const globals = require('../globals'); const db = globals.db; const Random = require('random'); module.exports = { name: 'parry', description: 'Würfelt den Paradewert auf eine Nahkampfwaffe.', aliases: ['parieren','parade'], 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);} if(!globals.MeleeWeapons.find(MeleeWeapon => MeleeWeapon.id === Weapon.id)) { return message.reply(globals.Replies.find(r => r.id === 'PARRY_WRONG_WEAPON').string); } 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 ParryValue = Math.ceil(CombatTechniqueValue/2); CombatTechniqueValue.Leiteigenschaft.forEach( Property => { let Attribute = globals.Werte.find(a => a.kuerzel === Property.id); ParryValue += Math.floor((Player.attributes.find(a => a.id === Attribute).level - 8)/3); }); ParryValue += Weapon.pa_mod; let dice = []; let Bonus = 0; if(args[1] && !isNaN(parseInt(args[1]))) { Bonus = parseInt(args[1]); } let Comparison = Math.floor(ParryValue + Bonus); let Patzer = false; let Critical = false; let Ok = 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) { Critical = true; Ok = true; } else if(dice[0] <= Comparison && !Critical) { Ok = true; dice.pop(); } else if((dice[0] == 20) && dice[1] > Comparison) { Patzer = true; } else if(dice[0] > Comparison ) { dice.pop(); } let Reply = 'Du versuchst, mit ' + globals.Declination[Weapon.article] + ' ' + Weapon.name + ' zu parieren.\n'; Reply += 'Dein Paradewert für ' + CombatTechnique.name + ' ist ' + Math.floor(ParryValue - Weapon.pa_mod) + '. (Waffe: ' + Weapon.pa_mod + ')\n'; Reply += 'Deine 🎲: ` ' + dice.join(', ') + ' `.\n\n'; if(!Ok) { Reply += globals.Replies.find(reply => reply.id === 'PARRY_FAIL').string; if(Patzer) { Reply += globals.Replies.find(reply => reply.id === 'PARRY_CRIT_FAIL').string; } } else { if(Critical) { Reply += globals.Replies.find(reply => reply.id === 'PARRY_CRIT_SUCCESS').string; } if(!Critical) { Reply += globals.Replies.find(reply => reply.id === 'PARRY_SUCCESS').string; } } return message.reply( Reply ); } }); } catch (e) { throw e; } }, };