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@DarokinB
Last active December 28, 2015 00:42
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Assistance in Equipping Script
on("chat:message", function(msg) {
var equipCmd = "!Equip ";
if(msg.content.indexOf("!Equip") !== -1) {
log("Equipping: ");
// removes !equip from the string
var cleanedMsg = msg.content.replace(equipCmd, "").split(" ");
//Pulls name of the person being equipped with the weapon set in question
var charName = cleanedMsg[0];
//Pulls type of attack (melee,offhand,ranged) of equipped weapon
var type = cleanedMsg[1];
//Pulls name of the weapon
var weaponName = cleanedMsg[2];
//specific attack modifiers for the weapon in question
var weaponAttackBonus = cleanedMsg[3];
//base damage of the weapon
var weaponDamage = cleanedMsg[4];
//bonus damage from other effects
var weaponBonusDamage = cleanedMsg[5];
//bonus damage from other effects
var weaponBonusType = cleanedMsg[6];
log(charName + "'s " + type + " weapon, a " + weaponName + " with a " + weaponAttackBonus + " for attack, " + weaponDamage + " damage, with " + weaponBonusDamage + " " + weaponBonusType + " damage." );
sendChat(charName, "/e equips " + weaponName )
//Order matters for findObjs
var targetMatched = findObjs({
name: charName,
_type: "character",
});
// this is where I need help. I cannot figure out how to string everything together to get this script to find the target character sheet and then set the relevant values into the right attributes.
if (type == "melee" || type == "Melee") {
_.each(targetMatched, function(obj) {
//Melee Weapon Name
var meleeWeapon = findObjs({
name: "MeleeWeapon",
_type: "attribute",
_characterid: obj.id,
});
_.each(meleeWeapon, function(meleewpn) {
meleewpn.set("current", weaponName);
})
//Melee Weapon Attack
var meleeAttack = findObjs({
name: "MeleeAttack",
_type: "attribute",
_characterid: obj.id,
});
_.each(meleeAttack, function(meleeatt) {
meleeatt.set("current", weaponAttackBonus);
})
//Melee Damage
var meleeDamage = findObjs({
name: "MeleeDamage",
_type: "attribute",
_characterid: obj.id,
});
_.each(meleeDamage, function(meleedmg) {
meleedmg.set("current", weaponDamage);
})
});
}
if (type == "offhand" || type == "Offhand") {
_.each(targetMatched, function(obj) {
var offhandWeapon = findObjs({
name: "MeleeOffWeapon",
_type: "attribute",
_characterid: obj.id,
});
_.each(offhandWeapon, function(offhandwpn) {
offhandwpn.set("current", weaponName);
});
var offhandAttack = findObjs({
name: "MeleeOffAttack",
_type: "attribute",
_characterid: obj.id,
});
_.each(offhandAttack, function(offhandatt) {
offhandatt.set("current", weaponAttackBonus);
});
var offhandDamage = findObjs({
name: "MeleeOffDamage",
_type: "attribute",
_characterid: obj.id,
});
_.each(offhandDamage, function(offhanddmg) {
offhanddmg.set("current", weaponDamage);
});
});
}
else {
if (type == "ranged" || type == "Ranged") {
_.each(targetMatched, function(obj) {
var rangedWeapon = findObjs({
name: "RangedWeapon",
_type: "attribute",
_characterid: obj.id,
});
_.each(rangedWeapon, function(rangedwpn) {
rangedwpn.set("current", weaponName);
});
var rangedAttack = findObjs({
name: "RangedAttack",
_type: "attribute",
_characterid: obj.id,
});
_.each(rangedAttack, function(rangeatt) {
rangedatt.set("current", weaponAttackBonus);
});
var rangedDamage = findObjs({
name: "RangedDamage",
_type: "attribute",
_characterid: obj.id,
});
_.each(rangedDamage, function(rangeddmg) {
rangeddmg.set("current", weaponDamage);
});
});
}
}
}
});
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