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upgrade.js
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upgrade.js
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function upgrade(){
//OLD
this.index = 0;
this.damage = 1;
this.DPS = 0.0; //Knives and Daggers
this.clickDamage = 1.0; // Swords and Axes
this.critRate = 0.0; //Maces and Spears
this.percision = 1.0; // This one shrinks the range of damage
//NEW
this.attributes = [
{"name":"Brutality", "cost":5, "level":1},
{"name":"Ferocity", "cost":5, "level":1},
{"name":"Cruelty", "cost":5, "level":1},
{"name":"Willpower", "cost":5, "level":1},
{"name":"Guile", "cost":5, "level":1},
{"name":"Attunement", "cost":5, "level":1}
];
};
upgrade.prototype.next = function(){
this.damage = this.weapons[this.index].damage;
this.index++;
};
//When upgrade is clicked, you call this and send the upgrades third variable.
//upgrade.prototype.setDamage = function(){
// clickDamage = i;
//}
upgrade.prototype.increaseClickDamage = function() {
this.clickDamage += 0.1;
};
upgrade.prototype.increasePercision = function(){
this.percision++;
};
upgrade.prototype.getDamage = function(){
var num = Math.floor((Math.random() * this.clickDamage));
//if(num == this.clickDamage - 1){
// console.log("Cr1t1cal!");
// return this.percision + (num * 2);
//}else{
//console.log(this.clickDamage+num);
return this.percision + num;
//}
};
// Possibly put all the monsters into a json file and just set up the
//new monsters stats in this file that way the loop doesn't have to change
//for new creatures.