@swrpg-online/dice 1.4.0 → 1.4.1
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.
- package/dist/bundle.cjs.js +1 -1
- package/dist/bundle.cjs.js.map +1 -1
- package/dist/bundle.esm.js +1 -1
- package/dist/bundle.esm.js.map +1 -1
- package/dist/bundle.umd.js +1 -1
- package/dist/bundle.umd.js.map +1 -1
- package/dist/cli.js +12 -0
- package/dist/dice.js +86 -473
- package/dist/diceFaces.d.ts +17 -0
- package/dist/diceFaces.js +90 -0
- package/dist/index.d.ts +3 -1
- package/dist/index.js +12 -1
- package/dist/types.d.ts +19 -0
- package/package.json +2 -2
package/dist/dice.js
CHANGED
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@@ -2,490 +2,101 @@
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.roll = exports.DEFAULT_MAX_TOTAL_DICE = exports.DEFAULT_MAX_DICE_PER_TYPE = void 0;
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const hints_1 = require("./hints");
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const diceFaces_1 = require("./diceFaces");
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// Default dice limits for performance and security
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exports.DEFAULT_MAX_DICE_PER_TYPE = 100;
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exports.DEFAULT_MAX_TOTAL_DICE = 500;
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const rollDie = (sides) => Math.floor(Math.random() * sides) + 1;
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const boostDieResult = (roll) => {
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};
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case 4:
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return {
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successes: 1,
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failures: 0,
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advantages: 1,
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threats: 0,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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case 5:
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return {
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successes: 0,
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failures: 0,
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advantages: 2,
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threats: 0,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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case 6:
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return {
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successes: 0,
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failures: 0,
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advantages: 1,
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threats: 0,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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default:
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return {
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successes: 0,
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failures: 0,
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advantages: 0,
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threats: 0,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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}
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const face = diceFaces_1.BOOST_DIE_FACES[roll];
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return {
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successes: face.successes || 0,
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failures: face.failures || 0,
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advantages: face.advantages || 0,
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threats: face.threats || 0,
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triumphs: face.triumphs || 0,
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despair: face.despairs || 0,
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lightSide: face.lightSide || 0,
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darkSide: face.darkSide || 0,
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};
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};
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const setBackDieResult = (roll) => {
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darkSide: 0,
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};
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case 5:
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case 6:
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return {
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successes: 0,
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failures: 0,
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advantages: 0,
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threats: 1,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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default:
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return {
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successes: 0,
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failures: 0,
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advantages: 0,
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threats: 0,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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}
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const face = diceFaces_1.SETBACK_DIE_FACES[roll];
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return {
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successes: face.successes || 0,
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failures: face.failures || 0,
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advantages: face.advantages || 0,
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threats: face.threats || 0,
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triumphs: face.triumphs || 0,
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despair: face.despairs || 0,
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lightSide: face.lightSide || 0,
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darkSide: face.darkSide || 0,
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};
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};
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const abilityDieResult = (roll) => {
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darkSide: 0,
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};
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case 4:
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return {
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successes: 2,
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failures: 0,
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advantages: 0,
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threats: 0,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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case 5:
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case 6:
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return {
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successes: 0,
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failures: 0,
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advantages: 1,
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threats: 0,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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case 7:
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return {
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successes: 1,
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failures: 0,
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advantages: 1,
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threats: 0,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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case 8:
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return {
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successes: 0,
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failures: 0,
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advantages: 2,
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threats: 0,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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default:
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return {
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successes: 0,
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failures: 0,
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advantages: 0,
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threats: 0,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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}
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const face = diceFaces_1.ABILITY_DIE_FACES[roll];
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return {
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successes: face.successes || 0,
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failures: face.failures || 0,
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advantages: face.advantages || 0,
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threats: face.threats || 0,
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triumphs: face.triumphs || 0,
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despair: face.despairs || 0,
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lightSide: face.lightSide || 0,
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darkSide: face.darkSide || 0,
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};
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const difficultyDieResult = (roll) => {
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};
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case 3:
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return {
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successes: 0,
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failures: 2,
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advantages: 0,
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threats: 0,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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case 4:
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case 5:
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case 6:
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return {
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successes: 0,
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failures: 0,
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advantages: 0,
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threats: 1,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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case 7:
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return {
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successes: 0,
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failures: 0,
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advantages: 0,
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threats: 2,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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case 8:
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return {
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successes: 0,
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failures: 1,
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advantages: 0,
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threats: 1,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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default:
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return {
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successes: 0,
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failures: 0,
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advantages: 0,
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threats: 0,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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}
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const face = diceFaces_1.DIFFICULTY_DIE_FACES[roll];
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return {
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successes: face.successes || 0,
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failures: face.failures || 0,
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advantages: face.advantages || 0,
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threats: face.threats || 0,
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triumphs: face.triumphs || 0,
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despair: face.despairs || 0,
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lightSide: face.lightSide || 0,
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darkSide: face.darkSide || 0,
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};
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};
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const proficiencyDieResult = (roll) => {
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darkSide: 0,
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};
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case 4:
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case 5:
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return {
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successes: 2,
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failures: 0,
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advantages: 0,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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case 6:
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return {
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successes: 0,
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failures: 0,
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advantages: 1,
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threats: 0,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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case 7:
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case 8:
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case 9:
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return {
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successes: 1,
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failures: 0,
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advantages: 1,
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threats: 0,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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case 10:
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case 11:
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return {
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successes: 0,
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failures: 0,
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advantages: 2,
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threats: 0,
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triumphs: 0,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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case 12:
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return {
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successes: 0,
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failures: 0,
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advantages: 0,
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threats: 0,
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triumphs: 1,
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despair: 0,
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lightSide: 0,
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darkSide: 0,
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};
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default:
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return {
|
|
326
|
-
successes: 0,
|
|
327
|
-
failures: 0,
|
|
328
|
-
advantages: 0,
|
|
329
|
-
threats: 0,
|
|
330
|
-
triumphs: 0,
|
|
331
|
-
despair: 0,
|
|
332
|
-
lightSide: 0,
|
|
333
|
-
darkSide: 0,
|
|
334
|
-
};
|
|
335
|
-
}
|
|
63
|
+
const face = diceFaces_1.PROFICIENCY_DIE_FACES[roll];
|
|
64
|
+
return {
|
|
65
|
+
successes: face.successes || 0,
|
|
66
|
+
failures: face.failures || 0,
|
|
67
|
+
advantages: face.advantages || 0,
|
|
68
|
+
threats: face.threats || 0,
|
|
69
|
+
triumphs: face.triumphs || 0,
|
|
70
|
+
despair: face.despairs || 0,
|
|
71
|
+
lightSide: face.lightSide || 0,
|
|
72
|
+
darkSide: face.darkSide || 0,
|
|
73
|
+
};
|
|
336
74
|
};
|
|
337
75
|
const challengeDieResult = (roll) => {
|
|
338
|
-
|
|
339
|
-
|
|
340
|
-
|
|
341
|
-
|
|
342
|
-
|
|
343
|
-
|
|
344
|
-
|
|
345
|
-
|
|
346
|
-
|
|
347
|
-
|
|
348
|
-
|
|
349
|
-
darkSide: 0,
|
|
350
|
-
};
|
|
351
|
-
case 4:
|
|
352
|
-
case 5:
|
|
353
|
-
return {
|
|
354
|
-
successes: 0,
|
|
355
|
-
failures: 2,
|
|
356
|
-
advantages: 0,
|
|
357
|
-
threats: 0,
|
|
358
|
-
triumphs: 0,
|
|
359
|
-
despair: 0,
|
|
360
|
-
lightSide: 0,
|
|
361
|
-
darkSide: 0,
|
|
362
|
-
};
|
|
363
|
-
case 6:
|
|
364
|
-
case 7:
|
|
365
|
-
return {
|
|
366
|
-
successes: 0,
|
|
367
|
-
failures: 0,
|
|
368
|
-
advantages: 0,
|
|
369
|
-
threats: 1,
|
|
370
|
-
triumphs: 0,
|
|
371
|
-
despair: 0,
|
|
372
|
-
lightSide: 0,
|
|
373
|
-
darkSide: 0,
|
|
374
|
-
};
|
|
375
|
-
case 8:
|
|
376
|
-
case 9:
|
|
377
|
-
return {
|
|
378
|
-
successes: 0,
|
|
379
|
-
failures: 1,
|
|
380
|
-
advantages: 0,
|
|
381
|
-
threats: 1,
|
|
382
|
-
triumphs: 0,
|
|
383
|
-
despair: 0,
|
|
384
|
-
lightSide: 0,
|
|
385
|
-
darkSide: 0,
|
|
386
|
-
};
|
|
387
|
-
case 10:
|
|
388
|
-
case 11:
|
|
389
|
-
return {
|
|
390
|
-
successes: 0,
|
|
391
|
-
failures: 0,
|
|
392
|
-
advantages: 0,
|
|
393
|
-
threats: 2,
|
|
394
|
-
triumphs: 0,
|
|
395
|
-
despair: 0,
|
|
396
|
-
lightSide: 0,
|
|
397
|
-
darkSide: 0,
|
|
398
|
-
};
|
|
399
|
-
case 12:
|
|
400
|
-
return {
|
|
401
|
-
successes: 0,
|
|
402
|
-
failures: 0,
|
|
403
|
-
advantages: 0,
|
|
404
|
-
threats: 0,
|
|
405
|
-
triumphs: 0,
|
|
406
|
-
despair: 1,
|
|
407
|
-
lightSide: 0,
|
|
408
|
-
darkSide: 0,
|
|
409
|
-
};
|
|
410
|
-
default:
|
|
411
|
-
return {
|
|
412
|
-
successes: 0,
|
|
413
|
-
failures: 0,
|
|
414
|
-
advantages: 0,
|
|
415
|
-
threats: 0,
|
|
416
|
-
triumphs: 0,
|
|
417
|
-
despair: 0,
|
|
418
|
-
lightSide: 0,
|
|
419
|
-
darkSide: 0,
|
|
420
|
-
};
|
|
421
|
-
}
|
|
76
|
+
const face = diceFaces_1.CHALLENGE_DIE_FACES[roll];
|
|
77
|
+
return {
|
|
78
|
+
successes: face.successes || 0,
|
|
79
|
+
failures: face.failures || 0,
|
|
80
|
+
advantages: face.advantages || 0,
|
|
81
|
+
threats: face.threats || 0,
|
|
82
|
+
triumphs: face.triumphs || 0,
|
|
83
|
+
despair: face.despairs || 0,
|
|
84
|
+
lightSide: face.lightSide || 0,
|
|
85
|
+
darkSide: face.darkSide || 0,
|
|
86
|
+
};
|
|
422
87
|
};
|
|
423
88
|
const forceDieResult = (roll) => {
|
|
424
|
-
|
|
425
|
-
|
|
426
|
-
|
|
427
|
-
|
|
428
|
-
|
|
429
|
-
|
|
430
|
-
|
|
431
|
-
|
|
432
|
-
|
|
433
|
-
|
|
434
|
-
|
|
435
|
-
triumphs: 0,
|
|
436
|
-
despair: 0,
|
|
437
|
-
lightSide: 1,
|
|
438
|
-
darkSide: 0,
|
|
439
|
-
};
|
|
440
|
-
case 6:
|
|
441
|
-
case 7:
|
|
442
|
-
return {
|
|
443
|
-
successes: 0,
|
|
444
|
-
failures: 0,
|
|
445
|
-
advantages: 0,
|
|
446
|
-
threats: 0,
|
|
447
|
-
triumphs: 0,
|
|
448
|
-
despair: 0,
|
|
449
|
-
lightSide: 2,
|
|
450
|
-
darkSide: 0,
|
|
451
|
-
};
|
|
452
|
-
case 8:
|
|
453
|
-
case 9:
|
|
454
|
-
case 10:
|
|
455
|
-
case 11:
|
|
456
|
-
return {
|
|
457
|
-
successes: 0,
|
|
458
|
-
failures: 0,
|
|
459
|
-
advantages: 0,
|
|
460
|
-
threats: 0,
|
|
461
|
-
triumphs: 0,
|
|
462
|
-
despair: 0,
|
|
463
|
-
lightSide: 0,
|
|
464
|
-
darkSide: 1,
|
|
465
|
-
};
|
|
466
|
-
case 12:
|
|
467
|
-
return {
|
|
468
|
-
successes: 0,
|
|
469
|
-
failures: 0,
|
|
470
|
-
advantages: 0,
|
|
471
|
-
threats: 0,
|
|
472
|
-
triumphs: 0,
|
|
473
|
-
despair: 0,
|
|
474
|
-
lightSide: 0,
|
|
475
|
-
darkSide: 2,
|
|
476
|
-
};
|
|
477
|
-
default:
|
|
478
|
-
return {
|
|
479
|
-
successes: 0,
|
|
480
|
-
failures: 0,
|
|
481
|
-
advantages: 0,
|
|
482
|
-
threats: 0,
|
|
483
|
-
triumphs: 0,
|
|
484
|
-
despair: 0,
|
|
485
|
-
lightSide: 0,
|
|
486
|
-
darkSide: 0,
|
|
487
|
-
};
|
|
488
|
-
}
|
|
89
|
+
const face = diceFaces_1.FORCE_DIE_FACES[roll];
|
|
90
|
+
return {
|
|
91
|
+
successes: face.successes || 0,
|
|
92
|
+
failures: face.failures || 0,
|
|
93
|
+
advantages: face.advantages || 0,
|
|
94
|
+
threats: face.threats || 0,
|
|
95
|
+
triumphs: face.triumphs || 0,
|
|
96
|
+
despair: face.despairs || 0,
|
|
97
|
+
lightSide: face.lightSide || 0,
|
|
98
|
+
darkSide: face.darkSide || 0,
|
|
99
|
+
};
|
|
489
100
|
};
|
|
490
101
|
/**
|
|
491
102
|
* Applies dice upgrades and downgrades to a pool.
|
|
@@ -550,8 +161,8 @@ const applyDiceModifications = (pool) => {
|
|
|
550
161
|
};
|
|
551
162
|
const sumResults = (results, automaticSymbols, options) => {
|
|
552
163
|
const sums = results.reduce((acc, curr) => ({
|
|
553
|
-
successes: acc.successes + curr.successes,
|
|
554
|
-
failures: acc.failures + curr.failures,
|
|
164
|
+
successes: acc.successes + curr.successes + curr.triumphs,
|
|
165
|
+
failures: acc.failures + curr.failures + curr.despair,
|
|
555
166
|
advantages: acc.advantages + curr.advantages,
|
|
556
167
|
threats: acc.threats + curr.threats,
|
|
557
168
|
triumphs: acc.triumphs + curr.triumphs,
|
|
@@ -559,14 +170,14 @@ const sumResults = (results, automaticSymbols, options) => {
|
|
|
559
170
|
lightSide: acc.lightSide + (curr.lightSide || 0),
|
|
560
171
|
darkSide: acc.darkSide + (curr.darkSide || 0),
|
|
561
172
|
}), {
|
|
562
|
-
successes: (automaticSymbols === null || automaticSymbols === void 0 ? void 0 : automaticSymbols.successes) || 0,
|
|
563
|
-
failures: (automaticSymbols === null || automaticSymbols === void 0 ? void 0 : automaticSymbols.failures) || 0,
|
|
173
|
+
successes: ((automaticSymbols === null || automaticSymbols === void 0 ? void 0 : automaticSymbols.successes) || 0) + ((automaticSymbols === null || automaticSymbols === void 0 ? void 0 : automaticSymbols.triumphs) || 0),
|
|
174
|
+
failures: ((automaticSymbols === null || automaticSymbols === void 0 ? void 0 : automaticSymbols.failures) || 0) + ((automaticSymbols === null || automaticSymbols === void 0 ? void 0 : automaticSymbols.despairs) || 0),
|
|
564
175
|
advantages: (automaticSymbols === null || automaticSymbols === void 0 ? void 0 : automaticSymbols.advantages) || 0,
|
|
565
176
|
threats: (automaticSymbols === null || automaticSymbols === void 0 ? void 0 : automaticSymbols.threats) || 0,
|
|
566
177
|
triumphs: (automaticSymbols === null || automaticSymbols === void 0 ? void 0 : automaticSymbols.triumphs) || 0,
|
|
567
178
|
despair: (automaticSymbols === null || automaticSymbols === void 0 ? void 0 : automaticSymbols.despairs) || 0,
|
|
568
|
-
lightSide: 0,
|
|
569
|
-
darkSide: 0,
|
|
179
|
+
lightSide: (automaticSymbols === null || automaticSymbols === void 0 ? void 0 : automaticSymbols.lightSide) || 0,
|
|
180
|
+
darkSide: (automaticSymbols === null || automaticSymbols === void 0 ? void 0 : automaticSymbols.darkSide) || 0,
|
|
570
181
|
});
|
|
571
182
|
let netSuccesses = 0;
|
|
572
183
|
let netFailures = 0;
|
|
@@ -753,6 +364,8 @@ const roll = (pool, options) => {
|
|
|
753
364
|
threats: pool.automaticThreats,
|
|
754
365
|
triumphs: pool.automaticTriumphs,
|
|
755
366
|
despairs: pool.automaticDespairs,
|
|
367
|
+
lightSide: pool.automaticLightSide,
|
|
368
|
+
darkSide: pool.automaticDarkSide,
|
|
756
369
|
};
|
|
757
370
|
const summary = sumResults(detailedResults.map((r) => r.result), automaticSymbols, options);
|
|
758
371
|
if (options === null || options === void 0 ? void 0 : options.hints) {
|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
import { DieFaceSymbols } from "./types";
|
|
2
|
+
export declare const BOOST_DIE_FACES: Record<number, DieFaceSymbols>;
|
|
3
|
+
export declare const SETBACK_DIE_FACES: Record<number, DieFaceSymbols>;
|
|
4
|
+
export declare const ABILITY_DIE_FACES: Record<number, DieFaceSymbols>;
|
|
5
|
+
export declare const DIFFICULTY_DIE_FACES: Record<number, DieFaceSymbols>;
|
|
6
|
+
export declare const PROFICIENCY_DIE_FACES: Record<number, DieFaceSymbols>;
|
|
7
|
+
export declare const CHALLENGE_DIE_FACES: Record<number, DieFaceSymbols>;
|
|
8
|
+
export declare const FORCE_DIE_FACES: Record<number, DieFaceSymbols>;
|
|
9
|
+
export declare const DICE_FACES: {
|
|
10
|
+
readonly boost: Record<number, DieFaceSymbols>;
|
|
11
|
+
readonly setback: Record<number, DieFaceSymbols>;
|
|
12
|
+
readonly ability: Record<number, DieFaceSymbols>;
|
|
13
|
+
readonly difficulty: Record<number, DieFaceSymbols>;
|
|
14
|
+
readonly proficiency: Record<number, DieFaceSymbols>;
|
|
15
|
+
readonly challenge: Record<number, DieFaceSymbols>;
|
|
16
|
+
readonly force: Record<number, DieFaceSymbols>;
|
|
17
|
+
};
|