* linting, rolling dice now calculates the sum of each shown value. * package update
85 lines
3.2 KiB
JavaScript
85 lines
3.2 KiB
JavaScript
const globals = require('../globals');
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const db = globals.db;
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const Random = require('random');
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module.exports = {
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name: 'parry',
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description: 'Würfelt den Paradewert auf eine Nahkampfwaffe.',
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aliases: ['parieren','parade'],
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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(globals.Replies.find(r => r.id === 'NOENTRY').string);
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}
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else {
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Random.use(message.author.tag);
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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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if(!globals.MeleeWeapons.find(MeleeWeapon => MeleeWeapon.id === Weapon.id)) {
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return message.reply(globals.Replies.find(r => r.id === 'PARRY_WRONG_WEAPON').string);
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}
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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 ParryValue = Math.ceil(CombatTechniqueValue/2);
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CombatTechniqueValue.Leiteigenschaft.forEach( Property => {
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let Attribute = globals.Werte.find(a => a.kuerzel === Property.id);
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ParryValue += Math.floor((Player.attributes.find(a => a.id === Attribute).level - 8)/3);
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});
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ParryValue += Weapon.pa_mod;
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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(ParryValue + Bonus);
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let Patzer = false;
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let Critical = false;
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let Ok = false;
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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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// 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) { Critical = true; Ok = true; }
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else if(dice[0] <= Comparison && !Critical) { Ok = true; dice.pop(); }
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else if((dice[0] == 20) && dice[1] > Comparison) { Patzer = true; }
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else if(dice[0] > Comparison ) { dice.pop(); }
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let Reply = 'Du versuchst, mit ' + globals.Declination[Weapon.article] + ' ' + Weapon.name + ' zu parieren.\n';
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Reply += 'Dein Paradewert für ' + CombatTechnique.name + ' ist ' + Math.floor(ParryValue - Weapon.pa_mod) + '. (Waffe: ' + Weapon.pa_mod + ')\n';
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Reply += 'Deine 🎲: ` ' + dice.join(', ') + ' `.\n\n';
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if(!Ok) {
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Reply += globals.Replies.find(reply => reply.id === 'PARRY_FAIL').string;
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if(Patzer) { Reply += globals.Replies.find(reply => reply.id === 'PARRY_CRIT_FAIL').string; }
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}
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else {
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if(Critical) { Reply += globals.Replies.find(reply => reply.id === 'PARRY_CRIT_SUCCESS').string; }
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if(!Critical) { Reply += globals.Replies.find(reply => reply.id === 'PARRY_SUCCESS').string; }
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}
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return message.reply( Reply );
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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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}; |