Class: BCDice::GameSystem::DungeonsAndDragons5
- Defined in:
- lib/bcdice/game_system/DungeonsAndDragons5.rb
Direct Known Subclasses
Constant Summary collapse
- ID =
ゲームシステムの識別子
'DungeonsAndDragons5'- NAME =
ゲームシステム名
'ダンジョンズ&ドラゴンズ第5版'- SORT_KEY =
ゲームシステム名の読みがな
'たんしよんすあんととらこんす5'- HELP_MESSAGE =
ダイスボットの使い方
<<~INFO_MESSAGE_TEXT ・攻撃ロール AT[x][@c][>=t][y][B] x:+-修正。省略可。 c:クリティカル値。省略可。 t:敵のアーマークラス。>=を含めて省略可。 y:有利(A), 不利(D)。省略可。 B:ブレスやガイダンス等によるボーナス。省略可。 Bだけを書くと+1d4、B[1D4+1D8]などと書くと[]内のロールをボーナスとしてロールします。 ファンブル/失敗/成功/クリティカル を自動判定。 例)AT AT>=10 AT+5>=18 AT-3>=16 ATA AT>=10A AT+3>=18A AT-3>=16 ATD AT>=10D AT+5>=18D AT-5>=16D AT@19 AT+5@18 AT-2@19>=15 AT+3>=18AB AT+3>=18DB[1D6] ・能力値判定 AR[x][>=t][y][b] 攻撃ロールと同様。失敗/成功を自動判定。 例)AR AR>=10 AR+5>=18 AR-3>=16 ARA AR>=10A AR+3>=18A AR-3>=16 ARD AR>=10D AR+5>=18D AR-5>=16D AR+3>=18AB AR+3>=18DB[1D6] ・両手持ちのダメージ 2HnDx[m] n:ダイスの個数 x:ダイスの面数 m:+-修正。省略可。 パラディンとファイターの武器の両手持ちによるダメージダイスの1,2の出目の振り直しを行います。 例)2H3D6 2H1D10+3 2H2D8-1 INFO_MESSAGE_TEXT
Instance Attribute Summary
Attributes inherited from Base
#d66_sort_type, #default_cmp_op, #default_target_number, #randomizer, #reroll_dice_reroll_threshold, #round_type, #sides_implicit_d, #upper_dice_reroll_threshold
Instance Method Summary collapse
-
#ability_roll(command) ⇒ Object
能力値ロール.
-
#attack_roll(command) ⇒ Object
攻撃ロール.
- #eval_game_system_specific_command(command) ⇒ Object
-
#exec_roll(command) ⇒ Object
ロール処理.
-
#initialize(command) ⇒ DungeonsAndDragons5
constructor
A new instance of DungeonsAndDragons5.
- #number_with_sign_from_int(number) ⇒ Object
-
#twohands_damage_roll(command) ⇒ Object
武器の両手持ちダメージ.
Methods inherited from Base
#change_text, #check_result, command_pattern, #enable_debug, #enabled_d9?, eval, #eval, #grich_text, prefixes_pattern, register_prefix, register_prefix_from_super_class, #sort_add_dice?, #sort_barabara_dice?
Methods included from Translate
Constructor Details
#initialize(command) ⇒ DungeonsAndDragons5
Returns a new instance of DungeonsAndDragons5.
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# File 'lib/bcdice/game_system/DungeonsAndDragons5.rb', line 41 def initialize(command) super(command) @sort_barabara_dice = false # バラバラロール(Bコマンド)でソート無 end |
Instance Method Details
#ability_roll(command) ⇒ Object
能力値ロール
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# File 'lib/bcdice/game_system/DungeonsAndDragons5.rb', line 199 def ability_roll(command) m = /^AR([-+\d]+)?(>=(\d+))?([AD]?)6?(B(\[(\d+D\d+([-+]\d+D\d+)*)\])?)?/.match(command) unless m return nil end usedie, dice_result, difficulty, output = exec_roll(command) if usedie.nil? return nil end result = Result.new if difficulty > 0 if dice_result >= difficulty result.success = true output.push(translate('success')) else output.push(translate('failure')) end end Result.new.tap do |r| r.text = output.join(" > ") if result if difficulty > 0 r.condition = result.success? end r.critical = result.critical? r.fumble = result.fumble? end end end |
#attack_roll(command) ⇒ Object
攻撃ロール
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# File 'lib/bcdice/game_system/DungeonsAndDragons5.rb', line 153 def attack_roll(command) m = /^AT([-+\d]+)?(@(\d+))?(>=(\d+))?([AD]?)6?(B(\[(\d+D\d+([-+]\d+D\d+)*)\])?)?/.match(command) unless m return nil end critical_no = 20 unless m[3].nil? critical_no = m[3].to_i end usedie, dice_result, difficulty, output = exec_roll(command) if usedie.nil? return nil end result = Result.new if usedie >= critical_no result.critical = true result.success = true output.push(translate('critical')) elsif usedie == 1 result.fumble = true output.push(translate('fumble')) elsif difficulty > 0 if dice_result >= difficulty result.success = true output.push(translate('success')) else output.push(translate('failure')) end end Result.new.tap do |r| r.text = output.join(" > ") if result if difficulty > 0 || result.critical? || result.fumble? r.condition = result.success? end r.critical = result.critical? r.fumble = result.fumble? end end end |
#eval_game_system_specific_command(command) ⇒ Object
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# File 'lib/bcdice/game_system/DungeonsAndDragons5.rb', line 47 def eval_game_system_specific_command(command) attack_roll(command) || ability_roll(command) || twohands_damage_roll(command) end |
#exec_roll(command) ⇒ Object
ロール処理
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# File 'lib/bcdice/game_system/DungeonsAndDragons5.rb', line 62 def exec_roll(command) m = /^(AT|AR)([-+\d]+)?(@(\d+))?(>=(\d+))?([AD]?)6?(B(\[(\d+D\d+([-+]\d+D\d+)*)\])?)?/.match(command) unless m return nil end modify = 0 mod_str = "" unless m[2].nil? if Arithmetic.eval(m[2], @round_type).nil? return nil else modify = Arithmetic.eval(m[2], @round_type) mod_str = number_with_sign_from_int(modify).to_s end end critical_no = m[4].to_i difficulty = m[6].to_i advantage = m[7].to_s bonus = m[8].to_s bonus_dice = m[10].to_s usedie = 0 bonus_mod = 0 bonus_str = "" bonus_mod_arr = [] roll_die = "" dice_command = "#{m[1]}#{number_with_sign_from_int(modify)}" unless critical_no < 1 dice_command += "@#{critical_no}" end if difficulty > 0 dice_command += ">=#{difficulty}" end unless advantage.empty? dice_command += advantage end unless bonus.empty? dice_command += bonus end output = ["(#{dice_command})"] if advantage.empty? usedie = @randomizer.roll_once(20) roll_die = usedie else dice = @randomizer.(2, 20) roll_die = "[" + dice.join(",") + "]" if advantage == "A" usedie = dice.max else usedie = dice.min end roll_die = "#{usedie}#{roll_die}" end unless bonus.empty? if bonus == "B" bonus_mod = @randomizer.roll_once(4).to_i bonus_str = number_with_sign_from_int(bonus_mod).to_s else unless bonus_dice.empty? bonus_dice_arr = bonus_dice.gsub(/([+-])/, ",\\1").split(',') bonus_dice_arr.each do |i| now_bonus_dice = i.split("D") now_dice_count = now_bonus_dice[0].to_i now_dice_number = now_bonus_dice[1].to_i dice = @randomizer.(now_dice_count.abs, now_dice_number) if now_dice_count.positive? bonus_mod_arr.push(dice.sum()) else bonus_mod_arr.push(-dice.sum()) end end bonus_mod = bonus_mod_arr.sum() bonus_str = "#{number_with_sign_from_int(bonus_mod)}[#{bonus_mod_arr.join(',')}]" end end end output.push("#{roll_die}#{mod_str}#{bonus_str}") unless mod_str.empty? && advantage.empty? && bonus.empty? output.push((usedie + modify + bonus_mod).to_s) end return usedie, (usedie + modify + bonus_mod), difficulty, output end |
#number_with_sign_from_int(number) ⇒ Object
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# File 'lib/bcdice/game_system/DungeonsAndDragons5.rb', line 51 def number_with_sign_from_int(number) if number == 0 return "" elsif number > 0 return "+#{number}" else return number.to_s end end |
#twohands_damage_roll(command) ⇒ Object
武器の両手持ちダメージ
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# File 'lib/bcdice/game_system/DungeonsAndDragons5.rb', line 233 def twohands_damage_roll(command) m = /^2H(\d+)D(\d+)([-+\d]+)?/.match(command) unless m return nil end dice_count = m[1].to_i dice_number = m[2].to_i modify = 0 mod_str = "" unless m[3].nil? if Arithmetic.eval(m[3], @round_type).nil? return nil else modify = Arithmetic.eval(m[3], @round_type) mod_str = number_with_sign_from_int(modify).to_s end end output = ["(2H#{dice_count}D#{dice_number}#{mod_str})"] dice = @randomizer.(dice_count, dice_number) roll_dice = "[" + dice.join(",") + "]" output.push("#{roll_dice}#{mod_str}") ex_dice = [] new_dice = [] sum_dice = 0 dice.each do |num| if num.to_i > 2 sum_dice += num.to_i ex_dice.push(num) else one_die = @randomizer.roll_once(dice_number) sum_dice += one_die.to_i new_dice.push(one_die) end end unless new_dice.empty? output.push("[" + ex_dice.join(",") + "][" + new_dice.join(",") + "]#{mod_str}") end output.push((sum_dice + modify).to_s) Result.new.tap do |r| r.text = output.join(" > ") end end |