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Balance
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@@ -53,7 +53,7 @@ module.exports = class BattleCommand extends Command {
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if (miss) {
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await msg.say(`${battle.attacker}'s special attack missed!`);
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} else {
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const damage = randomRange(battle.defender.guard ? 50 : 100, battle.defender.guard ? 100 : 200);
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const damage = randomRange(battle.defender.guard ? 50 : 100, battle.defender.guard ? 100 : 150);
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await msg.say(`${battle.attacker} deals **${damage}** damage!`);
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battle.defender.dealDamage(damage);
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}
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@@ -61,12 +61,12 @@ module.exports = class BattleCommand extends Command {
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battle.reset();
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} else if (choice === 'cure') {
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await msg.say(`${battle.attacker} heals **${battle.attacker.mp}** HP!`);
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battle.attacker.heal(battle.attacker.mp);
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battle.attacker.heal(Math.round(battle.attacker.mp / 2));
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battle.attacker.useMP(battle.attacker.mp);
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battle.reset();
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} else if (choice === 'final') {
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await msg.say(`${battle.attacker} uses their final move, dealing **100** damage!`);
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battle.defender.dealDamage(100);
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await msg.say(`${battle.attacker} uses their final move, dealing **150** damage!`);
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battle.defender.dealDamage(150);
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battle.attacker.useMP(100);
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battle.attacker.usedFinal = true;
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battle.reset();
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@@ -27,7 +27,7 @@ module.exports = class Battler {
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**${this.battle.opponent.user.tag}:** ${this.battle.opponent.hp} HP
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`;
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if (this.battle.turn === 1 || this.battle.turn === 2) {
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content += '\n\n_Special uses 50 MP whether or not it hits. Cure uses all remaining MP, and heals that amount._';
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content += '\n\n_Special uses 50 MP whether or not it hits. Cure takes remaining MP and heals half that amount._';
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}
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await msg.say(content);
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const filter = res => {
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