Class: BCDice::GameSystem::DungeonsAndDragons5
- Defined in:
- lib/bcdice/game_system/DungeonsAndDragons5.rb
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] 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。 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 ・能力値判定 AR[x][>=t][y] 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 ・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
-
#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 38 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 141 def ability_roll(command) m = /^AR([-+]\d+)?(>=(\d+))?([AD]?)/.match(command) unless m return nil end modify = m[1].to_i difficulty = m[3].to_i advantage = m[4] usedie = 0 roll_die = "" dice_command = "AR#{number_with_sign_from_int(modify)}" if difficulty > 0 dice_command += ">=#{difficulty}" end unless advantage.empty? dice_command += advantage.to_s 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 end if modify != 0 output.push("#{roll_die}#{number_with_sign_from_int(modify)}") output.push((usedie + modify).to_s) else unless advantage.empty? output.push(roll_die) end output.push(usedie.to_s) end result = Result.new if difficulty > 0 if usedie + modify >= difficulty result.success = true output.push("成功") else output.push("失敗") 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 59 def attack_roll(command) m = /^AT([-+]\d+)?(@(\d+))?(>=(\d+))?([AD]?)/.match(command) unless m return nil end modify = m[1].to_i critical_no = m[3].to_i difficulty = m[5].to_i advantage = m[6] usedie = 0 roll_die = "" dice_command = "AT#{number_with_sign_from_int(modify)}" if critical_no > 0 dice_command += "@#{critical_no}" else critical_no = 20 end if difficulty > 0 dice_command += ">=#{difficulty}" end unless advantage.empty? dice_command += advantage.to_s 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 end if modify != 0 output.push("#{roll_die}#{number_with_sign_from_int(modify)}") output.push((usedie + modify).to_s) else unless advantage.empty? output.push(roll_die) end output.push(usedie.to_s) end result = Result.new if usedie >= critical_no result.critical = true result.success = true output.push("クリティカル") elsif usedie == 1 result.fumble = true output.push("ファンブル") elsif difficulty > 0 if usedie + modify >= difficulty result.success = true output.push("成功") else output.push("失敗") 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 44 def eval_game_system_specific_command(command) attack_roll(command) || ability_roll(command) || twohands_damage_roll(command) end |
#number_with_sign_from_int(number) ⇒ Object
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# File 'lib/bcdice/game_system/DungeonsAndDragons5.rb', line 48 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 210 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 = m[3].to_i mod_str = number_with_sign_from_int(modify) 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 |