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Tweaked #heal and #damage to allow targeting characters specified as a parameter
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parent
be4f84816f
commit
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3 changed files with 23 additions and 7 deletions
21
Input.js
21
Input.js
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@ -127,7 +127,7 @@ const modifier = (text) => {
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return { text }
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}
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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, damageSynonyms, restSynonyms, addExperienceSynonyms, resetSynonyms), function () {return true})
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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, resetSynonyms), function () {return true})
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if (found == null) {
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if (state.characterName == null) {
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@ -1585,8 +1585,16 @@ function doHeal(command) {
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}
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}
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for (var character of state.characters) {
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if (character.name.toLowerCase() == arg1.toLowerCase()) {
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character.health += healing
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character.health = clamp(character.health, 0, getHealthMax(character))
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return `\n[${toTitleCase(character.name)} has been healed for ${healing} hp to a total of ${character.health}]\n`
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}
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}
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state.show = "none"
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return `\n[Error: Could not find an enemy matching the name ${enemy.name}. Type #enemies to see a list]`
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return `\n[Error: Could not find an enemy or character matching the name ${arg1}. Type #enemies or #characters to see a list]`
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}
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}
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@ -1650,8 +1658,15 @@ function doDamage(command) {
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}
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}
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for (var character of state.characters) {
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if (character.name.toLowerCase() == arg1.toLowerCase()) {
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character.health = Math.max(0, character.health - damage)
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return `\n[${toTitleCase(character.name)} has been damaged for ${damage} hp with ${character.health} remaining] ${character.health == 0 ? " " + toTitleCase(character.name) + " is unconcious!" : ""}\n`
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}
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}
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state.show = "none"
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return `\n[Error: Could not find an enemy matching the name ${enemy.name}. Type #enemies to see a list]`
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return `\n[Error: Could not find an enemy matching the name ${arg1}. Type #enemies or #characters to see a list]`
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}
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}
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@ -352,10 +352,10 @@ const modifier = (text) => {
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text += "\n Sets the summary of the character for player reference. Quotes are not necessary."
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text += "\n#sethealth value"
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text += "\n Sets the character's health to specified value. It's capped at the character's max health."
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text += "\n#heal value or dice_roll (enemy)"
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text += "\n Increases the enemy's health by the specified value or dice_roll. If an enemy isn't specified, the character calling the command is healed."
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text += "\n#damage value or dice_roll (enemy) "
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text += "\n Decreases the enemy's health by the specified value or dice_roll. If an enemy isn't specified, the character calling the command is damaged. Reaching 0 causes the character to become \"unconscious\"."
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text += "\n#heal value or dice_roll (target)"
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text += "\n Increases the target enemy's or character's health by the specified value or dice_roll. If a target isn't specified, the character calling the command is healed."
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text += "\n#damage value or dice_roll (target) "
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text += "\n Decreases the target enemy's or character's health by the specified value or dice_roll. If a target isn't specified, the character calling the command is damaged. Reaching 0 causes the target to become \"unconscious\"."
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text += "\n#setac value"
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text += "\n Sets the armor class of the character. The default is 10"
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text += "\n#setdamage value or dice_roll"
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@ -20,6 +20,7 @@ v. 0.2.2
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* Added Boss difficulty encounters
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* Added Humanoid Enemy Presets
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* Added optional enemy parameter to #heal
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* Tweaked #heal and #damage to allow targeting characters specified as a parameter
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* Minor bug fixes and improvements
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v. 0.2.1 Hotfix 1
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