forked from Astrydax/SWEotE-Discord-Dice-Roller
-
Notifications
You must be signed in to change notification settings - Fork 0
/
bot.js
1094 lines (984 loc) · 32.7 KB
/
bot.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/*
Developed by Astrydax, aka Royalcrown28 for vampwood
For Custom Discord Bots please email me at Astrydax@gmail.com
*/
const Discord = require("discord.js");
const config = require("./config.json");
var chalk = require("chalk");
const bot = new Discord.Client();
var print = require("./printValues.json");
bot.login(config.token);
var version = "1.0.3";
var destinyBalance = {
light: 0,
dark: 0,
face: "",
};
//Called When bot becomes functional.
bot.on("ready", () => {
console.log(`Bot version ${version}`);
console.log(`Logged in as ${bot.user.username}!`);
if (config.maxRollsPerDie >= 100) {
console.warn(chalk.white.bgRed("!!!WARNING!!! maxRollsPerDie in config.json must be set between 1-99 otherwise errors may occur in rolls"));
}
//Point print out to print or text
if (config.emoji == true) {
console.log ("emoji set to true");
print = print.emoji;
}
if (config.emoji == false) {
console.log ("emoji set to false");
print = print.text;
}
//console.log(chalk.red('Hello', chalk.underline.bgBlue('world') + '!'));
});
//Called whenever a users send a message to the server
bot.on("message", message => {
//Ignore messages sent by the bot
if (message.author.bot) return;
//Ignore messages that dont start with the command symbol
if (!message.content.startsWith(config.prefix)) return;
//Seperate and create a list of parameters. A space in the message denotes a new parameter
const params = message.content.split(" ").slice(1);
//************************COMMANDS START HERE************************
// Command to kill the bot application
// if(message.content.startsWith(config.prefix + "kill")){
// console.log("!kill command was called... Now Exiting");
// process.exit();
// }
// D100 command
if (message.content.startsWith(config.prefix + "d100")) {
//addition modifer
if (params.includes("+")) {
console.log("+ modifer detected");
var modifier = params[1];
let r = Math.floor(Math.random() * 100) + 1;
total = +r + +modifier;
message.channel.sendMessage(message.author.username + " rolled: " + r + " + " + modifier + " " + "for a total of " + total);
//subtraction modifier
} else if (params.includes("-")) {
console.log("- modifer detected");
var modifier = params[1]
let r = Math.floor(Math.random() * 100) + 1;
total = +r - +modifier;
message.channel.sendMessage(message.author.username + " rolled: " + r + " - " + modifier + " " + "for a total of " + total);
//no modifier
} else {
console.log("No modifier, straight d100 roll");
let r = Math.floor(Math.random() * 100) + 1;
total = +r;
message.channel.sendMessage(message.author.username + " rolled: " + total);
}
}
//Destiny Point Module
if (message.content.startsWith(config.prefix + "destiny")) {
//Sets Denstiny balance per color
if (params.includes("set")) {
console.log("Setting current Destiny Balance for " + message.author.username);
for (var i = 0; i < params.length; i++) {
if (params[i].endsWith("l")) {
destinyBalance.light = extractNumbers(params[i]);
}
if (params[i].endsWith("d")) {
destinyBalance.dark = extractNumbers(params[i]);
}
}
}
//Reset the Destiny pool
if (params.includes("reset")) {
console.log(message.author.username + " resets the Destiny Pool");
destinyBalance.light = 0;
destinyBalance.dark = 0;
destinyBalance.face = "";
message.channel.sendMessage(message.author.username + " resets the Destiny Pool");
}
//Use a lightside from the Destiny pool
if (params.includes("light")) {
if (destinyBalance.light == 0) {
message.channel.sendMessage("No lightside points available, request will be ignored");
}
else {
console.log(message.author.username + " uses a Lightside point");
destinyBalance.light--;
destinyBalance.dark++;
message.channel.sendMessage(message.author.username + " uses a Lightside point");
}
}
//Use a darkside from the Destiny pool
if (params.includes("dark")) {
if (destinyBalance.dark == 0) {
message.channel.sendMessage("No Darkside points available, request will be ignored");
}
else {
console.log(message.author.username + " uses a Darkside point");
destinyBalance.dark--;
destinyBalance.light++;
message.channel.sendMessage(message.author.username + " uses a Darkside point");
}
}
//Prints out destiny pool to channel
destinyBalance.face = "";
for (var i = 1; i <= destinyBalance.light; i++) {
destinyBalance.face += print.ls;
}
for (var i = 1; i <= destinyBalance.dark; i++) {
destinyBalance.face += print.ds;
}
message.channel.sendMessage("Destiny Pool: ");
message.channel.sendMessage(destinyBalance.face);
}
// Roll the dice command
if (message.content.startsWith(config.prefix + "roll")) {
console.log("Rolling dice for " + message.author.username);
/*Sorting the dice types by suffix
7 unique dice in total
y = Yellow
g = Green
b = Blue
blk = Black
r = red
p = Purple
d/w = destiny/white
*/
//check off colors as they are rolled to make sure users don't accidentally roll duplicates
var yellowRolled = false;
var greenRolled = false;
var blueRolled = false;
var blackRolled = false;
var redRolled = false;
var purpleRolled = false;
var whiteRolled = false;
//Init the dice results to zero
var diceResult = {
success: 0,
failure: 0,
advantage: 0,
threat: 0,
triumph: 0,
despair: 0,
light: 0,
dark: 0,
face: "",
};
//Switch to abort command if ever turns true
var abandonShip = false;
//init the descriptor string to an empty string
var desc = "";
//var descArr = [];
var beg, end = 0;
var begF, endF = false;
for (var i = 0; i < params.length; i++) {
if (params[i].includes('"')) {
if (!begF) {
beg = i;
begF = true;
} else if (begF && !endF) {
end = i;
endF = true;
}
}
}
console.log("Beg: " + beg + " End: " + end);
for (i = beg; i < end + 1; i++) {
console.log(params[i]);
desc += " " + params[i];
}
var spliceAmnt = end + 1 - beg;
//remove the text field arguments from the list of parameters before checking for dice.
params.splice(beg, spliceAmnt);
//Iterate over the parameters and call the dice roll functions respective to color
// this allows users to list dice colors in any order
for (var i = 0; i < params.length; i++) {
if (abandonShip) break;
//Begin checking for any dice rolls
/*
NOTE: made redundant by update version 1.0.2
Given that dice rolls must be between 1-99 and the suffix with the most chars is "blk" we must only check for
arguments that are equal or less than 5 chars. Example !roll 99blk has 5 chars in the dice argument.
This allows dynamic dice argument order in conjunction with a string descriptor, but requires string descriptors
to be greater than 5 characters.
*/
if (params[i].length <= 5) {
//check command for yellow dice roll
if (params[i].endsWith("y")) {
//make sure they haven't already rolled these dice
if (yellowRolled == true) {
message.channel.sendMessage("Duplicate dice argument detected. The roll " + params[i] + " will be ignored");
console.log(chalk.white.bgRed("User error, tried to call multiple " + chalk.black.bgYellow("yellow") + " dice rolls"));
} else if (yellowRolled == false) {
yellowRolled = true;
//Extract the number of dice to roll from the string
var diceQty = extractNumbers(params[i]);
if (diceQty > config.maxRollsPerDie) {
abandonShip = true;
break;
}
console.log("Rolling " + diceQty + " Proficiency Dice.");
//Call the function that rolls the yellow dice
var yellowResult = rollYellow(diceQty);
//Add the result of all the yellow dice rolls to the standing count
for (var k in yellowResult) {
diceResult[k] += yellowResult[k];
}
}
}
//check command for green dice roll
if (params[i].endsWith("g")) {
//make sure they haven't already rolled these dice
if (greenRolled == true) {
message.channel.sendMessage("Duplicate dice argument detected. The roll " + params[i] + " will be ignored");
console.log(chalk.white.bgRed("User error, tried to call multiple " + chalk.white.bgGreen("green") + " dice rolls"));
} else if (greenRolled == false) {
greenRolled = true;
//Extract the number of dice to roll from the string
var diceQty = extractNumbers(params[i]);
if (diceQty > config.maxRollsPerDie) {
abandonShip = true;
break;
}
console.log("Rolling " + diceQty + " Ability Dice.");
//Call the function that rolls the green dice
var greenResult = rollGreen(diceQty);
//Add the result of all the green dice rolls to the standing count
for (var k in greenResult) {
diceResult[k] += greenResult[k];
}
}
}
//check command for Blue dice roll
if (params[i].endsWith("b")) {
//make sure they haven't already rolled these dice
if (blueRolled == true) {
message.channel.sendMessage("Duplicate dice argument detected. The roll " + params[i] + " will be ignored");
console.log(chalk.white.bgRed("User error, tried to call multiple " + chalk.white.bgBlue("blue") + " dice rolls"));
} else if (blueRolled == false) {
blueRolled = true;
//Extract the number of dice to troll from the string
var diceQty = extractNumbers(params[i]);
if (diceQty > config.maxRollsPerDie) {
abandonShip = true;
break;
}
console.log("Rolling " + diceQty + " Boost Dice.");
//Call the function that rolls the blue dice
var blueResult = rollBlue(diceQty);
//Add the result of all the blue dice rolls to the standing count
for (var k in blueResult) {
diceResult[k] += blueResult[k];
}
}
}
//check command for Black dice roll
if (params[i].endsWith("blk")) {
//make sure they haven't already rolled these dice
if (blackRolled == true) {
message.channel.sendMessage("Duplicate dice argument detected. The roll " + params[i] + " will be ignored");
console.log(chalk.white.bgRed("User error, tried to call multiple " + chalk.white.bgBlack("black") + " dice rolls"));
} else if (blackRolled == false) {
blackRolled = true;
//Extract the number of dice to troll from the string
var diceQty = extractNumbers(params[i]);
if (diceQty > config.maxRollsPerDie) {
abandonShip = true;
break;
}
console.log("Rolling " + diceQty + " Setback Dice.");
//Call the function that rolls the black dice
var blackResult = rollBlack(diceQty);
//Add the result of all the black dice rolls to the standing count
for (var k in blackResult) {
diceResult[k] += blackResult[k];
}
}
}
//check command for red dice roll
if (params[i].endsWith("r")) {
//make sure they haven't already rolled these dice
if (redRolled == true) {
message.channel.sendMessage("Duplicate dice argument detected. The roll " + params[i] + " will be ignored");
console.log(chalk.white.bgRed("User error, tried to call multiple " + chalk.black.bgRed("red") + " dice rolls"));
} else if (redRolled == false) {
redRolled = true;
//Extract the number of dice to troll from the string
var diceQty = extractNumbers(params[i]);
if (diceQty > config.maxRollsPerDie) {
abandonShip = true;
break;
}
console.log("Rolling " + diceQty + " Challenge Dice.");
//Call the function that rolls the red dice
var redResult = rollRed(diceQty);
//Add the result of all the red dice rolls to the standing count
for (var k in redResult) {
diceResult[k] += redResult[k];
}
}
}
//check command for Purple dice roll
if (params[i].endsWith("p")) {
//make sure they haven't already rolled these dice
if (purpleRolled == true) {
message.channel.sendMessage("Duplicate dice argument detected. The roll " + params[i] + " will be ignored");
console.log(chalk.white.bgRed("User error, tried to call multiple " + chalk.white.bgMagenta("purple") + " dice rolls"));
} else if (purpleRolled == false) {
purpleRolled = true;
//Extract the number of dice to troll from the string
var diceQty = extractNumbers(params[i]);
if (diceQty > config.maxRollsPerDie) {
abandonShip = true;
break;
}
console.log("Rolling " + diceQty + " Difficulty Dice.");
//Call the function that rolls the purple dice
var purpleResult = rollPurple(diceQty);
//Add the result of all the purple dice rolls to the standing count
for (var k in purpleResult) {
diceResult[k] += purpleResult[k];
}
}
}
//check command for destiny/white dice roll
if (params[i].endsWith("d") || params[i].endsWith("w")) {
//make sure they haven't already rolled these dice
if (whiteRolled == true) {
message.channel.sendMessage("Duplicate dice argument detected. The roll " + params[i] + " will be ignored");
console.log(chalk.white.bgRed("User error, tried to call multiple " + chalk.black.bgWhite("white") + " dice rolls"));
} else if (whiteRolled == false) {
whiteRolled = true;
//Extract the number of dice to troll from the string
var diceQty = extractNumbers(params[i]);
if (diceQty > config.maxRollsPerDie) {
abandonShip = true;
break;
}
console.log("Rolling " + diceQty + " Destiny Dice.");
//Call the function that rolls the white dice
var whiteResult = rollWhite(diceQty);
//Add the result of all the white dice rolls to the standing count
for (var k in whiteResult) {
diceResult[k] += whiteResult[k];
}
}
}
}
} //end of For loop
console.log("\nThe Standing Count is");
console.log(diceResult);
//BEGIN PREPARING THE MESSAGE TO SEND
var cancelledDiceResult = {
success: 0,
failure: 0,
advantage: 0,
threat: 0,
triumph: 0,
despair: 0,
light: 0,
dark: 0
};
//Extract the descriptor from the command assuming it's the only param greater than 5 chars
//Poetnetially obsolete
for (var i = 0; i < params.length; i++) {
if (params[i].length > 5) {
desc = params[i];
break;
}
}
//Do the cancellations
if (!abandonShip) {
//remove Quotes from descriptor
desc = desc.replace(/['"]+/g, '');
var response = "";
//cancel success/failures
if (diceResult.success > diceResult.failure) {
var successRemaining = diceResult.success - diceResult.failure;
cancelledDiceResult.success = successRemaining;
response += " " + print.suc + successRemaining;
} else if (diceResult.success < diceResult.failure) {
var failureRemaining = diceResult.failure - diceResult.success;
cancelledDiceResult.failure = failureRemaining;
response += " " + print.fail + failureRemaining;
}
//cancel Advantage/Threat
if (diceResult.advantage > diceResult.threat) {
var advantageRemaining = diceResult.advantage - diceResult.threat;
cancelledDiceResult.advantage = advantageRemaining;
response += " " + print.adv + advantageRemaining;
} else if (diceResult.advantage < diceResult.threat) {
var threatRemaining = diceResult.threat - diceResult.advantage;
cancelledDiceResult.threat = threatRemaining;
response += " " + print.thr + threatRemaining;
}
//Check for any Triumphs
if (diceResult.triumph != 0) {
cancelledDiceResult.triumph = diceResult.triumph;
response += " " + print.tri + diceResult.triumph;
}
//Check for any Despair
if (diceResult.despair != 0) {
cancelledDiceResult.despair = diceResult.despair;
response += " " + print.des + diceResult.despair;
}
//check for force
if (diceResult.light != 0) {
response += " " + print.ls + diceResult.light;
}
if (diceResult.dark != 0) {
response += " " + print.ds + diceResult.dark;
}
message.channel.sendMessage(message.author.username + " roll results: " + config.descriptorPrepend + " " + desc);
message.channel.sendMessage(diceResult.face);
message.channel.sendMessage("Final results: " + response);
} else if (abandonShip) {
message.reply("Roll exceeds max roll per die limit of " + config.maxRollsPerDie + " . Please try again.");
}
}
});
//Function for extracting the number of times to roll a dice from the command string
function extractNumbers(str) {
var num = str.replace(/\D/g, "");
return num;
}
//Function that generates random numbers based on varying dice sizes
function randomInteger(num) {
var result = Math.floor(Math.random() * num) + 1;
return result;
}
function rollBlue(diceQty) {
//Blue "Boost" die (d6)
//1 Blank
//2 Blank
//3 Success
//4 Advantage
//5 Advantage + Advantage
//6 Success + Advantage
var roll = 0;
var diceResult = {
success: 0,
failure: 0,
advantage: 0,
threat: 0,
triumph: 0,
despair: 0,
light: 0,
dark: 0,
face: ""
};
for (var i = 1; i <= diceQty; i++) {
roll = randomInteger(6);
//console.log(chalk.white.bgBlue("Dice landed on side " + roll));
switch (roll) {
case 1:
console.log(chalk.white.bgBlue("Blank"));
diceResult.face += print.bb;
break;
case 2:
console.log(chalk.white.bgBlue("Blank"));
diceResult.face += print.bb;
break;
case 3:
console.log(chalk.white.bgBlue("Success"));
diceResult.success = diceResult.success + 1;
diceResult.face += print.bs;
break;
case 4:
console.log(chalk.white.bgBlue("Advantage"));
diceResult.advantage = diceResult.advantage + 1;
diceResult.face += print.ba;
break;
case 5:
console.log(chalk.white.bgBlue("Advantage x2"));
diceResult.advantage = diceResult.advantage + 2;
diceResult.face += print.baa;
break;
case 6:
console.log(chalk.white.bgBlue("Success + Advantage"));
diceResult.success = diceResult.success + 1;
diceResult.advantage = diceResult.advantage + 1;
diceResult.face += print.bsa;
break;
}
}
return diceResult;
}
function rollGreen(diceQty) {
//Green "Ability" die (d8)
//1 Blank
//2 Success
//3 Success
//4 Advantage
//5 Advantage
//6 Success + Advantage
//7 Advantage + Advantage
//8 Success + Success
var roll = 0;
var diceResult = {
success: 0,
failure: 0,
advantage: 0,
threat: 0,
triumph: 0,
despair: 0,
light: 0,
dark: 0,
face: ""
};
for (var i = 1; i <= diceQty; i++) {
roll = randomInteger(8);
switch (roll) {
case 1:
console.log(chalk.white.bgGreen("Blank"));
diceResult.face += print.gb;
break;
case 2:
console.log(chalk.white.bgGreen("Success"));
diceResult.face += print.gs;
diceResult.success = diceResult.success + 1;
break;
case 3:
console.log(chalk.white.bgGreen("Success"));
diceResult.face += print.gs;
diceResult.success = diceResult.success + 1;
break;
case 4:
console.log(chalk.white.bgGreen("Advantage"));
diceResult.face += print.ga;
diceResult.advantage = diceResult.advantage + 1;
break;
case 5:
console.log(chalk.white.bgGreen("Advantage"));
diceResult.face += print.ga;
diceResult.advantage = diceResult.advantage + 1;
break;
case 6:
console.log(chalk.white.bgGreen("Success + Advantage"));
diceResult.face += print.gsa;
diceResult.success = diceResult.success + 1;
diceResult.advantage = diceResult.advantage + 1;
break;
case 7:
console.log(chalk.white.bgGreen("Advantage x2"));
diceResult.face += print.gaa;
diceResult.advantage = diceResult.advantage + 2;
break;
case 8:
console.log(chalk.white.bgGreen("Success x2"));
diceResult.face += print.gss;
diceResult.success = diceResult.success + 2;
break;
}
}
return diceResult;
}
//
function rollYellow(diceQty) {
//Yellow "Proficiency" die (d12)
//1 Blank
//2 success
//3 success
//4 success x2
//5 success x2
//6 advantage
//7 success + advantage
//8 success + advantage
//9 success + advantage
//10 advantage + advantage
//11 advantage + advantage
//12 triumph
var roll = 0;
var diceResult = {
success: 0,
failure: 0,
advantage: 0,
threat: 0,
triumph: 0,
despair: 0,
light: 0,
dark: 0,
face: ""
};
for (var i = 1; i <= diceQty; i++) {
roll = randomInteger(12);
switch (roll) {
case 1:
console.log(chalk.black.bgYellow("blank"));
diceResult.face += print.yb;
break;
case 2:
console.log(chalk.black.bgYellow("Success"));
diceResult.success = diceResult.success + 1;
diceResult.face += print.ys;
break;
case 3:
console.log(chalk.black.bgYellow("Success"));
diceResult.success = diceResult.success + 1;
diceResult.face += print.ys;
break;
case 4:
console.log(chalk.black.bgYellow("Success x2"));
diceResult.success = diceResult.success + 2;
diceResult.face += print.yss;
break;
case 5:
console.log(chalk.black.bgYellow("Success x2"));
diceResult.success = diceResult.success + 2;
diceResult.face += print.yss;
break;
case 6:
console.log(chalk.black.bgYellow("Advantage"));
diceResult.advantage = diceResult.advantage + 1;
diceResult.face += print.ya;
break;
case 7:
console.log(chalk.black.bgYellow("Success + Advantage"));
diceResult.success = diceResult.success + 1;
diceResult.advantage = diceResult.advantage + 1;
diceResult.face += print.ysa;
break;
case 8:
console.log(chalk.black.bgYellow("Success + Advantage"));
diceResult.success = diceResult.success + 1;
diceResult.advantage = diceResult.advantage + 1;
diceResult.face += print.ysa;
break;
case 9:
console.log(chalk.black.bgYellow("Success + Advantage"));
diceResult.success = diceResult.success + 1;
diceResult.advantage = diceResult.advantage + 1;
diceResult.face += print.ysa;
break;
case 10:
console.log(chalk.black.bgYellow("Advantage x2"));
diceResult.advantage = diceResult.advantage + 2;
diceResult.face += print.yaa;
break;
case 11:
console.log(chalk.black.bgYellow("Advantage x2"));
diceResult.advantage = diceResult.advantage + 2;
diceResult.face += print.yaa;
break;
case 12:
console.log(chalk.black.bgYellow("Triumph"));
diceResult.triumph = diceResult.triumph + 1;
diceResult.success = diceResult.success + 1;
diceResult.face += print.yt;
break;
}
}
return diceResult;
}
//
function rollBlack(diceQty) {
//Black "Setback" die (d6)
//1 Blank
//2 Blank
//3 Failure
//4 Failure
//5 Threat
//6 Threat
var roll = 0;
var diceResult = {
success: 0,
failure: 0,
advantage: 0,
threat: 0,
triumph: 0,
despair: 0,
light: 0,
dark: 0,
face: ""
};
for (var i = 1; i <= diceQty; i++) {
roll = randomInteger(6);
switch (roll) {
case 1:
console.log(chalk.white.bgBlack("Blank"));
diceResult.face += print.blkb;
break;
case 2:
console.log(chalk.white.bgBlack("Blank"));
diceResult.face += print.blkb;
break;
case 3:
console.log(chalk.white.bgBlack("Failure"));
diceResult.failure = diceResult.failure + 1;
diceResult.face += print.blkf;
break;
case 4:
console.log(chalk.white.bgBlack("Failure"));
diceResult.failure = diceResult.failure + 1;
diceResult.face += print.blkf;
break;
case 5:
console.log(chalk.white.bgBlack("Threat"));
diceResult.threat = diceResult.threat + 1;
diceResult.face += print.blkt;
break;
case 6:
console.log(chalk.white.bgBlack("Threat"));
diceResult.threat = diceResult.threat + 1;
diceResult.face += print.blkt;
break;
}
}
return diceResult;
}
//
function rollPurple(diceQty) {
//Purple "Difficulty" die (d8)
//1 Blank
//2 Failure
//3 Failure x2
//4 Threat
//5 Threat
//6 Threat
//7 Threat + Threat
//8 Failure + Threat
var roll = 0;
var diceResult = {
success: 0,
failure: 0,
advantage: 0,
threat: 0,
triumph: 0,
despair: 0,
light: 0,
dark: 0,
face: ""
};
for (var i = 1; i <= diceQty; i++) {
roll = randomInteger(8);
switch (roll) {
case 1:
console.log(chalk.white.bgMagenta("Blank"));
diceResult.face += print.pb;
break;
case 2:
console.log(chalk.white.bgMagenta("Failure"));
diceResult.failure = diceResult.failure + 1;
diceResult.face += print.pf;
break;
case 3:
console.log(chalk.white.bgMagenta("Failure x2"));
diceResult.failure = diceResult.failure + 2;
diceResult.face += print.pff;
break;
case 4:
console.log(chalk.white.bgMagenta("Threat"));
diceResult.threat = diceResult.threat + 1;
diceResult.face += print.pt;
break;
case 5:
console.log(chalk.white.bgMagenta("Threat"));
diceResult.threat = diceResult.threat + 1;
diceResult.face += print.pt;
break;
case 6:
console.log(chalk.white.bgMagenta("Threat"));
diceResult.threat = diceResult.threat + 1;
diceResult.face += print.pt;
break;
case 7:
console.log(chalk.white.bgMagenta("Threat x2"));
diceResult.threat = diceResult.threat + 2;
diceResult.face += print.ptt;
break;
case 8:
console.log(chalk.white.bgMagenta("Failure + Threat"));
diceResult.failure = diceResult.failure + 1;
diceResult.threat = diceResult.threat + 1;
diceResult.face += print.pft;
break;
}
}
return diceResult;
}
//
function rollRed(diceQty) {
//Red "Challenge" die (d12)
//1 Blank
//2 Despair
//3 Failure
//4 Failure
//5 Threat
//6 Threat
//7 Failure + Failure
//8 Failure + Failure
//9 Threat + Threat
//10 Threat + Threat
//11 Failure + Threat
//12 Failure + Threat
var roll = 0;
var diceResult = {
success: 0,
failure: 0,
advantage: 0,
threat: 0,
triumph: 0,
despair: 0,
light: 0,
dark: 0,
face: ""
};
for (var i = 1; i <= diceQty; i++) {
roll = randomInteger(12);
switch (roll) {
case 1:
console.log(chalk.black.bgRed("Blank"));
diceResult.face += print.rb;
break;
case 2:
console.log(chalk.black.bgRed("Despair"));
diceResult.despair = diceResult.despair + 1;
diceResult.failure = diceResult.failure + 1;
diceResult.face += print.rd;
break;
case 3:
console.log(chalk.black.bgRed("Failure"));
diceResult.failure = diceResult.failure + 1;
diceResult.face += print.rf;
break;
case 4:
console.log(chalk.black.bgRed("Failure"));
diceResult.failure = diceResult.failure + 1;
diceResult.face += print.rf;
break;
case 5:
console.log(chalk.black.bgRed("Threat"));
diceResult.threat = diceResult.threat + 1;
diceResult.face += print.rt;
break;
case 6:
console.log(chalk.black.bgRed("Threat"));
diceResult.threat = diceResult.threat + 1;
diceResult.face += print.rt;
break;
case 7:
console.log(chalk.black.bgRed("Failure x2"));
diceResult.failure = diceResult.failure + 2;
diceResult.face += print.rff;
break;
case 8:
console.log(chalk.black.bgRed("Failure x2"));
diceResult.failure = diceResult.failure + 2;
diceResult.face += print.rff;
break;
case 9:
console.log(chalk.black.bgRed("Threat x2"));
diceResult.threat = diceResult.threat + 2;
diceResult.face += print.rtt;
break;
case 10:
console.log(chalk.black.bgRed("Threat x2"));
diceResult.threat = diceResult.threat + 2;
diceResult.face += print.rtt;
break;
case 11:
console.log(chalk.black.bgRed("Failure + Threat"));
diceResult.failure = diceResult.failure + 1;
diceResult.threat = diceResult.threat + 1;
diceResult.face += print.rft;
break;
case 12:
console.log(chalk.black.bgRed("Failure + Threat"));
diceResult.failure = diceResult.failure + 1;
diceResult.threat = diceResult.threat + 1;
diceResult.face += print.rft;
break;
}
}
return diceResult;
}
//
function rollWhite(diceQty) {
//White "Force" die (d12)
//1 Light
//2 Light