bcdice 3.14.0 → 3.16.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +4 -4
- data/CHANGELOG.md +88 -0
- data/i18n/Cthulhu/zh_hant.yml +1 -1
- data/i18n/CyberpunkRed/ko_kr.yml +389 -0
- data/i18n/DoubleCross/ja_jp.yml +53 -0
- data/i18n/DoubleCross/ko_kr.yml +52 -0
- data/i18n/Emoklore/ko_kr.yml +7 -0
- data/i18n/FutariSousa/ja_jp.yml +138 -138
- data/i18n/KillDeathBusiness/ja_jp.yml +198 -0
- data/i18n/MagicaLogia/ko_kr.yml +2 -2
- data/i18n/MonotoneMuseum/ko_kr.yml +227 -0
- data/i18n/SkynautsBouken/ja_jp.yml +28 -28
- data/i18n/SkynautsBouken/ko_kr.yml +114 -0
- data/i18n/StratoShout/ko_kr.yml +102 -102
- data/i18n/zh_hant.yml +5 -0
- data/lib/bcdice/game_system/Aionia.rb +131 -0
- data/lib/bcdice/game_system/Arianrhod_Korean.rb +2 -0
- data/lib/bcdice/game_system/ArknightsFan.rb +245 -87
- data/lib/bcdice/game_system/BlackJacket_Korean.rb +244 -0
- data/lib/bcdice/game_system/CharonSanctions.rb +112 -0
- data/lib/bcdice/game_system/Cthulhu7th.rb +1 -1
- data/lib/bcdice/game_system/Cthulhu7th_ChineseTraditional/full_auto.rb +293 -0
- data/lib/bcdice/game_system/Cthulhu7th_ChineseTraditional/rollable.rb +43 -0
- data/lib/bcdice/game_system/Cthulhu7th_ChineseTraditional.rb +470 -306
- data/lib/bcdice/game_system/CyberpunkRed.rb +1 -2
- data/lib/bcdice/game_system/CyberpunkRed_Korean.rb +66 -0
- data/lib/bcdice/game_system/DoubleCross.rb +18 -1
- data/lib/bcdice/game_system/DoubleCross_Korean.rb +5 -1
- data/lib/bcdice/game_system/EdgeFlippers.rb +315 -0
- data/lib/bcdice/game_system/Emoklore_Korean.rb +42 -0
- data/lib/bcdice/game_system/FullFace.rb +25 -3
- data/lib/bcdice/game_system/FutariSousa.rb +17 -5
- data/lib/bcdice/game_system/Garactier.rb +479 -0
- data/lib/bcdice/game_system/GardenOrder.rb +390 -9
- data/lib/bcdice/game_system/GundogRevised.rb +8 -8
- data/lib/bcdice/game_system/JuinKansen_Korean.rb +251 -0
- data/lib/bcdice/game_system/KillDeathBusiness.rb +155 -3
- data/lib/bcdice/game_system/KimitoYell.rb +568 -0
- data/lib/bcdice/game_system/Magius.rb +125 -0
- data/lib/bcdice/game_system/Magius_3rdNewTokyoCity.rb +62 -0
- data/lib/bcdice/game_system/MeikyuKingdomBasic.rb +122 -2
- data/lib/bcdice/game_system/MonotoneMuseum_Korean.rb +4 -4
- data/lib/bcdice/game_system/NSSQ.rb +17 -9
- data/lib/bcdice/game_system/NervWhitePaper.rb +129 -0
- data/lib/bcdice/game_system/Revulture_Korean.rb +125 -0
- data/lib/bcdice/game_system/RogueLikeHalf.rb +198 -0
- data/lib/bcdice/game_system/RuneQuestRoleplayingInGlorantha.rb +16 -13
- data/lib/bcdice/game_system/ShinobiGami.rb +73 -43
- data/lib/bcdice/game_system/SkynautsBouken.rb +4 -4
- data/lib/bcdice/game_system/SkynautsBouken_Korean.rb +57 -0
- data/lib/bcdice/game_system/StratoShout_Korean.rb +1 -1
- data/lib/bcdice/game_system/SwordWorld.rb +4 -0
- data/lib/bcdice/game_system/SwordWorld2_5.rb +3 -2
- data/lib/bcdice/game_system/TensaiGunshiNiNaro.rb +51 -17
- data/lib/bcdice/game_system/TheIndieHack.rb +82 -0
- data/lib/bcdice/game_system/TorgEternity.rb +35 -6
- data/lib/bcdice/game_system/Ventangle_Korean.rb +130 -0
- data/lib/bcdice/game_system/WoW.rb +161 -0
- data/lib/bcdice/game_system/YankeeMustDie.rb +192 -0
- data/lib/bcdice/game_system/YearZeroEngine.rb +225 -28
- data/lib/bcdice/game_system/YuMyoKishi.rb +141 -0
- data/lib/bcdice/game_system/meikyu_kingdom_basic/atoz_table.rb +1184 -0
- data/lib/bcdice/game_system/meikyu_kingdom_basic/randr236_table.rb +254 -0
- data/lib/bcdice/game_system/meikyu_kingdom_basic/table.rb +54 -0
- data/lib/bcdice/game_system/meikyu_kingdom_basic/tk_table.rb +755 -0
- data/lib/bcdice/game_system/sword_world/rating_lexer.rb +1 -0
- data/lib/bcdice/game_system/sword_world/rating_options.rb +4 -1
- data/lib/bcdice/game_system/sword_world/rating_parsed.rb +5 -0
- data/lib/bcdice/game_system/sword_world/rating_parser.rb +129 -115
- data/lib/bcdice/game_system.rb +20 -0
- data/lib/bcdice/version.rb +1 -1
- metadata +31 -6
@@ -0,0 +1,125 @@
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# frozen_string_literal: true
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module BCDice
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module GameSystem
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class Magius < Base
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# ゲームシステムの識別子
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ID = 'Magius'
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# ゲームシステム名
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NAME = 'MAGIUS'
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# ゲームシステム名の読みがな
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SORT_KEY = 'まきうす'
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# ダイスボットの使い方
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HELP_MESSAGE = <<~INFO_MESSAGETEXT
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■能力値判定 MA+x>=t x:修正値 t:目標値
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例)MA>=7: ダイスを2個振って、その結果を表示
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■技能値判定 MS+x>=t x:修正値 t:目標値
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例)MS>=7: ダイスを3個振って、そのうち上位2つを採用し、結果を表示
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INFO_MESSAGETEXT
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register_prefix('M[AS]')
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def initialize(command)
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super(command)
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@sort_barabara_dice = true # バラバラロール(Bコマンド)でソート有
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end
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def eval_game_system_specific_command(command)
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resolute_ability_action(command) ||
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resolute_skill_action(command)
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end
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private
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def with_symbol(number)
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if number == 0
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return ""
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elsif number > 0
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return "+#{number}"
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else
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return number.to_s
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end
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end
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# 能力値判定
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# @param [String] command
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# @return [Result]
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def get_result_of_ability_action(total, _dice_add, target)
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if total >= target
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return Result.success("成功")
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else
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return Result.failure("失敗")
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end
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end
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def resolute_ability_action(command)
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m = /MA([+-]\d+)*>=(\d+)/.match(command)
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return nil unless m
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modify = m[1] ? Arithmetic.eval(m[1], @round_type) : 0
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target = m[2].to_i
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dices = @randomizer.roll_barabara(2, 6).sort
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dice_text = dices.join(",")
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dice_add = dices.sum
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total = dice_add + modify
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result = get_result_of_ability_action(total, dice_add, target)
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sequence = [
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"(#{command})",
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"[#{dice_text}]#{with_symbol(modify)}",
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total,
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result.text,
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].compact
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result.text = sequence.join(" > ")
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return result
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end
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# 技能値値判定
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# @param [String] command
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# @return [Result]
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def get_result_of_skill_action(total, _dice_add, target)
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if total >= target
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return Result.success("成功")
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else
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return Result.failure("失敗")
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end
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end
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def resolute_skill_action(command)
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m = /MS([+-]\d+)*>=(\d+)/.match(command)
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return nil unless m
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modify = m[1] ? Arithmetic.eval(m[1], @round_type) : 0
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target = m[2].to_i
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dices = @randomizer.roll_barabara(3, 6).sort
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dice_text = dices.join(",")
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dice_add = dices[1].to_i + dices[2].to_i
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total = dice_add + modify
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result = get_result_of_skill_action(total, dice_add, target)
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sequence = [
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"(#{command})",
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"[#{dice_text}]#{with_symbol(modify)}",
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total,
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result.text,
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].compact
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result.text = sequence.join(" > ")
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return result
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end
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end
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end
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end
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# frozen_string_literal: true
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require 'bcdice/game_system/Magius'
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module BCDice
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module GameSystem
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class Magius_3rdNewTokyoCity < Magius
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# ゲームシステムの識別子
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ID = 'Magius_3rdNewTokyoCity'
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# ゲームシステム名
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NAME = 'MAGIUS:新世紀エヴァンゲリオンRPG 決戦!第3新東京市'
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# ゲームシステム名の読みがな
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SORT_KEY = 'まきうすしんせいきえうあんけりおんRPGけつせんたい3しんとうきようし'
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# ダイスボットの使い方
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HELP_MESSAGE = <<~INFO_MESSAGETEXT
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■能力値判定 MA+x>=t x:修正値 t:目標値
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例)MA>=7: ダイスを2個振って、その結果(成功,失敗,絶対成功,絶対失敗)を表示
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■技能値判定 MS+x>=t x:修正値 t:目標値
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例)MS>=7: ダイスを3個振って、そのうち上位2つを採用し、結果(成功,失敗,絶対成功,絶対失敗)を表示
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INFO_MESSAGETEXT
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register_prefix('M[AS]')
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private
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# 能力値判定の結果取得
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# @param [Integer] total, dice_add, target
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# @return [Result]
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def get_result_of_ability_action(total, dice_add, target)
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if dice_add == 12
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return Result.critical("絶対成功")
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elsif dice_add == 2
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return Result.fumble("絶対失敗")
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elsif total >= target
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return Result.success("成功")
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else
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return Result.failure("失敗")
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end
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end
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# 技能値判定の結果取得
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# @param [Integer] total, dice_add, target
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# @return [Result]
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def get_result_of_skill_action(total, dice_add, target)
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if dice_add == 12
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return Result.critical("絶対成功")
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elsif dice_add == 2
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return Result.fumble("絶対失敗")
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elsif total >= target
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return Result.success("成功")
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else
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return Result.failure("失敗")
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end
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end
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end
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end
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end
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・各種表
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・休憩表:才覚 TBT/魅力 CBT/探索 SBT/武勇 VBT
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お祭り FBT/空振り EBT/全体 WBT/カップル LBT
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お食事 FDBT
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・ハプニング表:才覚 THT/魅力 CHT/探索 SHT/武勇 VHT
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・視察表 RT/情報収集表 IG/ランダムマップ選択表 RMS
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・痛打表 CAT/致命傷表 FWT/戦闘ファンブル表 CFT
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・お宝表1/2/3/4/5 T1T/T2T/T3T/T4T/T5T
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・特殊遭遇表 SE
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上級:人工 ARN/水域 WEN/自然 NEN/洞窟 CEN/天空 SEN/異界 OEN
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・他国との関係表 ORT
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・潜在能力:スキル決定表 SDT
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基本:肉弾 BUS/射撃 SHS/星術 ASS/召喚 SUS/科学 SCS
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迷宮 LAS/交渉 NES/便利 COS/芸能 ENS/道具 TOS
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一般 GES
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上級:肉弾 ABUS/射撃 ASHS/星術 AASS/召喚 ASUS/科学 ASCS
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迷宮 ALAS/交渉 ANES/便利 ACOS/芸能 AENS/道具 ATOS
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・アイテム関連(上級不使用の場合、カッコ書きのものを使用して下さい)
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・生まれ決定表 BDT/生まれ表:才覚 TBO/魅力 CBO/探索 SBO/武勇 VBO
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・初期装備表 IEQ
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・地名決定表 PNTx (xは個数)/迷宮風景表 MLTx (xは個数)
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・百万世界AtoZ関連
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・ご祝儀表 GIFT
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・ニュース表 NWST
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・王国ハプニング表 KDHT
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・王国試練表 KDTT
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・騎士道表 CHVT
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・儀式表 RITT
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・限定表 LIMT
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・固有の文化表 UNCT
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・後世の評価表 POET
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・高レベル特殊遭遇表 KSET
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・死霊の日々表 DODT
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・事件名表1/2 INT1/INT2
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・守護星座表 GUCT
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・需要表 DEMTx (x:名物レベル)
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・小鬼と一緒表 WLDT
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・侵略ハプニング表 INHT
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・新・情報収集表 NIGT
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・人種特徴表/人種名文字表 RACT/RNCTx (x:文字数)
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・迷宮化現象表/人体迷宮化表 HBLT/LAPT
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・勢力表 POWT
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・中立特殊遭遇表 NSET
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・超協調行動表 ECBT
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・通貨外見表/通貨材質表/通貨名称表 CUAT/CUMT/CUNT
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・天候表 WEAT
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・毒の追加効果表 PAET
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・媒体表 MEDT
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・反応表/民の反応表 REAT/PRET
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・遍歴表 HIST
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・由来表 ORIT
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・誘致表 ATRT
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・妖精の悪戯表 FAMT
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・R&R236関連
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・四字熟語系二つ名表/代入命名表/組み合わせ系二つ名表/名文句系二つ名表 FCNT/ASNT/CMNT/FPNT
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・形容表/用語表/行動表/呼び名表/称号表 DEST/TRMT/BEHT/NAMT/TTLT
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・旅する王国と無名階域関連
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・サブキャラクター反応表 CSRT
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・スキルグループ表 KSGT
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・ダイナマイト帝国:休憩表/特殊遭遇表/二つ名表/名前表 DRET/DSET/DNNT/DNAT
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・ハグルマ資本主義神聖共和国:休憩表/特殊遭遇表/二つ名表/名前表 HRET/HSET/HNNT/HNAT
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・メトロ汗国:休憩表/特殊遭遇表/二つ名表/名前表 MRET/MSET/MNNT/MNAT
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・千年王朝:休憩表/特殊遭遇表/二つ名表/名前表 TRET/TSET/TNNT/TNAT
|
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・遠征王国変動表/遠征道中表 EKCT/EXITx (x:修正)
|
102
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+
・候補生背景表/職長背景表 CABT/FOBT
|
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+
・上級ジョブ表・甲/乙 AJTA/AJTB
|
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・深階休憩表/特殊遭遇表 KART/KAET
|
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+
・天階休憩表/特殊遭遇表 TERT/TEET
|
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+
・星の階休憩表 HKRT
|
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+
・装備決定表 EQDT
|
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+
・大冒険時代表 GART
|
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|
+
・燃料表 FUET
|
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|
+
・反乱表 RBLT
|
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|
+
・旅する王国環境表/王国名決定表1/王国名決定表2/王国名決定表3 TKET/TKNT1/TKNT2/TKNT3
|
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|
+
・列強経歴表 GPHT
|
56
113
|
・D66ダイスあり
|
57
114
|
INFO_MESSAGE_TEXT
|
58
115
|
|
@@ -73,7 +130,17 @@ module BCDice
|
|
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|
'ABUS', 'ASHS', 'AASS', 'ASUS', 'ASCS', 'ALAS', 'ANES', 'ACOS', 'AENS', 'ATOS',
|
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'SE', 'ARN', 'WEN', 'NEN', 'CEN', 'SEN', 'OEN',
|
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'DFT',
|
76
|
-
'PNT', 'MLT'
|
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+
'PNT', 'MLT',
|
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|
+
'FDBT', 'GIFT', 'NWST', 'EKCT', 'KDHT', 'KDTT', 'CHVT', 'RITT', 'LIMT', 'UNCT', 'POET',
|
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|
+
'KSET', 'DODT', 'INT1', 'INT2', 'GUCT', 'DEMT', 'WLDT', 'INHT', 'NIGT', 'RACT', 'RNCT',
|
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|
+
'HBLT', 'POWT', 'NSET', 'ECBT', 'CUAT', 'CUMT', 'CUNT', 'WEAT', 'PAET', 'MEDT', 'REAT',
|
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|
+
'HIST', 'PRET', 'LAPT', 'ORIT', 'ATRT', 'FAMT',
|
138
|
+
'FCNT', 'ASNT', 'TRMT', 'BEHT', 'DEST', 'NAMT', 'TTLT',
|
139
|
+
'CMNT', 'FPNT', 'CSRT', 'KSGT', 'DRET', 'DSET', 'DNNT', 'DNAT', 'HRET', 'HSET', 'HNNT',
|
140
|
+
'HNAT', 'MRET', 'MSET', 'MNNT', 'MNAT', 'EXIT', 'TRET', 'TSET', 'TNNT', 'TNAT', 'CABT',
|
141
|
+
'AJTA', 'AJTB', 'FOBT', 'KAET', 'KART', 'TEET', 'TERT', 'HKRT', 'EQDT', 'GART', 'FUET',
|
142
|
+
'RBLT', 'TKET', 'GPHT',
|
143
|
+
'TKNT1', 'TKNT2', 'TKNT3', 'GES', 'ORT'
|
77
144
|
)
|
78
145
|
|
79
146
|
def initialize(command)
|
@@ -81,6 +148,7 @@ module BCDice
|
|
81
148
|
|
82
149
|
@sort_add_dice = true
|
83
150
|
@d66_sort_type = D66SortType::ASC
|
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|
+
@round_type = RoundType::CEIL
|
84
152
|
end
|
85
153
|
|
86
154
|
def kiryoku_result(_total_n, dice_list, _diff)
|
@@ -100,6 +168,12 @@ module BCDice
|
|
100
168
|
|
101
169
|
if (output = roll_tables(command, TABLES))
|
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170
|
return output
|
171
|
+
elsif (output = roll_tables(command, A2Z_TABLES))
|
172
|
+
return output
|
173
|
+
elsif (output = roll_tables(command, RR236_TABLES))
|
174
|
+
return output
|
175
|
+
elsif (output = roll_tables(command, TK_TABLES))
|
176
|
+
return output
|
103
177
|
else
|
104
178
|
|
105
179
|
case command
|
@@ -248,6 +322,50 @@ module BCDice
|
|
248
322
|
when /^ATOS/i
|
249
323
|
type = '上級道具スキル'
|
250
324
|
output, total_n = mk_advanced_tool_skill_table
|
325
|
+
when /^GUCT/i
|
326
|
+
type = '守護星座'
|
327
|
+
total_n = @randomizer.roll_once(6) * 100 + @randomizer.roll_once(6) * 10 + @randomizer.roll_once(6)
|
328
|
+
output = mk_guardian_constellation_table(total_n)
|
329
|
+
when /^DEMT(\d+)/i
|
330
|
+
type = '需要'
|
331
|
+
count = getCount(Regexp.last_match(1))
|
332
|
+
output, total_n = get_demand_table(count)
|
333
|
+
when /^RNCT(\d*)/i
|
334
|
+
type = '人種名文字'
|
335
|
+
count = getCount(Regexp.last_match(1))
|
336
|
+
output, total_n = get_race_name_character_table(count)
|
337
|
+
when /^CUMT/i
|
338
|
+
type = '通貨材質'
|
339
|
+
@total = [@randomizer.roll_barabara(2, 6).sum(), @randomizer.roll_once(6)]
|
340
|
+
total_n = @total.join(',')
|
341
|
+
output = get_currency_material_table(*@total)
|
342
|
+
when /^CMNT/i
|
343
|
+
type = '組み合わせ系二つ名'
|
344
|
+
output, total_n = mk_combination_nickname_table
|
345
|
+
when /^DEST/i
|
346
|
+
type = '形容'
|
347
|
+
total_n = @randomizer.roll_d66(D66SortType::ASC)
|
348
|
+
output = mk_descriptive_table(total_n)
|
349
|
+
when /^TRMT/i
|
350
|
+
type = '用語'
|
351
|
+
total_n = @randomizer.roll_d66(D66SortType::ASC)
|
352
|
+
output = mk_terminology_table(total_n)
|
353
|
+
when /^BEHT/i
|
354
|
+
type = '行動'
|
355
|
+
total_n = @randomizer.roll_d66(D66SortType::ASC)
|
356
|
+
output = mk_behavior_table(total_n)
|
357
|
+
when /^NAMT/i
|
358
|
+
type = '呼び名'
|
359
|
+
total_n = @randomizer.roll_d66(D66SortType::ASC)
|
360
|
+
output = mk_rr236_name_table(total_n)
|
361
|
+
when /^TTLT/i
|
362
|
+
type = '称号'
|
363
|
+
total_n = @randomizer.roll_d66(D66SortType::ASC)
|
364
|
+
output = mk_title_table(total_n)
|
365
|
+
when /^EXIT([-+]?\d*)/i
|
366
|
+
type = '遠征道中'
|
367
|
+
modify = get_modify(Regexp.last_match(1))
|
368
|
+
output, total_n = get_expedition_itinerary_table(modify)
|
251
369
|
end
|
252
370
|
|
253
371
|
if !output.nil?
|
@@ -261,9 +379,11 @@ module BCDice
|
|
261
379
|
end
|
262
380
|
end
|
263
381
|
end
|
264
|
-
|
265
382
|
require "bcdice/game_system/meikyu_kingdom_basic/item_table"
|
266
383
|
require "bcdice/game_system/meikyu_kingdom_basic/kingdom_table"
|
267
384
|
require "bcdice/game_system/meikyu_kingdom_basic/name_table"
|
268
385
|
require "bcdice/game_system/meikyu_kingdom_basic/word_table"
|
269
386
|
require "bcdice/game_system/meikyu_kingdom_basic/table"
|
387
|
+
require "bcdice/game_system/meikyu_kingdom_basic/atoz_table"
|
388
|
+
require "bcdice/game_system/meikyu_kingdom_basic/randr236_table"
|
389
|
+
require "bcdice/game_system/meikyu_kingdom_basic/tk_table"
|
@@ -22,11 +22,11 @@ module BCDice
|
|
22
22
|
크리티컬, 펌블치는 생략가능합니다. ([]자체를 생략가능)
|
23
23
|
자동성공, 자동실패, 성공, 실패를 자동표기합니다.
|
24
24
|
・각종표
|
25
|
-
・감정표 ET/감정표 2.0 ET2
|
26
|
-
・징조표 OT/징조표ver2.0 OT2/징조표ver3.0 OT3
|
25
|
+
・감정표 ET/감정표 2.0 ET2/개정판 감정표 MET
|
26
|
+
・징조표 OT/징조표ver2.0 OT2/징조표ver3.0 OT3 / 개정판 전투 징조표 MBOT / 개정판 비전투 징조표 MNOT
|
27
27
|
・일그러짐표 DT/일그러짐표ver2.0 DT2/일그러짐표(야외) DTO/일그러짐표(바다) DTS/일그러짐표(저택・성) DTM
|
28
|
-
・세계왜곡표 WDT/세계왜곡표2.0 WDT2
|
29
|
-
・영구소실표 EDT
|
28
|
+
・세계왜곡표 WDT/세계왜곡표2.0 WDT2/개정판 왜곡표 MDT/개정판 세계왜곡표 MWDT
|
29
|
+
・영구소실표 EDT/개정판 영구소실표 MEDT
|
30
30
|
・D66다이스 있음
|
31
31
|
INFO_MESSAGE_TEXT
|
32
32
|
|
@@ -54,7 +54,7 @@ module BCDice
|
|
54
54
|
total = largest_two.sum + modifier
|
55
55
|
num_1 = dice_list.count(1)
|
56
56
|
|
57
|
-
|
57
|
+
result =
|
58
58
|
if largest_two == [6, 6]
|
59
59
|
Result.critical(" > 絶対成功!")
|
60
60
|
elsif largest_two == [1, 1]
|
@@ -73,10 +73,11 @@ module BCDice
|
|
73
73
|
sequence = [
|
74
74
|
"(#{command})",
|
75
75
|
"[#{dice_list.join(',')}]#{Format.modifier(modifier)}",
|
76
|
-
"#{total}[#{largest_two.join(',')}]#{
|
76
|
+
"#{total}[#{largest_two.join(',')}]#{result.text}#{fp_result}",
|
77
77
|
]
|
78
78
|
|
79
|
-
|
79
|
+
result.text = sequence.join(" > ")
|
80
|
+
return result
|
80
81
|
end
|
81
82
|
|
82
83
|
# ダメージロール
|
@@ -90,24 +91,29 @@ module BCDice
|
|
90
91
|
resist = m[4].to_i
|
91
92
|
|
92
93
|
dice_list = @randomizer.roll_barabara(dice_count, 6)
|
94
|
+
normal_damage = damage(dice_list, resist)
|
93
95
|
|
94
|
-
result = "(#{command}) > [#{dice_list.join(',')}]#{resist}
|
96
|
+
result = "(#{command}) > [#{dice_list.join(',')}]#{resist}"
|
95
97
|
|
96
98
|
critical_target = critical_up ? 1 : 2
|
97
99
|
|
98
100
|
if dice_list.count(6) - dice_list.count(1) >= critical_target
|
99
|
-
result +=
|
100
|
-
result
|
101
|
+
result += critical_damage_roll(increase_critical_dice, resist, normal_damage)
|
102
|
+
result = Result.critical(result)
|
103
|
+
else
|
104
|
+
result += " > #{normal_damage}ダメージ"
|
105
|
+
result = normal_damage > 0 ? Result.success(result) : Result.failure(result)
|
101
106
|
end
|
102
107
|
|
103
108
|
return result
|
104
109
|
end
|
105
110
|
|
106
|
-
def
|
111
|
+
def critical_damage_roll(increase_critical_dice, resist, normal_damage)
|
107
112
|
dice_count = increase_critical_dice ? 8 : 4
|
108
113
|
|
109
114
|
dice_list = @randomizer.roll_barabara(dice_count, 6)
|
110
|
-
|
115
|
+
critical_damage = damage(dice_list, resist)
|
116
|
+
return " > クリティカルヒット! > (#{dice_count}DR#{resist}) > [#{dice_list.join(',')}]#{resist} > #{normal_damage + critical_damage}ダメージ"
|
111
117
|
end
|
112
118
|
|
113
119
|
# 回復ロール
|
@@ -119,8 +125,10 @@ module BCDice
|
|
119
125
|
resist = m[2]&.to_i || 3
|
120
126
|
|
121
127
|
dice_list = @randomizer.roll_barabara(dice_count, 6)
|
128
|
+
heal_amount = damage(dice_list, resist)
|
129
|
+
result_text = "(#{command}) > [#{dice_list.join(',')}]#{resist} > #{heal_amount}回復"
|
122
130
|
|
123
|
-
return
|
131
|
+
return heal_amount > 0 ? Result.success(result_text) : Result.failure(result_text)
|
124
132
|
end
|
125
133
|
|
126
134
|
def damage(dice_list, resist)
|
@@ -0,0 +1,129 @@
|
|
1
|
+
# frozen_string_literal: true
|
2
|
+
|
3
|
+
module BCDice
|
4
|
+
module GameSystem
|
5
|
+
class NervWhitePaper < Base
|
6
|
+
# ゲームシステムの識別子
|
7
|
+
ID = 'NervWhitePaper'
|
8
|
+
|
9
|
+
# ゲームシステム名
|
10
|
+
NAME = '新世紀エヴァンゲリオンRPG NERV白書/使徒降臨'
|
11
|
+
|
12
|
+
# ゲームシステム名の読みがな
|
13
|
+
SORT_KEY = 'しんせいきえうあんけりおんああるひいしいねるふはくしよしとこおりん'
|
14
|
+
|
15
|
+
# ダイスボットの使い方
|
16
|
+
HELP_MESSAGE = <<~INFO_MESSAGETEXT
|
17
|
+
■通常ロール(NR):成功、失敗、絶対成功、絶対失敗を表示します。
|
18
|
+
例) NR
|
19
|
+
|
20
|
+
■長所ロール(NA):成功、失敗、絶対成功、絶対失敗を表示します。
|
21
|
+
例) NA
|
22
|
+
|
23
|
+
■短所ロール(ND):成功、失敗、絶対成功、絶対失敗を表示します。
|
24
|
+
例) ND
|
25
|
+
|
26
|
+
INFO_MESSAGETEXT
|
27
|
+
|
28
|
+
register_prefix('N[RAD]')
|
29
|
+
|
30
|
+
def eval_game_system_specific_command(command)
|
31
|
+
resolute_regular_action(command) ||
|
32
|
+
resolute_advantage_action(command) ||
|
33
|
+
resolute_disadvantage_action(command)
|
34
|
+
end
|
35
|
+
|
36
|
+
private
|
37
|
+
|
38
|
+
# 通常ロールによる判定
|
39
|
+
# @param [String] command
|
40
|
+
# @return [Result]
|
41
|
+
def resolute_regular_action(command)
|
42
|
+
m = /NR/.match(command)
|
43
|
+
return nil unless m
|
44
|
+
|
45
|
+
dices = @randomizer.roll_barabara(2, 6)
|
46
|
+
dice_text = dices.join(",")
|
47
|
+
dice_add = dices.sum
|
48
|
+
|
49
|
+
output = "(NR) > #{dice_text}"
|
50
|
+
|
51
|
+
if dice_add == 7
|
52
|
+
output += " > 絶対成功"
|
53
|
+
return Result.critical(output)
|
54
|
+
elsif dice_add == 2
|
55
|
+
output += " > 絶対失敗"
|
56
|
+
return Result.fumble(output)
|
57
|
+
elsif dice_add == 12
|
58
|
+
output += " > 絶対失敗"
|
59
|
+
return Result.fumble(output)
|
60
|
+
elsif dice_add.modulo(2) == 0
|
61
|
+
output += " > 失敗"
|
62
|
+
return Result.failure(output)
|
63
|
+
else
|
64
|
+
output += " > 成功"
|
65
|
+
return Result.success(output)
|
66
|
+
end
|
67
|
+
end
|
68
|
+
|
69
|
+
# 長所ロールによる判定
|
70
|
+
# @param [String] command
|
71
|
+
# @return [Result]
|
72
|
+
def resolute_advantage_action(command)
|
73
|
+
m = /NA/.match(command)
|
74
|
+
return nil unless m
|
75
|
+
|
76
|
+
dices = @randomizer.roll_barabara(2, 6)
|
77
|
+
dice_text = dices.join(",")
|
78
|
+
dice_add = dices.sum
|
79
|
+
|
80
|
+
output = "(NA) > #{dice_text}"
|
81
|
+
|
82
|
+
if dice_add == 7
|
83
|
+
output += " > 絶対成功"
|
84
|
+
return Result.critical(output)
|
85
|
+
elsif dice_add == 2
|
86
|
+
output += " > 絶対失敗"
|
87
|
+
return Result.fumble(output)
|
88
|
+
elsif dice_add == 12
|
89
|
+
output += " > 絶対失敗"
|
90
|
+
return Result.fumble(output)
|
91
|
+
elsif dices[0] == dices[1]
|
92
|
+
output += " > 失敗"
|
93
|
+
return Result.failure(output)
|
94
|
+
else
|
95
|
+
output += " > 成功"
|
96
|
+
return Result.success(output)
|
97
|
+
end
|
98
|
+
end
|
99
|
+
|
100
|
+
# 短所ロールによる判定
|
101
|
+
# @param [String] command
|
102
|
+
# @return [Result]
|
103
|
+
def resolute_disadvantage_action(command)
|
104
|
+
m = /ND/.match(command)
|
105
|
+
return nil unless m
|
106
|
+
|
107
|
+
dices = @randomizer.roll_barabara(2, 6)
|
108
|
+
dice_text = dices.join(",")
|
109
|
+
dice_add = dices.sum
|
110
|
+
|
111
|
+
output = "(ND) > #{dice_text}"
|
112
|
+
|
113
|
+
if dice_add == 7
|
114
|
+
output += " > 絶対成功"
|
115
|
+
return Result.critical(output)
|
116
|
+
elsif dice_add == 2
|
117
|
+
output += " > 絶対失敗"
|
118
|
+
return Result.fumble(output)
|
119
|
+
elsif dice_add == 12
|
120
|
+
output += " > 絶対失敗"
|
121
|
+
return Result.fumble(output)
|
122
|
+
elsif dice_add != 7
|
123
|
+
output += " > 失敗"
|
124
|
+
return Result.failure(output)
|
125
|
+
end
|
126
|
+
end
|
127
|
+
end
|
128
|
+
end
|
129
|
+
end
|