* linting, rolling dice now calculates the sum of each shown value. * package update
122 lines
5.0 KiB
JavaScript
122 lines
5.0 KiB
JavaScript
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: '<Waffe>',
|
|
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; }
|
|
|
|
// adding 1 to damage for every point above weapon's "Leiteigenschaft"
|
|
// applies only to Melee Weapons.
|
|
let AttackBonus = 0;
|
|
if (globals.MeleeWeapons.find(MeleeWeapon => MeleeWeapon.id === Weapon.id))
|
|
{
|
|
if(Weapon.DmgThreshold) {
|
|
CombatTechnique.Leiteigenschaft.forEach(LEKuerzel => {
|
|
let Leiteigenschaft = globals.Werte.find(attribute => attribute.kuerzel === LEKuerzel);
|
|
let DmgThreshold = Weapon.DmgThreshold;
|
|
let AttributeValue = Player.attributes.find(attribute => attribute.id === Leiteigenschaft.id).level;
|
|
if(DmgThreshold<AttributeValue) {
|
|
AttackBonus += Math.floor(AttributeValue - DmgThreshold);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
const DieModificator = Weapon.diemodificator;
|
|
let Damage = DieModificator + AttackBonus;
|
|
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;
|
|
}
|
|
},
|
|
}; |