const globals = require('../globals') const db = globals.db const Random = require('random') module.exports = { name: 'attack', description: 'Würfelt den Attackewert auf eine Nahkampfwaffe.', aliases: ['angriff','attacke'], usage: '', needs_args: true, async exec(message, args) { try { db.find({ user: message.author.tag, }, function(err, docs) { if (!docs.length > 0) { return message.reply(globals.Replies.find(r => r.id === 'NOENTRY').string); } else { Random.use(message.author.tag); const Player = docs[0].character const Weapon = globals.Weapons.find(w => w.id === args[0].toLowerCase()) if(!Weapon) { return message.reply(globals.Replies.find(r => r.id === 'NO_SUCH_WEAPON').string)} // Determining Both Attack and Ranged Attack Values. const CombatTechnique = globals.CombatTechniques.find(technique => technique.id === Weapon.combattechnique) let PlayerCombatTechnique = Player.combattechniques.find(technique => technique.id === CombatTechnique.id) let CombatTechniqueValue = null if (PlayerCombatTechnique) { CombatTechniqueValue = PlayerCombatTechnique.level } if(!CombatTechniqueValue) { CombatTechniqueValue = 6 } let Attribute let AttackValue = CombatTechniqueValue if (globals.MeleeWeapons.find(MeleeWeapon => MeleeWeapon.id === Weapon.id)) { // For melee combat, MU is used for determining the Attack Value. Also, any weapon-based attack modifiers apply. Attribute = Player.attributes.find(a => a.id === 'mut').level AttackValue += Weapon.at_mod } else { // For ranged combat, FF is used for determining Attack Value Attribute = Player.attributes.find(a => a.id === 'fingerfertigkeit').level } AttackValue += Math.floor((Attribute - 8)/3) let dice = [] let Bonus = 0 if(args[1] && !isNaN(parseInt(args[1]))) { Bonus = parseInt(args[1]) } let Comparison = Math.floor(AttackValue + Bonus) let CriticalHit = false let Patzer = false let Ok = false let DoubleDamage = false for (let i = 0; i < 2; i++) { dice.push(Random.int(1,20)) } // If there is a cleaner way to do these checks, I'm all into it. if((dice[0] == 1) && dice[1] <= Comparison) { CriticalHit = true; DoubleDamage = true; Ok = true } else if((dice[0] == 1) && dice[1] > Comparison) { CriticalHit = true; Ok = true } else if((dice[0] == 20) && dice[1] > Comparison) { Patzer = true } else if(dice[0] <= Comparison && !CriticalHit) { Ok = true; dice.pop(); } else if(dice[0] > Comparison ) { dice.pop(); } let Reply = 'Du greifst mit ' + globals.Declination[Weapon.article] + ' ' + Weapon.name + ' an.\n' Reply += 'Dein Angriffswert für ' + CombatTechnique.name + ' ist ' + Math.floor(((Attribute - 8)/3) + CombatTechniqueValue) + '. (KtW: ' + CombatTechniqueValue + ')\n' Reply += 'Deine 🎲: ` ' + dice.join(', ') + ' `.\n\n' if(!Ok) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_FAIL').string if(Patzer) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_CRIT_FAIL').string } } else { if(CriticalHit) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_CRIT_SUCCESS').string } if(DoubleDamage) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_DOUBLEDAMAGE').string } if(!CriticalHit) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_SUCCESS').string } const DieModificator = Weapon.diemodificator let Damage = DieModificator let DamageDice = [] for (let i = 0; i < Weapon.dice; i++) { DamageDice.push(Random.int(1,6)) } DamageDice.forEach(result => { Damage += result }) if(DoubleDamage) { Damage *= 2 } Reply += '\n\nHier aufklappen, wenn der Gegner nicht parieren/Ausweichen konnte:\n' Reply += '||' + globals.Articles[Weapon.article] + ' ' + Weapon.name + ' (' + Weapon.dice + 'W6+' + Weapon.diemodificator +') erzielt ` ' + Damage + ' ` Schaden.' Reply += '\nDeine 🎲: ` ' + DamageDice.join(',') + ' `.||\n' } return message.reply( Reply ) } }); } catch (e) { throw e; } }, };