mods: add rarityjs, and start creating some grist based rarity tiers
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@@ -22,9 +22,10 @@ function HSVtoRGB(h, s, v) {
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return `#${toHex(r)}${toHex(g)}${toHex(b)}`.toString();
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}
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function Tier(name, colorValue) {
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function Tier(name, colorValue, rarity) {
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this.name = name;
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this.colorValue = colorValue;
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this.rarity = rarity;
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};
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Tier.prototype.displayName = function() {
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@@ -83,9 +84,9 @@ Grist.Primitives = [
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// Color values are 0-1 floats
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Grist.Tiers = {
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basic: new Tier('basic', 0.5),
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improved: new Tier('improved', 0.75),
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radiant: new Tier('radiant', 1.0)
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basic: new Tier('basic', 0.5, 'uncommon'),
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improved: new Tier('improved', 0.75, 'rare'),
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radiant: new Tier('radiant', 1.0, 'epic')
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};
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Grist.Tiers.forEach = function(f) {
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@@ -148,6 +149,14 @@ Grist.prototype.exact = function() {
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return this;
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};
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Grist.prototype.rarity = function() {
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if (this.element == 'universal') {
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return 'kubejs:legendary'
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} else {
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return this.tier.rarity;
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}
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}
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Grist.prototype.color = function() {
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//return '#0d6aff';
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if (this.element.hue == -1) {
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@@ -190,11 +199,20 @@ Grist.prototype.elementalTag = function() {
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};
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Grist.prototype.tags = function() {
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return [
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'kubejs:grist',
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this.tag(),
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this.elementalTag()
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];
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if (this.state == 'item') {
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return [
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'kubejs:grist',
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this.tag(),
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this.elementalTag()
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];
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} else if (this.state == 'block') {
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return [
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'kubejs:grist_block',
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this.tag(),
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this.elementalTag(),
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`forge:storage_blocks/grist_${this.element.name}_${this.tier.name}`
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];
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}
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};
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Grist.prototype.id = function() {
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