(x: number, y: number)
| 155 | } |
| 156 | |
| 157 | private drawStats(x: number, y: number): number{ |
| 158 | // Set the additional damage text |
| 159 | var additionalDamageText: string; |
| 160 | if(Saving.loadBool("gridItemPossessedXinopherydonClaw") && (this.getGame().getSelectedEqItems()["bodyArmour"] != null && this.getGame().getSelectedEqItems()["bodyArmour"].getSavingName() == "eqItemBodyArmoursEnchantedKnightBodyArmour")) // If we have the armour en the claw |
| 161 | additionalDamageText = ""; |
| 162 | else if(Saving.loadBool("gridItemPossessedXinopherydonClaw")) // Else, if we just have the claw |
| 163 | additionalDamageText = " x 2"; |
| 164 | else if((this.getGame().getSelectedEqItems()["bodyArmour"] != null && this.getGame().getSelectedEqItems()["bodyArmour"].getSavingName() == "eqItemBodyArmoursEnchantedKnightBodyArmour")) // Else, if we just have the armour |
| 165 | additionalDamageText = " / 2"; |
| 166 | else // Else, we have nothing special |
| 167 | additionalDamageText = ""; |
| 168 | |
| 169 | // This array will contain the special abilities |
| 170 | var specialAbilities: string[] = []; |
| 171 | |
| 172 | // First line |
| 173 | this.renderArea.drawString(this.getGame().getPlayer().getMaxHp().toString(), x+16, y); // player's maximum HP |
| 174 | this.renderArea.drawString(this.getGame().getPlayer().getQuestEntityWeapon().getRealDamageText() + additionalDamageText, x+43, y); // weapon damage |
| 175 | this.renderArea.drawString(this.getGame().getPlayer().getQuestEntityWeapon().getSpeedText(), x+71, y); // weapon speed |
| 176 | |
| 177 | // Fill the special abilities array with grid items abilities |
| 178 | for(var savingName in this.getGame().getGridItems()){ |
| 179 | // If we possess this item |
| 180 | if(this.getGame().getGridItems()[savingName].isPossessed()){ |
| 181 | // If it has a special ability, we add it |
| 182 | if(this.getGame().getGridItems()[savingName].getSpecialAbility() != null) |
| 183 | specialAbilities.push(this.getGame().getGridItems()[savingName].getSpecialAbility()); |
| 184 | } |
| 185 | } |
| 186 | |
| 187 | // Fill the special abilities array with eq items abilities |
| 188 | if(this.getGame().getSelectedEqItems()["weapon"] != null && this.getGame().getSelectedEqItems()["weapon"].getSpecialAbility() != null) specialAbilities.push(this.getGame().getSelectedEqItems()["weapon"].getSpecialAbility()); |
| 189 | if(this.getGame().getSelectedEqItems()["hat"] != null && this.getGame().getSelectedEqItems()["hat"].getSpecialAbility() != null) specialAbilities.push(this.getGame().getSelectedEqItems()["hat"].getSpecialAbility()); |
| 190 | if(this.getGame().getSelectedEqItems()["bodyArmour"] != null && this.getGame().getSelectedEqItems()["bodyArmour"].getSpecialAbility() != null) specialAbilities.push(this.getGame().getSelectedEqItems()["bodyArmour"].getSpecialAbility()); |
| 191 | if(this.getGame().getSelectedEqItems()["gloves"] != null && this.getGame().getSelectedEqItems()["gloves"].getSpecialAbility() != null) specialAbilities.push(this.getGame().getSelectedEqItems()["gloves"].getSpecialAbility()); |
| 192 | if(this.getGame().getSelectedEqItems()["boots"] != null && this.getGame().getSelectedEqItems()["boots"].getSpecialAbility() != null) specialAbilities.push(this.getGame().getSelectedEqItems()["boots"].getSpecialAbility()); |
| 193 | |
| 194 | // Fill the special abilities with gifts |
| 195 | if(Saving.loadNumber("gameGiftPower") > 0){ |
| 196 | specialAbilities.push("GIFT : your attacks are " + (Saving.loadNumber("gameGiftPower")*20).toString() + "% more powerful."); |
| 197 | } |
| 198 | if(Saving.loadNumber("gameGiftHealth") > 0){ |
| 199 | specialAbilities.push("GIFT : you have " + (Saving.loadNumber("gameGiftHealth")*20).toString() + "% more health points."); |
| 200 | } |
| 201 | if(Saving.loadNumber("gameGiftMagic") > 0){ |
| 202 | specialAbilities.push("GIFT : the spell and potion countdowns are reduced by " + (Saving.loadNumber("gameGiftMagic")*15) + "%."); |
| 203 | } |
| 204 | |
| 205 | // If the special abilities array is empty, add the "no special ability" text |
| 206 | if(specialAbilities.length == 0) |
| 207 | specialAbilities.push("You have no special ability."); |
| 208 | |
| 209 | // Draw the special abilities |
| 210 | for(var i = 0; i < specialAbilities.length; i++){ |
| 211 | // If it's not the first one, we draw the background |
| 212 | if(i != 0){ |
| 213 | this.renderArea.drawArray(Database.getAscii("general/specialAbilityBackground"), x, y+2+i); |
| 214 | } |
no test coverage detected