removes worse options when an SF could be applied
parent
2b22a8fa6f
commit
47a1881442
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@ -85,11 +85,20 @@ export class ActionManager {
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eval: (options) => this.#hatFernkampfWaffeinHand(),
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},
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{
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name: "Angesagter Fernkampfangriff",
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name: "Angesagter Fernkampfangriff", // wird durch Scharfer Schuss aus SF ersetzt
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type: ActionManager.ATTACK,
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cost: ActionManager.CONTINUING,
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source: ActionManager.DEFAULT,
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eval: (options) => this.#hatFernkampfWaffeinHand(),
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eval: (options) => {
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const step1 = this.#hatFernkampfWaffeinHand()
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const step2 = !this.#hatSonderfertigkeit("Scharfschütze", options)
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const step3 = this.#hatSonderfertigkeit("Scharfschütze", options) && !this.#evalSonderfertigkeitRequirements("Scharfschütze", options)
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if (step1 && (step2 || step3)) {
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return true
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} else
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return false
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},
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modDescription: "erhöht TP vom Angriff um {}",
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mod: (value) => -value * 2
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},
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{
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@ -105,6 +114,7 @@ export class ActionManager {
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} else
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return false
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},
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modDescription: "erhöht TP vom Angriff um {}",
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mod: (value) => -value
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},
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{
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@ -135,6 +145,22 @@ export class ActionManager {
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source: ActionManager.DEFAULT,
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eval: (options) => true
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},
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{
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name: "Meisterparade",
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type: ActionManager.DEFENSE,
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cost: ActionManager.REGULAR,
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source: ActionManager.SF,
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modDescription: "erschwert nächste AT vom Ziel um {}",
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mod: (value) => value,
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eval: (options) => {
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const step1 = this.#hatWaffeinHand() && this.#hatSonderfertigkeit("Meisterparade", options)
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const step2WithBenefits = this.#evalSonderfertigkeitRequirements("Meisterparade", options)
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if (step1 && step2WithBenefits ? step2WithBenefits.passes : false) {
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return step2WithBenefits
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} else
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return false
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}
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},
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{
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name: "Bewegen",
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type: ActionManager.MOVEMENT,
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@ -154,6 +180,7 @@ export class ActionManager {
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type: ActionManager.ATTACK,
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cost: ActionManager.REGULAR,
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source: ActionManager.SF,
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modDescription: "verringert PA des Ziels um {}",
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mod: (value) => value,
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eval: (options) => {
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const step1 = this.#hatWaffeinHand() && this.#hatSonderfertigkeit("Finte", options)
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@ -165,18 +192,28 @@ export class ActionManager {
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}
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},
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{
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name: "Wuchtschlag",
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name: "Wuchtschlag", // wird durch Wuchtschlag aus SF ersetzt
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type: ActionManager.ATTACK,
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cost: ActionManager.REGULAR,
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source: ActionManager.DEFAULT,
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modDescription: "erhöht TP vom Angriff um {}",
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mod: (value) => -(value),
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eval: (options) => !this.#hatFernkampfWaffeinHand()
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eval: (options) => {
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const step1 = !this.#hatFernkampfWaffeinHand()
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const step2 = !this.#hatSonderfertigkeit("Wuchtschlag", options)
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const step3 = this.#hatSonderfertigkeit("Wuchtschlag", options) && !this.#evalSonderfertigkeitRequirements("Wuchtschlag", options)
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if (step1 && (step2 || step3)) {
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return true
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} else
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return false
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}
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},
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{
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name: "Wuchtschlag",
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type: ActionManager.ATTACK,
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cost: ActionManager.REGULAR,
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source: ActionManager.SF,
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modDescription: "erhöht TP vom Angriff um {}",
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mod: (value) => -(value),
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eval: (options) => {
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const step1 = !this.#hatFernkampfWaffeinHand() && this.#hatSonderfertigkeit("Wuchtschlag", options)
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