Added #block which reverses damage inflicted in the last turn in combat.

This commit is contained in:
raeleus 2024-10-27 08:05:48 -07:00
parent c4d292ca5a
commit 09bf0705ea
3 changed files with 37 additions and 3 deletions

View file

@ -1,4 +1,4 @@
const version = "Hashtag DnD v0.2.2"
const version = "Hashtag DnD v0.3.0"
const rollSynonyms = ["roll"]
const createSynonyms = ["create", "generate", "start", "begin", "setup", "party", "member", "new"]
const renameCharacterSynonyms = ["renamecharacter", "renameperson"]
@ -80,6 +80,7 @@ const setupEnemySynonyms = ["setupenemy", "createenemy"]
const setDamageSynonyms = ["setdamage"]
const setProficiencySynonyms = ["setproficiency", "setweaponproficiency"]
const healPartySynonyms = ["healparty", "healcharacters"]
const blockSynonyms = ["block", "parry", "nullify", "invalidate"]
const helpSynonyms = ["help"]
const modifier = (text) => {
@ -128,7 +129,7 @@ const modifier = (text) => {
return { text }
}
if (!found) found = processCommandSynonyms(command, commandName, helpSynonyms.concat(rollSynonyms, noteSynonyms, eraseNoteSynonyms, showNotesSynonyms, clearNotesSynonyms, showCharactersSynonyms, removeCharacterSynonyms, generateNameSynonyms, setDefaultDifficultySynonyms, showDefaultDifficultySynonyms, renameCharacterSynonyms, cloneCharacterSynonyms, createLocationSynonyms, showLocationsSynonyms, goToLocationSynonyms, removeLocationSynonyms, getLocationSynonyms, clearLocationsSynonyms, goNorthSynonyms, goSouthSynonyms, goEastSynonyms, goWestSynonyms, encounterSynonyms, showEnemiesSynonyms, addEnemySynonyms, removeEnemySynonyms, clearEnemiesSynonyms, initiativeSynonyms, turnSynonyms, fleeSynonyms, versionSynonyms, setupEnemySynonyms, healSynonyms, damageSynonyms, restSynonyms, addExperienceSynonyms, healPartySynonyms, resetSynonyms), function () {return true})
if (!found) found = processCommandSynonyms(command, commandName, helpSynonyms.concat(rollSynonyms, noteSynonyms, eraseNoteSynonyms, showNotesSynonyms, clearNotesSynonyms, showCharactersSynonyms, removeCharacterSynonyms, generateNameSynonyms, setDefaultDifficultySynonyms, showDefaultDifficultySynonyms, renameCharacterSynonyms, cloneCharacterSynonyms, createLocationSynonyms, showLocationsSynonyms, goToLocationSynonyms, removeLocationSynonyms, getLocationSynonyms, clearLocationsSynonyms, goNorthSynonyms, goSouthSynonyms, goEastSynonyms, goWestSynonyms, encounterSynonyms, showEnemiesSynonyms, addEnemySynonyms, removeEnemySynonyms, clearEnemiesSynonyms, initiativeSynonyms, turnSynonyms, fleeSynonyms, versionSynonyms, setupEnemySynonyms, healSynonyms, damageSynonyms, restSynonyms, addExperienceSynonyms, healPartySynonyms, blockSynonyms, resetSynonyms), function () {return true})
if (found == null) {
if (state.characterName == null) {
@ -223,6 +224,7 @@ const modifier = (text) => {
if (text == null) text = processCommandSynonyms(command, commandName, setDamageSynonyms, doSetDamage)
if (text == null) text = processCommandSynonyms(command, commandName, setProficiencySynonyms, doSetProficiency)
if (text == null) text = processCommandSynonyms(command, commandName, healPartySynonyms, doHealParty)
if (text == null) text = processCommandSynonyms(command, commandName, blockSynonyms, doBlock)
if (text == null) text = processCommandSynonyms(command, commandName, helpSynonyms, doHelp)
if (text == null) {
var character = getCharacter()
@ -1973,6 +1975,9 @@ function doAttack(command) {
if (score == 20 || score + modifier >= targetRoll) {
if (score == 20) enemyString += `\nCritical Damage: ${damage}\n`
else enemyString += `\nDamage: ${damage}\n`
state.blockCharacter = foundEnemy
state.blockPreviousHealth = foundEnemy.health
foundEnemy.health = Math.max(0, foundEnemy.health - damage)
if (foundEnemy.health == 0) {
enemyString += ` ${toTitleCase(foundEnemy.name)} has been defeated!`
@ -2610,6 +2615,8 @@ function doTurn(command) {
var text = `\n[It is ${possessiveName} turn]\n`
if (getRandomBoolean() || activeCharacter.spells.length == 0) {
if (hit) {
state.blockCharacter = target
state.blockPreviousHealth = target.health
var damage = isNaN(activeCharacter.damage) ? calculateRoll(activeCharacter.damage) : activeCharacter.damage
target.health = Math.max(target.health - damage, 0)
@ -2642,6 +2649,27 @@ function doTurn(command) {
}
}
function doBlock(command) {
if (state.blockCharacter == null) {
state.show = "none"
return "\n[Error: No attack to block. See #help]\n"
}
var character = state.characters.find(x => x.name.toLowerCase() == state.blockCharacter.name.toLowerCase())
if (character == null) character = state.enemies.find(x => x.name.toLowerCase() == state.blockCharacter.name.toLowerCase())
if (character == null) {
state.show = "none"
return "\n[Error: Character no longer exists. See #help]\n"
}
character.health = state.blockPreviousHealth
var properName = toTitleCase(character.name)
state.show = "prefix"
state.prefix = `[${properName} has ${character.health} health]`
return `\nHowever, the damage to ${properName} was blocked!\n`
}
function doTake(command) {
var itemIndex = 0
var arg0 = getArgument(command, 0)
@ -3195,6 +3223,9 @@ function doCastSpell(command) {
if (roll == 20 || roll + modifier >= difficulty) {
if (roll == 20) enemyString += `\nCritical Damage: ${damage}\n`
else enemyString += `\nDamage: ${damage}\n`
state.blockCharacter = foundEnemy
state.blockPreviousHealth = foundEnemy.health
foundEnemy.health = Math.max(0, foundEnemy.health - damage)
if (foundEnemy.health == 0) enemyString += ` ${toTitleCase(foundEnemy.name)} has been defeated!\n`
else enemyString += ` ${toTitleCase(foundEnemy.name)} has ${foundEnemy.health} health remaining!\n`

View file

@ -469,6 +469,8 @@ const modifier = (text) => {
text += "\n Assigns initiative to all characters and enemies. This begins combat."
text += "\n#turn"
text += "\n Updates the turn to the next character in combat. If it is an enemy, the enemy will attack. If it's a player character, the system will allow the player to take their turn. If there are no enemies left or all the player characters are dead, combat ends."
text += "\n#block"
text += "\n Reverses the damage that has been inflicted in the last turn. This applies to damage on characters and enemies."
text += "\n#flee (difficulty_class or automatic|effortless|easy|medium|hard|impossible)"
text += "\n Attempt to flee from combat. If the difficulty is not specified, the default difficulty will be used instead."

View file

@ -16,11 +16,12 @@ Create locations to travel to and view them in a map
See the [user guide here](https://github.com/raeleus/Hashtag-DnD/wiki).
Watch the [tutorial video](https://youtu.be/E5TYU7rDaBQ).
v. 0.2.2
v. 0.3.0
* Added Boss difficulty encounters
* Added Humanoid Enemy Presets
* Added optional enemy parameter to #heal
* Added #healparty
* Added #block which reverses damage inflicted in the last turn in combat
* Tweaked #heal and #damage to allow targeting characters specified as a parameter
* Fixed defeated enemies not being removed from combat
* Minor bug fixes and improvements