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drugwars

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drugwars - npm Package Compare versions

Comparing version 0.1.63 to 0.1.64

103

lib/army.js

@@ -88,3 +88,3 @@ 'use strict';

});
if (kamikaze) unit.attack = unit.attack + unit.attack / 100 * kamikaze.lvl;
if (kamikaze) unit.attack = unit.attack + unit.attack * kamikaze.lvl / 100;
} else {

@@ -94,3 +94,3 @@ var protection = _this.trainings.find(function (b) {

});
if (protection) unit.health = unit.health + unit.health / 100 * protection.lvl;
if (protection) unit.health = unit.health + unit.health * protection.lvl / 100;
//ALL MELEE

@@ -101,3 +101,3 @@ if (unit.spec.type === 'Melee') {

});
if (closecombat) unit.attack = unit.attack + unit.attack / 100 * closecombat.lvl;
if (closecombat) unit.attack = unit.attack + unit.attack * closecombat.lvl / 100;
} else {

@@ -108,3 +108,3 @@ var firearms = _this.trainings.find(function (b) {

if (firearms) {
unit.attack = unit.attack + unit.attack / 100 * firearms.lvl;
unit.attack = unit.attack + unit.attack * firearms.lvl / 100;
}

@@ -116,3 +116,3 @@ }

});
if (sniping) unit.attack = unit.attack + unit.attack / 100 * sniping.lvl;
if (sniping) unit.attack = unit.attack + unit.attack * sniping.lvl / 100;
} else if (unit.key === "bazooka") {

@@ -122,3 +122,3 @@ var bomb = _this.trainings.find(function (b) {

});
if (bomb) unit.attack = unit.attack + unit.attack / 100 * bomb.lvl;
if (bomb) unit.attack = unit.attack + unit.attack * bomb.lvl / 100;
}

@@ -131,3 +131,3 @@ //WEAPON

if (_firearms) {
unit.attack = unit.attack + unit.attack / 100 * _firearms.lvl;
unit.attack = unit.attack + unit.attack * _firearms.lvl / 100;
}

@@ -140,3 +140,3 @@ }

});
if (fire) unit.attack = unit.attack + unit.attack / 100 * fire.lvl;
if (fire) unit.attack = unit.attack + unit.attack * fire.lvl / 100;
}

@@ -149,3 +149,3 @@

});
if (chemical) unit.attack = unit.attack + unit.attack / 100 * chemical.lvl;
if (chemical) unit.attack = unit.attack + unit.attack * chemical.lvl / 100;
}

@@ -159,4 +159,4 @@

if (psychological) {
unit.attack = unit.attack + unit.attack / 200 * psychological.lvl;
unit.defense = unit.defense + unit.defense / 200 * psychological.lvl;
unit.attack = unit.attack + unit.attack * psychological.lvl / 200;
unit.defense = unit.defense + unit.defense * psychological.lvl / 200;
}

@@ -312,12 +312,3 @@ }

if (unit.undead > 0 && serie.length > 0) {
var _leftdamage = unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
if (_leftdamage > 0) {
console.log('damage left from' + serie[0].author);
attack = {};
attack.author = serie[0].author;
attack.num = serie[0].num;
attack.dmg = _leftdamage;
serie.push(attack);
}
unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
serie.splice(0, 1);

@@ -335,17 +326,6 @@ }

if (unit.undead > 0 && serie.length > 0) {
leftdamage = 0;
if (unit.type !== 'Range') {
leftdamage = unit.takeGroupDamages(serie[0].dmg / 2 * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
} else leftdamage = unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
unit.takeGroupDamages(serie[0].dmg / 2 * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
} else unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
if (leftdamage > 0) {
console.log('damage left from' + serie[0].author);
attack = {};
attack.author = serie[0].author;
attack.num = serie[0].num;
attack.dmg = leftdamage;
serie.push(attack);
}
serie.splice(0, 1);

@@ -363,17 +343,7 @@ }

if (unit.undead > 0 && serie.length > 0) {
leftdamage = 0;
if (unit.type !== 'Melee') {
leftdamage = unit.takeGroupDamages(serie[0].dmg / 2 * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
} else leftdamage = unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
unit.takeGroupDamages(serie[0].dmg / 2 * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
} else unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
if (leftdamage > 0) {
console.log('damage left from' + serie[0].author);
attack = {};
attack.author = serie[0].author;
attack.num = serie[0].num;
attack.dmg = leftdamage;
serie.push(attack);
}
serie.splice(0, 1);

@@ -398,12 +368,4 @@ }

if (unit.undead > 0 && serie.length > 0) {
var _leftdamage2 = unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
if (_leftdamage2 > 0) {
console.log('damage left from' + serie[0].author);
unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
attack = {};
attack.author = serie[0].author;
attack.num = serie[0].num;
attack.dmg = _leftdamage2;
serie.push(attack);
}
serie.splice(0, 1);

@@ -421,12 +383,4 @@ }

if (unit.undead > 0 && serie.length > 0) {
var _leftdamage3 = unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
if (_leftdamage3 > 0) {
console.log('damage left from' + serie[0].author);
unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
attack = {};
attack.author = serie[0].author;
attack.num = serie[0].num;
attack.dmg = _leftdamage3;
serie.push(attack);
}
serie.splice(0, 1);

@@ -438,12 +392,3 @@ }

if (unit.undead > 0 && serie.length > 0) {
var _leftdamage4 = unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
if (_leftdamage4 > 0) {
console.log('damage left from' + serie[0].author);
attack = {};
attack.author = serie[0].author;
attack.num = serie[0].num;
attack.dmg = _leftdamage4;
serie.push(attack);
}
unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
serie.splice(0, 1);

@@ -463,12 +408,4 @@ }

if (unit.undead > 0 && serie.length > 0) {
var _leftdamage5 = unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
if (_leftdamage5 > 0) {
console.log('damage left from' + serie[0].author);
unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
attack = {};
attack.author = serie[0].author;
attack.num = serie[0].num;
attack.dmg = _leftdamage5;
serie.push(attack);
}
serie.splice(0, 1);

@@ -475,0 +412,0 @@ }

22

lib/units.json

@@ -607,4 +607,4 @@ {

"feature": "BODYSHIELD : This unit will take also 1 of the next hit.",
"attack": 4,
"health": 3,
"attack": 6,
"health": 4,
"defense":2,

@@ -641,3 +641,3 @@ "weapon_defense":4,

"attack": 7,
"health": 5,
"health": 6,
"defense":2,

@@ -673,4 +673,4 @@ "weapon_defense":6,

"feature": "CRITICAL CHARGE : At each round, the sniper will increase its damage per 2*X, where X is the number of that round.",
"attack": 7,
"health": 6,
"attack": 8,
"health": 8,
"defense":3,

@@ -706,4 +706,4 @@ "weapon_defense":7,

"feature": "DODGE : He will dodge 1 deadly hits. No matter the damage. Elite.",
"attack": 10,
"health": 10,
"attack": 12,
"health": 12,
"defense":2,

@@ -739,5 +739,5 @@ "weapon_defense":5,

"feature": "GRENADE : Hits 5 enemies at once.",
"attack": 10,
"health": 10,
"defense":3,
"attack": 15,
"health": 15,
"defense":2,
"weapon_defense":8,

@@ -774,3 +774,3 @@ "fire_defense":10,

"health": 20,
"defense":5,
"defense":6,
"weapon_defense":6,

@@ -777,0 +777,0 @@ "fire_defense":4,

{
"name": "drugwars",
"version": "0.1.63",
"version": "0.1.64",
"description": "A lightweight JavaScript library for DrugWars",

@@ -5,0 +5,0 @@ "main": "lib/index.js",

@@ -58,3 +58,3 @@ import { orderBy } from 'lodash';

if (kamikaze)
unit.attack = unit.attack + (unit.attack / 100 * kamikaze.lvl);
unit.attack = unit.attack + (unit.attack * kamikaze.lvl / 100 );
}

@@ -64,3 +64,3 @@ else {

if (protection)
unit.health = unit.health + (unit.health / 100 * protection.lvl);
unit.health = unit.health + (unit.health * protection.lvl / 100);
//ALL MELEE

@@ -70,3 +70,3 @@ if (unit.spec.type === 'Melee') {

if (closecombat)
unit.attack = unit.attack + (unit.attack / 100 * closecombat.lvl);
unit.attack = unit.attack + (unit.attack * closecombat.lvl / 100);
}

@@ -76,3 +76,3 @@ else {

if (firearms) {
unit.attack = unit.attack + (unit.attack / 100 * firearms.lvl);
unit.attack = unit.attack + (unit.attack * firearms.lvl / 100);
}

@@ -83,3 +83,3 @@ }

if (sniping)
unit.attack = unit.attack + (unit.attack / 100 * sniping.lvl);
unit.attack = unit.attack + (unit.attack * sniping.lvl / 100);
}

@@ -89,3 +89,3 @@ else if (unit.key === "bazooka") {

if (bomb)
unit.attack = unit.attack + (unit.attack / 100 * bomb.lvl);
unit.attack = unit.attack + (unit.attack * bomb.lvl / 100);
}

@@ -96,3 +96,3 @@ //WEAPON

if (firearms) {
unit.attack = unit.attack + (unit.attack / 100 * firearms.lvl);
unit.attack = unit.attack + (unit.attack * firearms.lvl / 100);
}

@@ -104,3 +104,3 @@ }

if (fire)
unit.attack = unit.attack + (unit.attack / 100 * fire.lvl);
unit.attack = unit.attack + (unit.attack * fire.lvl / 100);
}

@@ -112,3 +112,3 @@

if (chemical)
unit.attack = unit.attack + (unit.attack / 100 * chemical.lvl);
unit.attack = unit.attack + (unit.attack * chemical.lvl / 100);
}

@@ -120,4 +120,4 @@

if (psychological) {
unit.attack = unit.attack + (unit.attack / 200 * psychological.lvl);
unit.defense = unit.defense + (unit.defense / 200 * psychological.lvl);
unit.attack = unit.attack + (unit.attack * psychological.lvl / 200);
unit.defense = unit.defense + (unit.defense * psychological.lvl / 200);
}

@@ -273,12 +273,3 @@ }

if (unit.undead > 0 && serie.length > 0) {
let leftdamage = unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
if(leftdamage > 0){
console.log('damage left from' + serie[0].author)
attack = {}
attack.author = serie[0].author
attack.num = serie[0].num
attack.dmg = leftdamage;
serie.push(attack);
}
unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
serie.splice(0, 1);

@@ -296,20 +287,9 @@ }

if (unit.undead > 0 && serie.length > 0) {
leftdamage = 0;
if(unit.type !== 'Range')
{
leftdamage = unit.takeGroupDamages((serie[0].dmg/2) * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
unit.takeGroupDamages((serie[0].dmg/2) * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
}
else
leftdamage = unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
if(leftdamage > 0){
console.log('damage left from' + serie[0].author)
attack = {}
attack.author = serie[0].author
attack.num = serie[0].num
attack.dmg = leftdamage;
serie.push(attack);
}
serie.splice(0, 1);

@@ -327,20 +307,10 @@ }

if (unit.undead > 0 && serie.length > 0) {
leftdamage = 0;
if(unit.type !== 'Melee')
{
leftdamage = unit.takeGroupDamages((serie[0].dmg/2) * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
unit.takeGroupDamages((serie[0].dmg/2) * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
}
else
leftdamage = unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
if(leftdamage > 0){
console.log('damage left from' + serie[0].author)
attack = {}
attack.author = serie[0].author
attack.num = serie[0].num
attack.dmg = leftdamage;
serie.push(attack);
}
serie.splice(0, 1);

@@ -365,12 +335,4 @@ }

if (unit.undead > 0 && serie.length > 0) {
let leftdamage = unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
if(leftdamage > 0){
console.log('damage left from' + serie[0].author)
unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
attack = {}
attack.author = serie[0].author
attack.num = serie[0].num
attack.dmg = leftdamage;
serie.push(attack);
}
serie.splice(0, 1);

@@ -388,12 +350,4 @@ }

if (unit.undead > 0 && serie.length > 0) {
let leftdamage = unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
if(leftdamage > 0){
console.log('damage left from' + serie[0].author)
unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
attack = {}
attack.author = serie[0].author
attack.num = serie[0].num
attack.dmg = leftdamage;
serie.push(attack);
}
serie.splice(0, 1);

@@ -405,12 +359,3 @@ }

if (unit.undead > 0 && serie.length > 0) {
let leftdamage = unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
if(leftdamage > 0){
console.log('damage left from' + serie[0].author)
attack = {}
attack.author = serie[0].author
attack.num = serie[0].num
attack.dmg = leftdamage;
serie.push(attack);
}
unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
serie.splice(0, 1);

@@ -430,12 +375,4 @@ }

if (unit.undead > 0 && serie.length > 0) {
let leftdamage = unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
if(leftdamage > 0){
console.log('damage left from' + serie[0].author)
unit.takeGroupDamages(serie[0].dmg * attackpower / 100, skill_type, round, serie[0].author, serie[0].num, undead);
attack = {}
attack.author = serie[0].author
attack.num = serie[0].num
attack.dmg = leftdamage;
serie.push(attack);
}
serie.splice(0, 1);

@@ -442,0 +379,0 @@ }

@@ -607,4 +607,4 @@ {

"feature": "BODYSHIELD : This unit will take also 1 of the next hit.",
"attack": 4,
"health": 3,
"attack": 6,
"health": 4,
"defense":2,

@@ -641,3 +641,3 @@ "weapon_defense":4,

"attack": 7,
"health": 5,
"health": 6,
"defense":2,

@@ -673,4 +673,4 @@ "weapon_defense":6,

"feature": "CRITICAL CHARGE : At each round, the sniper will increase its damage per 2*X, where X is the number of that round.",
"attack": 7,
"health": 6,
"attack": 8,
"health": 8,
"defense":3,

@@ -706,4 +706,4 @@ "weapon_defense":7,

"feature": "DODGE : He will dodge 1 deadly hits. No matter the damage. Elite.",
"attack": 10,
"health": 10,
"attack": 12,
"health": 12,
"defense":2,

@@ -739,5 +739,5 @@ "weapon_defense":5,

"feature": "GRENADE : Hits 5 enemies at once.",
"attack": 10,
"health": 10,
"defense":3,
"attack": 15,
"health": 15,
"defense":2,
"weapon_defense":8,

@@ -774,3 +774,3 @@ "fire_defense":10,

"health": 20,
"defense":5,
"defense":6,
"weapon_defense":6,

@@ -777,0 +777,0 @@ "fire_defense":4,

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