bcdice 3.12.0 → 3.13.0
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- checksums.yaml +4 -4
- data/CHANGELOG.md +27 -0
- data/lib/bcdice/arithmetic/parser.rb +4 -2
- data/lib/bcdice/base.rb +1 -1
- data/lib/bcdice/command/parser.rb +4 -2
- data/lib/bcdice/common_command/add_dice/parser.rb +4 -2
- data/lib/bcdice/common_command/barabara_dice/parser.rb +4 -2
- data/lib/bcdice/common_command/calc/parser.rb +4 -2
- data/lib/bcdice/common_command/reroll_dice/parser.rb +4 -2
- data/lib/bcdice/common_command/tally_dice/parser.rb +4 -2
- data/lib/bcdice/common_command/upper_dice/parser.rb +4 -2
- data/lib/bcdice/game_system/Airgetlamh.rb +1 -1
- data/lib/bcdice/game_system/Alsetto.rb +2 -2
- data/lib/bcdice/game_system/AniMalus.rb +221 -0
- data/lib/bcdice/game_system/ArknightsFan.rb +182 -0
- data/lib/bcdice/game_system/Avandner.rb +1 -1
- data/lib/bcdice/game_system/BBN.rb +1 -1
- data/lib/bcdice/game_system/BadLife.rb +3 -3
- data/lib/bcdice/game_system/BarnaKronika.rb +1 -1
- data/lib/bcdice/game_system/Chill3.rb +6 -6
- data/lib/bcdice/game_system/DarkSouls.rb +1 -1
- data/lib/bcdice/game_system/Elric.rb +1 -1
- data/lib/bcdice/game_system/FullFace.rb +92 -0
- data/lib/bcdice/game_system/InfiniteFantasia.rb +4 -1
- data/lib/bcdice/game_system/Irisbane.rb +1 -1
- data/lib/bcdice/game_system/KillDeathBusiness.rb +1 -1
- data/lib/bcdice/game_system/KyokoShinshoku.rb +158 -0
- data/lib/bcdice/game_system/Liminal.rb +136 -0
- data/lib/bcdice/game_system/MetalHead.rb +1 -1
- data/lib/bcdice/game_system/MetalHeadExtream.rb +1 -1
- data/lib/bcdice/game_system/NRR.rb +122 -0
- data/lib/bcdice/game_system/NSSQ.rb +1 -1
- data/lib/bcdice/game_system/NightWizard.rb +1 -1
- data/lib/bcdice/game_system/NightWizard3rd.rb +15 -2
- data/lib/bcdice/game_system/OneWayHeroics.rb +1 -1
- data/lib/bcdice/game_system/PastFutureParadox.rb +1238 -0
- data/lib/bcdice/game_system/Postman.rb +3 -3
- data/lib/bcdice/game_system/RecordOfSteam.rb +1 -1
- data/lib/bcdice/game_system/RuneQuestRoleplayingInGlorantha.rb +1 -1
- data/lib/bcdice/game_system/Ryutama.rb +4 -4
- data/lib/bcdice/game_system/Siren.rb +97 -0
- data/lib/bcdice/game_system/Skynauts.rb +1 -1
- data/lib/bcdice/game_system/Strave.rb +1 -1
- data/lib/bcdice/game_system/TherapieSein.rb +1 -1
- data/lib/bcdice/game_system/TrinitySeven.rb +1 -1
- data/lib/bcdice/game_system/VampireTheMasquerade5th.rb +12 -6
- data/lib/bcdice/game_system/WerewolfTheApocalypse5th.rb +12 -6
- data/lib/bcdice/game_system/cthulhu7th/full_auto.rb +1 -1
- data/lib/bcdice/game_system/sword_world/rating_parser.rb +4 -2
- data/lib/bcdice/game_system.rb +8 -0
- data/lib/bcdice/loader.rb +1 -1
- data/lib/bcdice/version.rb +1 -1
- metadata +27 -5
checksums.yaml
CHANGED
@@ -1,7 +1,7 @@
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---
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SHA256:
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metadata.gz:
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data.tar.gz:
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metadata.gz: c364b7cf3805345490d3e93d448a79b6575817d21bb9706ef3a792f8be0fb748
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data.tar.gz: 6cc52cf4ba2c97c4a053f3b0e4e412e7982751ae0744f4554d6b9d4480948257
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SHA512:
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metadata.gz:
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data.tar.gz:
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metadata.gz: e8acaab5a72d4e8aac101337796249a8acd615a37c0ade50a01679ed9aaf281cb7450c40912f1bef8e292a18d0ee5951ac4fee618061111b4644418c28643b6e
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data.tar.gz: a6d7c34f493d0b546c380f000adfeb5d40e4d17df95632bf178fb98e4c6c42ed944f501a17e4055f088d27cf564ea9273f76fd65a7e5c0c1ed61de95d730764e
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data/CHANGELOG.md
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# Change Log
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## 3.13.0 2024/02/08
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### 対応ゲームシステムの追加
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- 終末アイドル育成TRPGセイレーン (Siren): 蜂紫さんありがとうっ! ([#663](https://github.com/bcdice/BCDice/pull/663))
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- リミナル (Liminal): Facelessさんありがとうっ! ([#664](https://github.com/bcdice/BCDice/pull/664))
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- アークナイツTRPG by Dapto (ArknightsFan): Ayase00さんありがとうっ! ([#666](https://github.com/bcdice/BCDice/pull/666))
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- フルフェイス (FullFace): Facelessさんありがとうっ! ([#668](https://github.com/bcdice/BCDice/pull/668))
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- アニマラス (AniMalus): Facelessさんありがとうっ! ([#669](https://github.com/bcdice/BCDice/pull/669))
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- パストフューチャーパラドックス (PastFutureParadox): hikoyamamayoさんありがとうっ! ([#673](https://github.com/bcdice/BCDice/pull/673))
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- 虚構侵蝕TRPG (KyokoShinshoku) ([#674](https://github.com/bcdice/BCDice/pull/674))
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- nRR (NRR) ([#675](https://github.com/bcdice/BCDice/pull/675))
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### 変更
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- RuneQuest:Roleplaying in Glorantha: システム名を英語から日本語に変更。フレッド緑野さんありがとうっ! ([#662](https://github.com/bcdice/BCDice/pull/662))
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- Vampire: The Masquerade 5th Edition: ダイスプールよりHungerダイスよりが大きい時に全てのダイスがHungerダイスになるよう変更。フレッド緑野さんありがとうっ! ([#670](https://github.com/bcdice/BCDice/pull/670))
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- Werewolf: The Apocalypse 5th Edition: ダイスプールよりRageダイスよりが大きい時に全てのダイスがRageダイスになるよう変更。フレッド緑野さんありがとうっ! ([#671](https://github.com/bcdice/BCDice/pull/671))
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- Chill 3rd Edition: 成否の表記をルールに合わせて変更。Facelessさんありがとうっ! ([#672](https://github.com/bcdice/BCDice/pull/672))
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### 誤植修正
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- ナイトウィザード The 3rd Edition: ヘルプメッセージの誤りを修正。opparcoさんありがとうっ! ([#667](https://github.com/bcdice/BCDice/pull/667))
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- 無限のファンタジア: 成功レベルの判定方法を記載。 ([#676](https://github.com/bcdice/BCDice/pull/676))
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### 開発
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- Ruby 3.3をサポートバージョンに追加 ([#665](https://github.com/bcdice/BCDice/pull/665))
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- Ruby 2.6をサポートバージョンから除外 ([#665](https://github.com/bcdice/BCDice/pull/665))
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## 3.12.0 2023/12/04
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### 対応ゲームシステムの追加
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#
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# DO NOT MODIFY!!!!
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# This file is automatically generated by Racc 1.
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# from Racc grammar file "".
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# This file is automatically generated by Racc 1.7.3
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# from Racc grammar file "parser.y".
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#
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require 'racc/parser.rb'
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racc_shift_n,
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racc_reduce_n,
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racc_use_result_var ]
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Ractor.make_shareable(Racc_arg) if defined?(Ractor)
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Racc_token_to_s_table = [
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"$end",
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"unary",
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"round_type",
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"term" ]
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Ractor.make_shareable(Racc_token_to_s_table) if defined?(Ractor)
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Racc_debug_parser = false
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data/lib/bcdice/base.rb
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@prefixes.freeze
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pattarns = CommonCommand::COMMANDS.map { |c| c::PREFIX_PATTERN.source } + @prefixes
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@command_pattern = /^S?(#{pattarns.join(
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@command_pattern = /^S?(#{pattarns.join('|')})/i.freeze
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end
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# @param command [String]
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# from Racc grammar file "parser.y".
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#
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require 'racc/parser.rb'
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racc_shift_n,
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racc_reduce_n,
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racc_use_result_var ]
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Racc_token_to_s_table = [
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"$end",
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"mul",
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"add",
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"round_type" ]
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#
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# from Racc grammar file "parser.y".
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racc_reduce_n,
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"$end",
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"filter_type",
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"filter_type_with_shorthand",
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"filter_shorthand" ]
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"mul",
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"unary",
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"round_type" ]
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"unary",
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"mul",
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"unary",
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"unary",
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"term",
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"unary",
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totalDamage = totalSuccessCount * damage + totalCriticalCount * criticalTrigger
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result += "(#{diceCount}D10\<\=#{target}) > #{text} > Hits:#{totalSuccessCount}*#{damage}"
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result += " + Trigger:#{totalCriticalCount}*#{criticalTrigger}" if
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result += " + Trigger:#{totalCriticalCount}*#{criticalTrigger}" if criticalTrigger > 0
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result += " > #{totalDamage}ダメージ"
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else
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result += "(#{diceCount}D10\<\=#{target}) > #{text} > 成功数:#{totalSuccessCount}"
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if command =~ /(\d+)AL(C|G)?(\d+)?((x|\*)(\d+))?$/i
|
51
51
|
rapid = Regexp.last_match(1).to_i
|
52
52
|
isCritical = Regexp.last_match(2).nil?
|
53
|
-
if
|
53
|
+
if isCritical
|
54
54
|
criticalNumber = 1
|
55
55
|
else
|
56
56
|
if Regexp.last_match(2) == "G"
|
@@ -98,7 +98,7 @@ module BCDice
|
|
98
98
|
text += "+" unless text.empty?
|
99
99
|
text += "#{successCount}[#{diceText}]"
|
100
100
|
|
101
|
-
break unless
|
101
|
+
break unless isCritical
|
102
102
|
|
103
103
|
rollCount = criticalCount
|
104
104
|
end
|
@@ -0,0 +1,221 @@
|
|
1
|
+
# frozen_string_literal: true
|
2
|
+
|
3
|
+
module BCDice
|
4
|
+
module GameSystem
|
5
|
+
class AniMalus < Base
|
6
|
+
# ゲームシステムの識別子
|
7
|
+
ID = 'AniMalus'
|
8
|
+
|
9
|
+
# ゲームシステム名
|
10
|
+
NAME = 'アニマラス'
|
11
|
+
|
12
|
+
# ゲームシステム名の読みがな
|
13
|
+
SORT_KEY = 'あにまらす'
|
14
|
+
|
15
|
+
# ダイスボットの使い方
|
16
|
+
HELP_MESSAGE = <<~INFO_MESSAGETEXT
|
17
|
+
■ステータスのダイス判定 nAM<=t,x n:能力値 t:成功値 x:必要成功数
|
18
|
+
例)3AM<=2,1: ダイスを3個振って、成功値2,必要成功数1で判定。その結果(成功数,成功・失敗)を表示
|
19
|
+
|
20
|
+
■探索技能のダイス判定 AI<=t,x t:探索技能レベル x:必要成功数
|
21
|
+
例)AI<=3,1: ダイスを3個振って、探索技能レベル3,必要成功数1で判定。その結果(成功数,成功・失敗)を表示
|
22
|
+
|
23
|
+
■攻撃判定 AA<=t t:戦闘技能レベル
|
24
|
+
例)AA<=3: ダイスを3個振って、戦闘技能レベル3で判定。その結果(成功・失敗,ダメージ,クリティカル,ファンブル)を表示
|
25
|
+
|
26
|
+
■防御判定 AG=t t:攻撃技能レベル
|
27
|
+
例)AG=2: ダイスを3個振って、攻撃技能レベル2で判定。その結果(成功・失敗,ダメージ,クリティカル,ファンブル)を表示
|
28
|
+
|
29
|
+
■回避判定 AD=t t:攻撃技能レベル
|
30
|
+
例)AD=3: ダイスを1個振って、攻撃技能レベル3で判定。その結果(成功・失敗)を表示
|
31
|
+
INFO_MESSAGETEXT
|
32
|
+
|
33
|
+
register_prefix('\d*A[MIAGD]')
|
34
|
+
|
35
|
+
def initialize(command)
|
36
|
+
super(command)
|
37
|
+
|
38
|
+
@sort_barabara_dice = true # バラバラロール(Bコマンド)でソート有
|
39
|
+
end
|
40
|
+
|
41
|
+
def eval_game_system_specific_command(command)
|
42
|
+
resolute_action(command) ||
|
43
|
+
resolute_investigation(command) ||
|
44
|
+
resolute_attacking(command) ||
|
45
|
+
resolute_guarding(command) ||
|
46
|
+
resolute_dodging(command)
|
47
|
+
end
|
48
|
+
|
49
|
+
private
|
50
|
+
|
51
|
+
# ステータスの判定
|
52
|
+
# @param [String] command
|
53
|
+
# @return [Result]
|
54
|
+
def resolute_action(command)
|
55
|
+
m = /^(\d+)AM<=(\d+),(\d)$/.match(command)
|
56
|
+
return nil unless m
|
57
|
+
|
58
|
+
num_dice = m[1].to_i
|
59
|
+
num_target = m[2].to_i
|
60
|
+
num_success = m[3].to_i
|
61
|
+
|
62
|
+
dice = @randomizer.roll_barabara(num_dice, 6).sort
|
63
|
+
dice_text = dice.join(",")
|
64
|
+
success_num = dice.count { |val| val <= num_target }
|
65
|
+
output = "(#{num_dice}AM<=#{num_target},#{num_success}) > #{dice_text} > 成功数#{success_num}"
|
66
|
+
if success_num >= num_success
|
67
|
+
output += " > 成功"
|
68
|
+
return Result.success(output)
|
69
|
+
else
|
70
|
+
output += " > 失敗"
|
71
|
+
return Result.failure(output)
|
72
|
+
end
|
73
|
+
end
|
74
|
+
|
75
|
+
# 探索技能の判定
|
76
|
+
# @param [String] command
|
77
|
+
# @return [Result]
|
78
|
+
def resolute_investigation(command)
|
79
|
+
m = /^AI<=(\d+),(\d)$/.match(command)
|
80
|
+
return nil unless m
|
81
|
+
|
82
|
+
num_target = m[1].to_i
|
83
|
+
num_success = m[2].to_i
|
84
|
+
|
85
|
+
dice = @randomizer.roll_barabara(3, 6).sort
|
86
|
+
dice_text = dice.join(",")
|
87
|
+
success_num = dice.count { |val| val <= num_target }
|
88
|
+
output = "(AI<=#{num_target},#{num_success}) > #{dice_text} > 成功数#{success_num}"
|
89
|
+
if success_num >= num_success
|
90
|
+
output += " > 成功"
|
91
|
+
return Result.success(output)
|
92
|
+
else
|
93
|
+
output += " > 失敗"
|
94
|
+
return Result.failure(output)
|
95
|
+
end
|
96
|
+
end
|
97
|
+
|
98
|
+
# 攻撃技能の判定
|
99
|
+
# @param [String] command
|
100
|
+
# @return [Result]
|
101
|
+
def resolute_attacking(command)
|
102
|
+
m = /^AA<=(\d+)$/.match(command)
|
103
|
+
return nil unless m
|
104
|
+
|
105
|
+
num_target = m[1].to_i
|
106
|
+
|
107
|
+
dice = @randomizer.roll_barabara(3, 6).sort
|
108
|
+
dice_text = dice.join(",")
|
109
|
+
success_num = dice.count { |val| val <= num_target }
|
110
|
+
is_critical = dice[0] == 1 && dice[1] == 2 && dice[2] == 3
|
111
|
+
is_fumble = dice[0] == 4 && dice[1] == 5 && dice[2] == 6
|
112
|
+
damage1 = dice.max
|
113
|
+
damage2 = dice.max
|
114
|
+
if dice[0] == dice[1] && dice[1] == dice[2] && dice[2] <= num_target
|
115
|
+
damage2 += 6
|
116
|
+
damage1 = damage2
|
117
|
+
elsif dice[0] == dice[1] && dice[1] <= num_target
|
118
|
+
damage2 += 3
|
119
|
+
elsif dice[1] == dice[2] && dice[2] <= num_target
|
120
|
+
damage2 += 3
|
121
|
+
end
|
122
|
+
|
123
|
+
return Result.new.tap do |result|
|
124
|
+
result.critical = is_critical
|
125
|
+
result.fumble = is_fumble
|
126
|
+
result.condition = (success_num > 0)
|
127
|
+
|
128
|
+
sequence = [
|
129
|
+
"(AA<=#{num_target})",
|
130
|
+
dice_text,
|
131
|
+
"成功数#{success_num}",
|
132
|
+
if result.success?
|
133
|
+
"成功"
|
134
|
+
else
|
135
|
+
"失敗"
|
136
|
+
end
|
137
|
+
].compact
|
138
|
+
if result.success?
|
139
|
+
if damage1 == damage2
|
140
|
+
sequence.push("ダメージ(#{damage1})")
|
141
|
+
else
|
142
|
+
sequence.push("ダメージ(#{damage1}か#{damage2})")
|
143
|
+
end
|
144
|
+
end
|
145
|
+
sequence.push("クリティカル") if result.critical?
|
146
|
+
sequence.push("ファンブル") if result.fumble?
|
147
|
+
|
148
|
+
result.text = sequence.join(" > ")
|
149
|
+
end
|
150
|
+
end
|
151
|
+
|
152
|
+
# 防御技能の判定
|
153
|
+
# @param [String] command
|
154
|
+
# @return [Result]
|
155
|
+
def resolute_guarding(command)
|
156
|
+
m = /^AG=(\d+)$/.match(command)
|
157
|
+
return nil unless m
|
158
|
+
|
159
|
+
num_target = m[1].to_i
|
160
|
+
|
161
|
+
dice = @randomizer.roll_barabara(3, 6).sort
|
162
|
+
dice_text = dice.join(",")
|
163
|
+
success_num = dice.count(num_target)
|
164
|
+
is_critical = dice[0] == 1 && dice[1] == 2 && dice[2] == 3
|
165
|
+
is_fumble = dice[0] == 4 && dice[1] == 5 && dice[2] == 6
|
166
|
+
|
167
|
+
return Result.new.tap do |result|
|
168
|
+
result.critical = is_critical
|
169
|
+
result.fumble = is_fumble
|
170
|
+
result.condition = (success_num > 0)
|
171
|
+
|
172
|
+
sequence = [
|
173
|
+
"(AG=#{num_target})",
|
174
|
+
dice_text,
|
175
|
+
"成功数#{success_num}",
|
176
|
+
if result.success?
|
177
|
+
"成功 > ダメージ軽減(#{success_num * 2})"
|
178
|
+
else
|
179
|
+
"失敗"
|
180
|
+
end
|
181
|
+
].compact
|
182
|
+
sequence.push("クリティカル") if result.critical?
|
183
|
+
sequence.push("ファンブル") if result.fumble?
|
184
|
+
|
185
|
+
result.text = sequence.join(" > ")
|
186
|
+
end
|
187
|
+
end
|
188
|
+
|
189
|
+
# 回避技能の判定
|
190
|
+
# @param [String] command
|
191
|
+
# @return [Result]
|
192
|
+
def resolute_dodging(command)
|
193
|
+
m = /^AD=(\d+)$/.match(command)
|
194
|
+
return nil unless m
|
195
|
+
|
196
|
+
num_target = m[1].to_i
|
197
|
+
|
198
|
+
dice = @randomizer.roll_barabara(1, 6)
|
199
|
+
dice_text = dice.join(",")
|
200
|
+
success_num = dice.count(num_target)
|
201
|
+
|
202
|
+
return Result.new.tap do |result|
|
203
|
+
result.condition = (success_num > 0)
|
204
|
+
|
205
|
+
sequence = [
|
206
|
+
"(AD=#{num_target})",
|
207
|
+
dice_text,
|
208
|
+
"成功数#{success_num}",
|
209
|
+
if result.success?
|
210
|
+
"成功(ダメージ無効)"
|
211
|
+
else
|
212
|
+
"失敗"
|
213
|
+
end
|
214
|
+
].compact
|
215
|
+
|
216
|
+
result.text = sequence.join(" > ")
|
217
|
+
end
|
218
|
+
end
|
219
|
+
end
|
220
|
+
end
|
221
|
+
end
|