Refactoring (#29)
* refactor Attack command * add test to Attack functions * changed README.md * install dev dependency rewire * stop autoloading due to ci errors
This commit is contained in:
@ -1,124 +1,149 @@
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require('module-alias/register');
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const globals = require('../globals');
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const db = globals.db;
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const Random = require('random');
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//const { roll } = require('@dsabot/Roll');
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const { findMessage }= require('@dsabot/findMessage');
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const { roll } = require('@dsabot/Roll');
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const { findMessage } = require('@dsabot/findMessage');
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module.exports = {
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name: 'attack',
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description: 'Würfelt den Attackewert auf eine Nahkampfwaffe.',
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aliases: ['angriff','attacke'],
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usage: '<Waffe>',
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needs_args: true,
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name: 'attack',
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description: 'Würfelt den Attackewert auf eine Nahkampfwaffe.',
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aliases: ['angriff', 'attacke'],
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usage: '<Waffe>',
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needs_args: true,
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async exec(message, args) {
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try {
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db.find({
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user: message.author.tag,
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}, function(err, docs) {
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if (docs.length === 0) {
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return message.reply(findMessage('NOENTRY'));
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}
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else {
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async exec(message, args) {
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try {
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db.find({ user: message.author.tag }, (err, docs) => handleAttack(err, docs, message));
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} catch (e) {
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throw e;
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}
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},
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};
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Random.use(message.author.tag);
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function handleAttack(err, docs, message) {
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if (docs.length === 0) {
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return message.reply(findMessage('NOENTRY'));
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}
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const Player = docs[0].character;
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const Weapon = globals.Weapons.find(w => w.id === args[0].toLowerCase());
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if(!Weapon) { return message.reply(globals.Replies.find(r => r.id === 'NO_SUCH_WEAPON').string); }
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const Player = docs[0].character;
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const Weapon = getWeapon(args[0]);
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if (!Weapon) {
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return message.reply(findMessage('NO_SUCH_WEAPON'));
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}
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// Determining Both Attack and Ranged Attack Values.
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const CombatTechnique = globals.CombatTechniques.find(technique => technique.id === Weapon.combattechnique);
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let PlayerCombatTechnique = Player.combattechniques.find(technique => technique.id === CombatTechnique.id);
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let CombatTechniqueValue = null;
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if (PlayerCombatTechnique) { CombatTechniqueValue = PlayerCombatTechnique.level; }
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if(!CombatTechniqueValue) { CombatTechniqueValue = 6; }
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let Attribute;
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let AttackValue = CombatTechniqueValue;
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if (globals.MeleeWeapons.find(MeleeWeapon => MeleeWeapon.id === Weapon.id)) {
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// For melee combat, MU is used for determining the Attack Value. Also, any weapon-based attack modifiers apply.
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Attribute = Player.attributes.find(a => a.id === 'mut').level;
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AttackValue += Weapon.at_mod;
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}
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else {
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// For ranged combat, FF is used for determining Attack Value
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Attribute = Player.attributes.find(a => a.id === 'fingerfertigkeit').level;
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}
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AttackValue += Math.floor((Attribute - 8)/3);
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// Determining Both Attack and Ranged Attack Values.
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let CombatTechnique = getCombatTechniqueLevel(Player, getCombatTechnique(Weapon)); //?+
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let dice = [];
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let Bonus = 0;
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if(args[1] && !isNaN(parseInt(args[1]))) { Bonus = parseInt(args[1]); }
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let Comparison = Math.floor(AttackValue + Bonus);
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let CriticalHit = false;
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let Patzer = false;
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let Ok = false;
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let DoubleDamage = false;
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let Attribute = isMeleeWeapon(Weapon)
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? getAttributeLevel(Player, 'mut')
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: getAttributeLevel(Player, 'fingerfertigkeit');
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for (let i = 0; i < 2; i++) {
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dice.push(Random.int(1,20));
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}
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let AttackValue = isMeleeWeapon(Weapon)
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? CombatTechnique.level + Weapon.at_mod
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: CombatTechnique.level;
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// If there is a cleaner way to do these checks, I'm all into it.
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if((dice[0] == 1) && dice[1] <= Comparison) { CriticalHit = true; DoubleDamage = true; Ok = true; }
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else if((dice[0] == 1) && dice[1] > Comparison) { CriticalHit = true; Ok = true; }
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else if((dice[0] == 20) && dice[1] > Comparison) { Patzer = true; }
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else if(dice[0] <= Comparison && !CriticalHit) { Ok = true; dice.pop(); }
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else if(dice[0] > Comparison ) { dice.pop(); }
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AttackValue += Math.floor((Attribute - 8) / 3);
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let dice = roll(2, 20).dice;
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let Bonus = parseInt(args[1]) || 0;
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let Comparison = Math.floor(AttackValue + Bonus);
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const AttackResult = CompareAttackResult(dice, Comparison);
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let Reply = 'Du greifst mit ' + globals.Declination[Weapon.article] + ' ' + Weapon.name + ' an.\n';
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Reply += 'Dein Angriffswert für ' + CombatTechnique.name + ' ist ' + Math.floor(((Attribute - 8)/3) + CombatTechniqueValue) + '. (KtW: ' + CombatTechniqueValue + ')\n';
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Reply += 'Deine 🎲: ` ' + dice.join(', ') + ' `.\n\n';
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let Reply = `Du greifst mit ${Weapon.name} an.\n Dein Angriffswert für ${CombatTechnique.name} ist ${AttackValue} (KtW: ${CombatTechnique.level})\n`;
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Reply += 'Deine 🎲: ` ' + AttackResult.Dice.join(', ') + ' `.\n\n';
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if(!Ok) {
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Reply += globals.Replies.find(reply => reply.id === 'COMBAT_FAIL').string;
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if(Patzer) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_CRIT_FAIL').string; }
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}
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else {
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if(CriticalHit) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_CRIT_SUCCESS').string; }
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if(DoubleDamage) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_DOUBLEDAMAGE').string; }
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if(!CriticalHit) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_SUCCESS').string; }
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Reply += !AttackResult.Ok ? findMessage('COMBAT_FAIL') : findMessage('COMBAT_SUCCESS');
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Reply += AttackResult.Patzer ? findMessage('COMBAT_CRIT_FAIL') : '';
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Reply += AttackResult.CriticalHit ? findMessage('COMBAT_CRIT_SUCCESS') : '';
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Reply += AttackResult.DoubleDamage ? findMessage('COMBAT_DOUBLEDAMAGE') : '';
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// adding 1 to damage for every point above weapon's "Leiteigenschaft"
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// applies only to Melee Weapons.
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let AttackBonus = 0;
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if (globals.MeleeWeapons.find(MeleeWeapon => MeleeWeapon.id === Weapon.id))
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{
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if(Weapon.DmgThreshold) {
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CombatTechnique.Leiteigenschaft.forEach(LEKuerzel => {
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let Leiteigenschaft = globals.Werte.find(attribute => attribute.kuerzel === LEKuerzel);
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let DmgThreshold = Weapon.DmgThreshold;
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let AttributeValue = Player.attributes.find(attribute => attribute.id === Leiteigenschaft.id).level;
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if(DmgThreshold<AttributeValue) {
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AttackBonus += Math.floor(AttributeValue - DmgThreshold);
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}
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});
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}
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}
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const DieModificator = Weapon.diemodificator;
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let Damage = DieModificator + AttackBonus;
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let DamageDice = [];
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for (let i = 0; i < Weapon.dice; i++) {
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DamageDice.push(Random.int(1,6));
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}
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DamageDice.forEach(result => {
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Damage += result;
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});
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if(DoubleDamage) { Damage *= 2; }
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if (AttackResult.Ok) {
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// adding 1 to damage for every point above weapon's "Leiteigenschaft"
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// applies only to Melee Weapons.
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let AttackBonus = 0;
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if (isMeleeWeapon(Weapon) && Weapon.DmgThreshold) {
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CombatTechnique.Leiteigenschaft.forEach(abbr => {
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let Attribute = getAttribute(abbr);
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let AttributeValue = getAttributeLevel(Player, Attribute.id);
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if (Weapon.DmgThreshold < AttributeValue) {
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AttackBonus += Math.floor(AttributeValue - Weapon.DmgThreshold);
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}
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});
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}
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Reply += '\n\nHier aufklappen, wenn der Gegner nicht parieren/Ausweichen konnte:\n';
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Reply += '||' + globals.Articles[Weapon.article] + ' ' + Weapon.name + ' (' + Weapon.dice + 'W6+' + Weapon.diemodificator +') erzielt ` ' + Damage + ' ` Schaden.';
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Reply += '\nDeine 🎲: ` ' + DamageDice.join(',') + ' `.||\n';
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}
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let DamageDice = roll(1, 6).dice;
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let Damage = Weapon.diemodificator + AttackBonus + DamageDice.reduce((p, v) => p + v);
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Damage = AttackResult.DoubleDamage ? (Damage *= 2) : Damage;
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return message.reply( Reply );
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Reply += '\n\nHier aufklappen, wenn der Gegner nicht parieren/Ausweichen konnte:\n';
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Reply += `|| ${Weapon.name} (${Weapon.dice}W6+${Weapon.diemodificator}) richtet ${Damage} schaden an.`;
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Reply += '\nDeine 🎲: ` ' + DamageDice.join(',') + ' `.||\n';
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}
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}
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});
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}
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catch (e) {
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throw e;
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}
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},
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};
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return message.reply(Reply);
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}
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function getCombatTechnique(Weapon) {
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if (Weapon)
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return globals.CombatTechniques.find(technique => technique.id === Weapon.combattechnique);
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}
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function getAttribute(abbr) {
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return globals.Werte.find(attribute => attribute.kuerzel === abbr);
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}
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function CompareAttackResult(dice = [8, 8], Comparison = 6) {
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let ok = false,
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crit = false,
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dd = false,
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fumble = false;
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dice.forEach((val, index) => {
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if (index === 0) {
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ok = val <= Comparison ? true : false;
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crit = val === 1 ? true : false;
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fumble = val === 20 ? true : false;
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if ((ok && !crit) || (!ok && !fumble)) {
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dice.pop();
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}
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}
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if (index === 1) {
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dd = crit && val < Comparison ? true : false;
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fumble = !crit && val > Comparison ? true : false;
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}
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});
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return {
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Ok: ok,
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Patzer: fumble,
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CriticalHit: crit,
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DoubleDamage: dd,
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Dice: dice,
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};
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}
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function getAttributeLevel(Player = {}, Attribute = '') {
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return Player.attributes.find(a => a.id === Attribute).level;
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}
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function getCombatTechniqueLevel(Player = {}, CombatTechnique = {}) {
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if (Player && CombatTechnique) {
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const p = Player.combattechniques.find(technique => technique.id === CombatTechnique.id);
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return {
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id: CombatTechnique.id,
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name: CombatTechnique.name,
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level: p ? p.level : 6,
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Leiteigenschaft: CombatTechnique.Leiteigenschaft,
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};
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}
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}
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function getWeapon(Weapon = '') {
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if (Weapon)
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return globals.Weapons.find(
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w => w.id === Weapon.toLowerCase() || w.name.toLowerCase() === Weapon.toLowerCase()
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);
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}
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function isMeleeWeapon(Weapon) {
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if (globals.MeleeWeapons.find(MeleeWeapon => MeleeWeapon.id === Weapon.id)) return true;
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else return false;
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}
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