed to load ' + type.name + '!');
}
console.log(type.name, source.data[type.name]);
if(type.name == TYPES.RINGS) {
var weights = {};
weights[QUALITIES.MINOR] = 0;
weights[QUALITIES.MEDIUM] = 0;
weights[QUALITIES.MAJOR] = 0;
source.data[type.name].data.forEach(function(ring) {
if(!ring.cost || ring.cost < 0) {
console.error('Invalid cost', ring.cost, 'for', ring.name);
}
if(!_.sum(ring.weight)) {
console.error(ring.name, 'has no weight!');
}
weights[QUALITIES.MINOR] += ring.weight.minor;
weights[QUALITIES.MEDIUM] += ring.weight.medium;
weights[QUALITIES.MAJOR] += ring.weight.major;
});
console.log('Weights ', weights);
}
}
});
});
};
};
+2 -2
View File
@@ -12,8 +12,8 @@
{"name": "Shatterspike", "cost": 4315, "url":"", "weight": {"minor": 0, "medium": 3, "major": 0} },
{"name": "Dagger of venom", "cost": 8302, "url":"", "weight": {"minor": 0, "medium": 6, "major": 0} },
{"name": "Trident of warning", "cost": 10115, "url":"", "weight": {"minor": 0, "medium": 5, "major": 0} },
{"name": "Assassin\"s dagger", "cost": 10302, "url":"", "weight": {"minor": 0, "medium": 6, "major": 4} },
{"name": "Shifter\"s sorrow", "cost": 12780, "url":"", "weight": {"minor": 0, "medium": 5, "major": 3} },
{"name": "Assassin's dagger", "cost": 10302, "url":"", "weight": {"minor": 0, "medium": 6, "major": 4} },
{"name": "Shifter's sorrow", "cost": 12780, "url":"", "weight": {"minor": 0, "medium": 5, "major": 3} },
{"name": "Trident of fish command", "cost": 18650, "url":"", "weight": {"minor": 0, "medium": 4, "major": 2} },
{"name": "Flame tongue", "cost": 20715, "url":"", "weight": {"minor": 0, "medium": 8, "major": 4} },
{"name": "Luck blade (0 wishes)", "cost": 22060, "url":"", "weight": {"minor": 0, "medium": 5, "major": 4} },
+1 -9
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@@ -1,15 +1,7 @@
Pathfinder magic item automatic roller
To do:
* Refactor code into GrimoireCore and resouce JSON objects
* Reformat all the .js data files into JSON resources
* Add roll weights for
= CRB
- Rings
= APG
- Rings
* Add getArmorOrShield()
* I'm getting a problem where the random number generator is reliably getting the SAME item from a weighted list and I'm not sure why.
= This is occuring for getHumanoid, getOutsider, getDeity, and several other lowest level methods