diff --git a/Context.js b/Context.js
index 2304c34..9faa434 100644
--- a/Context.js
+++ b/Context.js
@@ -1,4 +1,5 @@
const modifier = (text) => {
+ [text, stop] = AutoCards("context", text, stop);
return { text }
}
diff --git a/Input.js b/Input.js
index 55311e9..aba6921 100644
--- a/Input.js
+++ b/Input.js
@@ -1,4 +1,4 @@
-const version = "Hashtag DnD v0.4.0"
+const version = "Hashtag DnD v0.8.0"
const rollSynonyms = ["roll"]
const createSynonyms = ["create", "generate", "start", "begin", "setup", "party", "member", "new"]
const renameCharacterSynonyms = ["renamecharacter", "renameperson"]
@@ -29,6 +29,8 @@ const noteSynonyms = ["note", "takenote", "setnote", "createnote", "remember"]
const clearNotesSynonyms = ["clearnotes"]
const eraseNoteSynonyms = ["erasenote", "removenote", "deletenote", "cancelnote"]
const takeSynonyms = ["take", "steal", "get", "grab", "receive", "loot"]
+const takeWeaponSynonyms = ["takeweapon", "stealweapon", "getweapon", "grabweapon", "receiveweapon", "lootweapon"]
+const takeArmorSynonyms = ["takearmor", "stealarmor", "getarmor", "grabarmor", "receivearmor", "lootarmor"]
const buySynonyms = ["buy", "purchase", "barter", "trade", "swap", "exchange"]
const sellSynonyms = ["sell"]
const dropSynonyms = ["remove", "discard", "drop", "leave", "dispose", "toss", "throw", "throwaway", "trash", "donate", "eat", "consume", "use", "drink", "pay", "lose"]
@@ -68,15 +70,20 @@ const showDaySynonyms = ["showday", "showdate", "day", "date"]
const setDaySynonyms = ["setday", "setdate"]
const encounterSynonyms = ["encounter", "startencounter"]
const showEnemiesSynonyms = ["showenemies", "enemies"]
+const showAlliesSynonyms = ["showallies", "allies"]
const addEnemySynonyms = ["addenemy"]
+const addAllySynonyms = ["addally"]
const removeEnemySynonyms = ["removeenemy"]
+const removeAllySynonyms = ["removeally"]
const clearEnemiesSynonyms = ["clearenemies", "resetenemies", "removeenemies"]
+const clearAlliesSynonyms = ["clearallies", "resetallies", "removeallies"]
const initiativeSynonyms = ["initiative"]
const setAcSynonyms = ["setac", "setarmorclass", "ac", "armorclass"]
const turnSynonyms = ["turn", "doturn", "taketurn"]
const fleeSynonyms = ["flee", "retreat", "runaway", "endcombat"]
const versionSynonyms = ["version", "ver", "showversion"]
const setupEnemySynonyms = ["setupenemy", "createenemy"]
+const setupAllySynonyms = ["setupally", "createally"]
const setDamageSynonyms = ["setdamage"]
const setProficiencySynonyms = ["setproficiency", "setweaponproficiency"]
const healPartySynonyms = ["healparty", "healcharacters"]
@@ -84,8 +91,14 @@ const blockSynonyms = ["block", "parry", "nullify", "invalidate"]
const repeatTurnSynonyms = ["repeatturn", "repeat"]
const basicDeckSynonyms = ["basicdeck", "stragedybasicdeck"]
const cardShopSynonyms = ["cardshop", "stragedyshop", "cardstore", "stragedystore"]
+const spellShopSynonyms = ["spellshop", "spellstore"]
+const itemShopSynonyms = ["itemshop", "itemstore"]
const stragedySynonyms = ["stragedy", "playgame", "game", "startgame", "begingame", "playcards", "playstragedy", "startstragedy", "beginstragedy"]
+const lockpickSynonyms = ["lockpick", "lockpicking", "codebreaker", "pick", "hack", "hacking", "mastermind"]
+const memorySynonyms = ["memory", "matchmaking", "matching", "matchmaker", "match2"]
const addCardSynonyms = ["addcard"]
+const equipSynonyms = ["equip", "arm", "wear"]
+const rewardSynonyms = ["reward"]
const helpSynonyms = ["help"]
const modifier = (text) => {
@@ -104,6 +117,12 @@ const modifier = (text) => {
else text = rawText
}
+ if (state.setupAllyStep != null) {
+ text = handleSetupAllyStep(text)
+ if (state.setupAllyStep != null) return { text }
+ else text = rawText
+ }
+
if (state.stragedyShopStep != null) {
text = handleStragedyShopStep(text)
if (state.stragedyShopStep != null) return { text }
@@ -116,6 +135,30 @@ const modifier = (text) => {
else text = rawText
}
+ if (state.spellShopStep != null) {
+ text = handleSpellShopStep(text)
+ if (state.spellShopStep != null) return { text }
+ else text = rawText
+ }
+
+ if (state.itemShopStep != null) {
+ text = handleItemShopStep(text)
+ if (state.itemShopStep != null) return { text }
+ else text = rawText
+ }
+
+ if (state.lockpickingTurn != null) {
+ text = handleLockpickingTurn(text)
+ if (state.lockpickingTurn != null) return { text }
+ else text = rawText
+ }
+
+ if (state.memoryTurn != null) {
+ text = handleMemoryTurn(text)
+ if (state.memoryTurn != null) return { text }
+ else text = rawText
+ }
+
if (state.initialized == null || !text.includes("#")) {
state.initialized = true;
return { text }
@@ -145,7 +188,7 @@ const modifier = (text) => {
return { text }
}
- if (!found) found = processCommandSynonyms(command, commandName, helpSynonyms.concat(rollSynonyms, noteSynonyms, eraseNoteSynonyms, showNotesSynonyms, clearNotesSynonyms, showCharactersSynonyms, removeCharacterSynonyms, generateNameSynonyms, setDefaultDifficultySynonyms, showDefaultDifficultySynonyms, renameCharacterSynonyms, cloneCharacterSynonyms, createLocationSynonyms, showLocationsSynonyms, goToLocationSynonyms, removeLocationSynonyms, getLocationSynonyms, clearLocationsSynonyms, goNorthSynonyms, goSouthSynonyms, goEastSynonyms, goWestSynonyms, encounterSynonyms, showEnemiesSynonyms, addEnemySynonyms, removeEnemySynonyms, clearEnemiesSynonyms, initiativeSynonyms, turnSynonyms, fleeSynonyms, versionSynonyms, setupEnemySynonyms, healSynonyms, damageSynonyms, restSynonyms, addExperienceSynonyms, healPartySynonyms, blockSynonyms, repeatTurnSynonyms, resetSynonyms), function () {return true})
+ if (!found) found = processCommandSynonyms(command, commandName, helpSynonyms.concat(rollSynonyms, noteSynonyms, eraseNoteSynonyms, showNotesSynonyms, clearNotesSynonyms, showCharactersSynonyms, removeCharacterSynonyms, generateNameSynonyms, setDefaultDifficultySynonyms, showDefaultDifficultySynonyms, renameCharacterSynonyms, cloneCharacterSynonyms, createLocationSynonyms, showLocationsSynonyms, goToLocationSynonyms, removeLocationSynonyms, getLocationSynonyms, clearLocationsSynonyms, goNorthSynonyms, goSouthSynonyms, goEastSynonyms, goWestSynonyms, encounterSynonyms, showEnemiesSynonyms, showAlliesSynonyms, addEnemySynonyms, addAllySynonyms, removeEnemySynonyms, removeAllySynonyms, clearEnemiesSynonyms, clearAlliesSynonyms, initiativeSynonyms, turnSynonyms, fleeSynonyms, versionSynonyms, setupEnemySynonyms, setupAllySynonyms, healSynonyms, damageSynonyms, restSynonyms, addExperienceSynonyms, healPartySynonyms, blockSynonyms, repeatTurnSynonyms, lockpickSynonyms, memorySynonyms, resetSynonyms), function () {return true})
if (found == null) {
if (state.characterName == null) {
@@ -230,13 +273,18 @@ const modifier = (text) => {
if (text == null) text = processCommandSynonyms(command, commandName, setAcSynonyms, doSetAc)
if (text == null) text = processCommandSynonyms(command, commandName, encounterSynonyms, doEncounter)
if (text == null) text = processCommandSynonyms(command, commandName, showEnemiesSynonyms, doShowEnemies)
+ if (text == null) text = processCommandSynonyms(command, commandName, showAlliesSynonyms, doShowAllies)
if (text == null) text = processCommandSynonyms(command, commandName, removeEnemySynonyms, doRemoveEnemy)
+ if (text == null) text = processCommandSynonyms(command, commandName, removeAllySynonyms, doRemoveAlly)
if (text == null) text = processCommandSynonyms(command, commandName, clearEnemiesSynonyms, doClearEnemies)
+ if (text == null) text = processCommandSynonyms(command, commandName, clearAlliesSynonyms, doClearAllies)
if (text == null) text = processCommandSynonyms(command, commandName, addEnemySynonyms, doAddEnemy)
+ if (text == null) text = processCommandSynonyms(command, commandName, addAllySynonyms, doAddAlly)
if (text == null) text = processCommandSynonyms(command, commandName, initiativeSynonyms, doInitiative)
if (text == null) text = processCommandSynonyms(command, commandName, fleeSynonyms, doFlee)
if (text == null) text = processCommandSynonyms(command, commandName, turnSynonyms, doTurn)
if (text == null) text = processCommandSynonyms(command, commandName, setupEnemySynonyms, doSetupEnemy)
+ if (text == null) text = processCommandSynonyms(command, commandName, setupAllySynonyms, doSetupAlly)
if (text == null) text = processCommandSynonyms(command, commandName, setDamageSynonyms, doSetDamage)
if (text == null) text = processCommandSynonyms(command, commandName, setProficiencySynonyms, doSetProficiency)
if (text == null) text = processCommandSynonyms(command, commandName, healPartySynonyms, doHealParty)
@@ -244,8 +292,16 @@ const modifier = (text) => {
if (text == null) text = processCommandSynonyms(command, commandName, repeatTurnSynonyms, doRepeatTurn)
if (text == null) text = processCommandSynonyms(command, commandName, basicDeckSynonyms, doBasicDeck)
if (text == null) text = processCommandSynonyms(command, commandName, cardShopSynonyms, doCardShop)
- if (text == null) text = processCommandSynonyms(command, commandName, stragedySynonyms, doStragedy)
+ if (text == null) text = processCommandSynonyms(command, commandName, spellShopSynonyms, doSpellShop)
+ if (text == null) text = processCommandSynonyms(command, commandName, itemShopSynonyms, doItemShop)
+ if (text == null) text = processCommandSynonyms(command, commandName, stragedySynonyms, doStragedy)
+ if (text == null) text = processCommandSynonyms(command, commandName, lockpickSynonyms, doLockpick)
+ if (text == null) text = processCommandSynonyms(command, commandName, memorySynonyms, doMemory)
if (text == null) text = processCommandSynonyms(command, commandName, addCardSynonyms, doAddCard)
+ if (text == null) text = processCommandSynonyms(command, commandName, equipSynonyms, doEquip)
+ if (text == null) text = processCommandSynonyms(command, commandName, rewardSynonyms, doReward)
+ if (text == null) text = processCommandSynonyms(command, commandName, takeWeaponSynonyms, doTakeWeapon)
+ if (text == null) text = processCommandSynonyms(command, commandName, takeArmorSynonyms, doTakeArmor)
if (text == null) text = processCommandSynonyms(command, commandName, helpSynonyms, doHelp)
if (text == null) {
var character = getCharacter()
@@ -262,6 +318,8 @@ const modifier = (text) => {
if (state.flavorText != null) text += state.flavorText
+ text = AutoCards("input", text);
+
return { text }
}
@@ -1146,6 +1204,435 @@ function handleSetupEnemyStep(text) {
return text
}
+function handleSetupAllyStep(text) {
+ state.show = "setupAlly"
+
+ if (/^\s*>.*says? ".*/.test(text)) {
+ text = text.replace(/^\s*>.*says? "/, "")
+ text = text.replace(/"\s*$/, "")
+ } else if (/^\s*>\s.*/.test(text)) {
+ text = text.replace(/\s*> /, "")
+ for (var i = 0; i < info.characters.length; i++) {
+ var matchString = info.characters[i] == "" ? "You " : `${info.characters[i]} `
+ if (text.startsWith(matchString)) {
+ text = text.replace(matchString, "")
+ break
+ }
+ }
+ text = text.replace(/\.?\s*$/, "")
+ } else {
+ text = text.replace(/^\s+/, "")
+ }
+
+ if (text.toLowerCase() == "q") {
+ state.setupAllyStep = null
+ return text
+ }
+
+ switch (state.setupAllyStep) {
+ case 0:
+ text = text.toLowerCase();
+ if (text.startsWith("y")) state.setupAllyStep = 100
+ else if (text.startsWith("n")) state.setupAllyStep++
+ break
+ case 1:
+ if (text.length > 0) {
+ state.tempAlly.name = text
+ state.setupAllyStep++
+
+ var allyMatches = state.allies.filter(x => x.name.toLowerCase() == state.tempAlly.name.toLowerCase() || x.name.toLowerCase() == `${state.tempAlly.name.toLowerCase()} a`)
+ if (allyMatches.length > 0) {
+ state.newAlly = false
+ state.tempAlly.health = allyMatches[0].health
+ state.tempAlly.ac = allyMatches[0].ac
+ state.tempAlly.hitModifier = allyMatches[0].hitModifier
+ state.tempAlly.damage = allyMatches[0].damage
+ state.tempAlly.initiative = allyMatches[0].initiative
+ state.tempAlly.spells = [...allyMatches[0].spells]
+ } else {
+ state.newAlly = true
+ }
+ }
+ return text
+ case 2:
+ if (text.length > 0) {
+ if (text.toLowerCase() == "default") {
+ state.setupAllyStep++
+ } else if (/^\d*d\d+((\+|-)\d+)?$/gi.test(text)) {
+ state.tempAlly.health = calculateRoll(text)
+ state.setupAllyStep++
+ } else if (!isNaN(text)) {
+ state.tempAlly.health = Math.max(0, parseInt(text))
+ state.setupAllyStep++
+ }
+ }
+ return text
+ case 3:
+ if (text.toLowerCase() == "default") {
+ state.setupAllyStep++
+ } else if (/^\d*d\d+((\+|-)\d+)?$/gi.test(text)) {
+ state.tempAlly.ac = calculateRoll(text)
+ state.setupAllyStep++
+ } else if (!isNaN(text)) {
+ state.tempAlly.ac = Math.max(0, parseInt(text))
+ state.setupAllyStep++
+ }
+ return text
+ case 4:
+ if (text.toLowerCase() == "default") {
+ state.setupAllyStep++
+ } else if (!isNaN(text)) {
+ state.tempAlly.hitModifier = Math.max(0, parseInt(text))
+ state.setupAllyStep++
+ }
+ return text
+ case 5:
+ if (text.toLowerCase() == "default") {
+ state.setupAllyStep++
+ } else if (/^\d*d\d+((\+|-)\d+)?$/gi.test(text)) {
+ state.tempAlly.damage = text
+ state.setupAllyStep++
+ } else if (!isNaN(text)) {
+ state.tempAlly.damage = Math.max(0, parseInt(text))
+ state.setupAllyStep++
+ }
+ return text
+ case 6:
+ if (text.toLowerCase() == "default") {
+ state.setupAllyStep++
+ } else if (/^\d*d\d+((\+|-)\d+)?$/gi.test(text)) {
+ state.tempAlly.initiative = calculateRoll(text)
+ state.setupAllyStep++
+ } else if (!isNaN(text)) {
+ state.tempAlly.initiative = Math.max(0, parseInt(text))
+ state.setupAllyStep++
+ }
+ return text
+ case 7:
+ if (text.toLowerCase() == "s") {
+ state.setupAllyStep = 500
+ } else if (text.toLowerCase() == "e") {
+ state.tempAlly.spells = []
+ } else if (text.length > 0) {
+ state.tempAlly.spells.push(text)
+ state.setupAllyStep++
+ }
+ return text
+ case 8:
+ if (text.toLowerCase() == "s") {
+ state.setupAllyStep = 500
+ }
+ else if (text.length > 0) {
+ state.tempAlly.spells.push(text)
+ }
+ return text
+ case 100:
+ if (/^\d+(\s.*)?$/gi.test(text)) {
+ state.setupAllyStep = 500
+ state.newAlly = true
+
+ var value = text.match(/^\d+/gi)[0]
+ var nameMatches = text.match(/(?<=\s).*/gi)
+
+ //name, health, ac, hitModifier, damage, initiative, ...spells
+ switch (parseInt(value)) {
+ case 1:
+ state.tempAlly = createAlly("Fighter", calculateRoll("1d6+12"), 18, 4, "1d8+4", "d20+2", "Javelin Throw1d6+4")
+ break
+ case 2:
+ state.tempAlly = createAlly("Cleric", calculateRoll("1d6+10"), 17, 3, "1d6+2", "d20", "Healing Word", "Sanctuary", "Guiding Bolt4d6")
+ break
+ case 3:
+ state.tempAlly = createAlly("Rogue", calculateRoll("1d6+10"), 15, 5, "2d6+3", "d20+5", "Sneak Attack3d6+3")
+ break
+ case 4:
+ state.tempAlly = createAlly("Ranger", calculateRoll("1d6+10"), 15, 4, "1d8+2", "d20+2", "Cure Wounds", "Hunter's Mark", "Ensaring Strike1d8+2")
+ break
+ case 5:
+ state.tempAlly = createAlly("Barbarian", calculateRoll("1d6+15"), 17, 3, "1d12+4", "d20+1", "Rage1d12+4")
+ break
+ case 6:
+ state.tempAlly = createAlly("Bard", calculateRoll("1d6+10"), 15, 3, "1d6", "d20", "Petrifying Bite1d4+1")
+ break
+ case 7:
+ state.tempAlly = createAlly("Druid", calculateRoll("1d6+10"), 16, 3, "1d6+1", "d20", "Poison Bite2d4+1")
+ break
+ case 8:
+ state.tempAlly = createAlly("Monk", calculateRoll("1d6+10"), 16, 5, "2d6+2", "d20+3", "Flurry of Blows 3d6+2")
+ break
+ case 9:
+ state.tempAlly = createAlly("Paladin", calculateRoll("1d6+10"), 16, 3, "1d8+2", "d20+1", "Searing Smite2d6+4")
+ break
+ case 10:
+ state.tempAlly = createAlly("Wizard", calculateRoll("1d6+8"), 14, 3, "1d6", "d20", "Ray of Frost1d8", "Mage Armor", "Ice Knife1d10+5")
+ break
+ case 11:
+ state.tempAlly = createAlly("Sorcerer", calculateRoll("1d6+8"), 14, 3, "1d6", "d20", "Sorcerous Burst1d8", "Chromatic Orb2d8", "Burning Hands1d10")
+ break
+ case 12:
+ state.tempAlly = createAlly("Warlock", calculateRoll("1d6+8"), 14, 3, "1d6", "d20", "Eldritch Blast1d8+5", "Chill Touch1d12", "Hex")
+ break
+ case 13:
+ state.tempAlly = createAlly("Artificer", calculateRoll("1d6+10"), 15, 3, "2d6", "d20+1", "Archanist's Fire2d6+5", "Acid Vial1d10")
+ break
+ case 14:
+ state.tempAlly = createAlly("Commoner", calculateRoll("1d8"), 10, 2, "1d4", "d20")
+ break
+ case 15:
+ state.tempAlly = createAlly("Bandit", calculateRoll("2d8+2"), 12, 3, "1d6+1", "d20+1")
+ break
+ case 16:
+ state.tempAlly = createAlly("Guard", calculateRoll("2d8+2"), 16, 3, "1d6+1", "d20+1")
+ break
+ case 17:
+ state.tempAlly = createAlly("Cultist", calculateRoll("2d8"), 12, 3, "1d6+1", "d20+1", "Dark Devotion")
+ break
+ case 18:
+ state.tempAlly = createAlly("Acolyte", calculateRoll("2d8"), 10, 2, "1d4", "d20", "Sacred Flame1d8", "Cure Wounds")
+ break
+ case 19:
+ state.tempAlly = createAlly("Apprentice", calculateRoll("3d8"), 10, 4, "1d10+2", "d20", "Burning Hands3d6")
+ break
+ case 20:
+ state.tempAlly = createAlly("Witch", calculateRoll("3d8+3"), 10, 3, "1d6+2", "d20", "Ray of Sickness2d8", "Tashas Hideous Laughter", "Invisibility", "Ray of Frost2d8")
+ break
+ case 21:
+ state.tempAlly = createAlly("Buccaneer", calculateRoll("8d8+24"), 14, 5, "1d6+3", "d20+2", "Invade")
+ break
+ case 22:
+ state.tempAlly = createAlly("Spy", calculateRoll("6d8"), 12, 4, "1d6+2", "d20+2", "Sneak Attack2d6+2")
+ break
+ case 23:
+ state.tempAlly = createAlly("Captain", calculateRoll("10d8+20"), 15, 5, "3d6+9", "initiative")
+ break
+ case 24:
+ state.tempAlly = createAlly("Charlatan", calculateRoll("8d8+8"), 15, 4, "1d6+2", "d20+2", "Charm Person", "Shatter3d8", "Thunderwave2d8", "Vicious Mockery1d4")
+ break
+ case 25:
+ state.tempAlly = createAlly("Berserker", calculateRoll("9d8+27"), 13, 5, "1d12+3", "d20+1")
+ break
+ case 26:
+ state.tempAlly = createAlly("Priest", calculateRoll("5d8+5"), 13, 2, "1d6", "d20", "Spirit Guardians3d8", "Spiritual Weapon1d8", "Guiding Bolt4d6", "Cure Wounds")
+ break
+ case 27:
+ state.tempAlly = createAlly("Knight", calculateRoll("8d8+16"), 18, 5, "4d6+6", "d20", "Leadership")
+ break
+ case 28:
+ state.tempAlly = createAlly("Archer", calculateRoll("10d8+30"), 16, 6, "2d8+8", "d20+4")
+ break
+ case 29:
+ state.tempAlly = createAlly("Warrior", calculateRoll("6d8+12"), 16, 6, "1d8+3", "d20+1")
+ break
+ case 30:
+ state.tempAlly = createAlly("Conjurer", calculateRoll("9d8"), 12, 5, "1d4+2", "d20+2", "Conjure Elemental", "Cloud Kill5d8", "Cloud of Daggers5d8", "Poison Spray1d12")
+ break
+ case 31:
+ state.tempAlly = createAlly("Mage", calculateRoll("9d8"), 12, 5, "1d4+2", "d20+2", "Greater Invisibility", "Ice Storm4d6", "Fireball8d6", "Magic Missile3d4+3")
+ break
+ case 32:
+ state.tempAlly = createAlly("Assassin", calculateRoll("12d8+24"), 15, 6, "2d6+6", "d20+3", "Sneak Attack6d6+6")
+ break
+ case 33:
+ state.tempAlly = createAlly("Evoker", calculateRoll("12d8+12"), 12, 3, "1d6-1", "d20+2", "Chain Lightning10d8", "Wall of Ice", "Counter Spell", "Shatter3d8", "Magic Missile6d4+6")
+ break
+ case 34:
+ state.tempAlly = createAlly("Necromancer", calculateRoll("12d8+12"), 12, 7, "2d4", "d20+2", "Circle of Death8d6", "Blight8d8", "Cloudkill5d8", "Animate Dead", "Chill Touch1d8")
+ break
+ case 35:
+ state.tempAlly = createAlly("Champion", calculateRoll("22d8+44"), 18, 9, "6d6+15", "d20+2", "Second Wind")
+ break
+ case 36:
+ state.tempAlly = createAlly("Warlord", calculateRoll("27d8+108"), 18, 9, "4d6+10", "d20+3", "Command Ally", "Frighten Foe")
+ break
+ case 37:
+ state.tempAlly = createAlly("Archmage", calculateRoll("18d8+18"), 12, 6, "1d4+2", "d20+2", "Time Stop", "Mind Blank", "Lightning Bolt8d6", "Cone of Cold8d8", "Shocking Grasp1d8")
+ break
+ case 38:
+ state.tempAlly = createAlly("Archdruid", calculateRoll("24d8+24"), 16, 6, "1d6+2", "d20+2", "Fire Storm7d10", "Sunbeam6d8", "Wall of Fire", "Beast Sense", "Conjure Animals")
+ break
+ case 39:
+ state.tempAlly = createAlly("Ape", calculateRoll("3d8+6"), 12, 5, "2d4+6", "d20+2", "Throw Rock2d6+3")
+ break
+ case 40:
+ state.tempAlly = createAlly("Badger", calculateRoll("1d4+3"), 11, 2, "1", "d20")
+ break
+ case 41:
+ state.tempAlly = createAlly("Bat", calculateRoll("1d4-1"), 12, 4, "1", "d20+2")
+ break
+ case 42:
+ state.tempAlly = createAlly("Black Bear", calculateRoll("3d8+6"), 11, 4, "2d6+4", "d20+1")
+ break
+ case 43:
+ state.tempAlly = createAlly("Boar", calculateRoll("2d8+4"), 11, 3, "1d6+1", "d20", "Gore2d6+1")
+ break
+ case 44:
+ state.tempAlly = createAlly("Brown Bear", calculateRoll("3d10+6"), 11, 5, "3d4+6", "d20+1", "Fire Storm7d10", "Sunbeam6d8", "Wall of Fire", "Beast Sense", "Conjure Animals")
+ break
+ case 45:
+ state.tempAlly = createAlly("Camel", calculateRoll("2d10+6"), 10, 4, "1d4+2", "d20-1")
+ break
+ case 46:
+ state.tempAlly = createAlly("Cat", calculateRoll("1d4"), 12, 4, "1", "d20+2")
+ break
+ case 47:
+ state.tempAlly = createAlly("Constrictor Snake", calculateRoll("2d10+2"), 13, 4, "1d8+2", "d20+2", "Constrict3d4")
+ break
+ case 48:
+ state.tempAlly = createAlly("Crab", calculateRoll("1d4+1"), 11, 2, "1", "d20")
+ break
+ case 49:
+ state.tempAlly = createAlly("Crocodile", calculateRoll("2d10+2"), 12, 4, "1d8+2", "d20")
+ break
+ case 50:
+ state.tempAlly = createAlly("Dire Wolf", calculateRoll("3d10+6"), 14, 5, "1d10+3", "d20+2")
+ break
+ case 51:
+ state.tempAlly = createAlly("Draft Horse", calculateRoll("2d10+4"), 10, 6, "1d4+4", "d20")
+ break
+ case 52:
+ state.tempAlly = createAlly("Elephant", calculateRoll("8d12+24"), 12, 8, "4d8+12", "d20-1", "Trample2d10+6")
+ break
+ case 53:
+ state.tempAlly = createAlly("Elk", calculateRoll("2d10+5"), 10, 5, "1d6+3", "d20")
+ break
+ case 54:
+ state.tempAlly = createAlly("Frog", calculateRoll("1d4-1"), 11, 3, "1", "d20+1")
+ break
+ case 55:
+ state.tempAlly = createAlly("Giant Badger", calculateRoll("2d8+6"), 13, 3, "2d4+1", "d20")
+ break
+ case 56:
+ state.tempAlly = createAlly("Giant Crab", calculateRoll("3d8"), 15, 3, "1d6+1", "d20+1")
+ break
+ case 57:
+ state.tempAlly = createAlly("Giant Goat", calculateRoll("3d10+3"), 11, 5, "1d6+3", "d20+1")
+ break
+ case 58:
+ state.tempAlly = createAlly("Giant Seahorse", calculateRoll("3d10"), 14, 4, "2d6+2", "d20+1", "Bubble Dash")
+ break
+ case 59:
+ state.tempAlly = createAlly("Giant Spider", calculateRoll("4d10+4"), 14, 5, "1d8+3", "d20+3", "Web")
+ break
+ case 60:
+ state.tempAlly = createAlly("Giant Weasel", calculateRoll("2d8"), 13, 5, "1d4+3", "d20+3")
+ break
+ case 61:
+ state.tempAlly = createAlly("Goat", calculateRoll("1d8"), 10, 2, "1", "d20")
+ break
+ case 62:
+ state.tempAlly = createAlly("Hawk", calculateRoll("1d4-1"), 13, 5, "1", "d20+3")
+ break
+ case 63:
+ state.tempAlly = createAlly("Imp", calculateRoll("6d4+6"), 13, 5, "3d6+3", "d20+3", "Invisibility")
+ break
+ case 64:
+ state.tempAlly = createAlly("Lion", calculateRoll("4d10"), 12, 5, "2d8+6", "d20+2", "Roar")
+ break
+ case 65:
+ state.tempAlly = createAlly("Lizard", calculateRoll("1d4"), 10, 2, "1", "d20")
+ break
+ case 66:
+ state.tempAlly = createAlly("Mastiff", calculateRoll("1d8+1"), 12, 3, "1d6+1", "d20+2")
+ break
+ case 67:
+ state.tempAlly = createAlly("Mule", calculateRoll("2d8+2"), 10, 4, "1d4+2", "d20")
+ break
+ case 68:
+ state.tempAlly = createAlly("Octopus", calculateRoll("1d6"), 12, 4, "1", "d20+2", "Ink Cloud")
+ break
+ case 69:
+ state.tempAlly = createAlly("Owl", calculateRoll("1"), 11, 3, "1", "d20+1")
+ break
+ case 70:
+ state.tempAlly = createAlly("Panther", calculateRoll("3d8"), 12, 4, "1d4+2", "d20+2")
+ break
+ case 71:
+ state.tempAlly = createAlly("Pony", calculateRoll("2d8+2"), 10, 4, "1d4+2", "d20")
+ break
+ case 72:
+ state.tempAlly = createAlly("Pseudodragon", calculateRoll("3d4+3"), 14, 4, "2d4+4", "d20+2", "String2d4+2")
+ break
+ case 73:
+ state.tempAlly = createAlly("Quasit", calculateRoll("10d4"), 13, 5, "1d4+3", "d20+3", "Shape Shift", "Scare", "Invisibility")
+ break
+ case 74:
+ state.tempAlly = createAlly("Rat", calculateRoll("1d4-1"), 10, 2, "1", "d20")
+ break
+ case 75:
+ state.tempAlly = createAlly("Raven", calculateRoll("1d4"), 12, 4, "1", "d20+2")
+ break
+ case 76:
+ state.tempAlly = createAlly("Reef Shark", calculateRoll("4d8+4"), 12, 4, "2d4+2")
+ break
+ case 77:
+ state.tempAlly = createAlly("Riding Horse", calculateRoll("2d10+2"), 11, 5, "1d8+3", "d20+1")
+ break
+ case 78:
+ state.tempAlly = createAlly("Scorpion", calculateRoll("1d4-1"), 13, 2, "1d6+1", "d20")
+ break
+ case 79:
+ state.tempAlly = createAlly("Skeleton", calculateRoll("2d8+4"), 13, 5, "1d6+3", "d20+3", "Shortbow1d6+3", "Sword1d6+3")
+ break
+ case 80:
+ state.tempAlly = createAlly("Slaad Tadpole", calculateRoll("3d4"), 12, 4, "1d6+2", "d20+2")
+ break
+ case 81:
+ state.tempAlly = createAlly("Sphinx of Wonder", calculateRoll("7d4+7"), 13, 5, "1d4+3", "d20+2")
+ break
+ case 82:
+ state.tempAlly = createAlly("Spider", calculateRoll("1d4-1"), 12, 4, "1", "d20+2")
+ break
+ case 83:
+ state.tempAlly = createAlly("Sprite", calculateRoll("4d4"), 15, 6, "1d4+4", "d20+4", "Enchanting Bow1d4", "Invisibility")
+ break
+ case 84:
+ state.tempAlly = createAlly("Tiger", calculateRoll("3d10+6"), 13, 5, "1d6+3", "d20+3")
+ break
+ case 85:
+ state.tempAlly = createAlly("Venomous Snake", calculateRoll("2d4"), 12, 4, "2d4+2", "d20+2")
+ break
+ case 86:
+ state.tempAlly = createAlly("Warhorse", calculateRoll("3d10+3"), 11, 6, "2d4+4", "d20+2")
+ break
+ case 87:
+ state.tempAlly = createAlly("Weasel", calculateRoll("1d4-1"), 13, 5, "1", "d20+3")
+ break
+ case 88:
+ state.tempAlly = createAlly("Wolf", calculateRoll("2d8+2"), 12, 4, "1d6+2", "d20+2")
+ break
+ case 89:
+ state.tempAlly = createAlly("Zombie", calculateRoll("2d8+6"), 8, 3, "1d6+1", "d20-2")
+ break
+ }
+
+ if (nameMatches != null) state.tempAlly.name = nameMatches[0]
+ }
+ return text
+ case 500:
+ state.show = null
+ state.setupAllyStep = null
+
+ var ally = createAlly(state.tempAlly.name, state.tempAlly.health, state.tempAlly.ac, state.tempAlly.hitModifier, state.tempAlly.damage, state.tempAlly.initiative)
+ ally.spells = [...state.tempAlly.spells]
+
+ var allyMatches = state.allies.filter(x => x.name.toLowerCase() == ally.name.toLowerCase() || x.name.toLowerCase() == `${ally.name.toLowerCase()} a`)
+ if (state.newAlly && allyMatches.length > 0) {
+ ally.name = getUniqueName(ally.name)
+ if (ally.name.endsWith("A")) {
+ allyMatches[0].name = ally.name
+ ally.name = ally.name.substring(0, ally.name.length - 1) + "B"
+ }
+ } else if (!state.newAlly) {
+ let removeIndex = state.allies.indexOf(allyMatches[0])
+ state.allies.splice(removeIndex, 1)
+ }
+
+ state.allies.push(ally)
+ break
+ }
+ return text
+}
+
function resetTempCharacterSkills() {
state.tempCharacter.skills = [
{name: "Acrobatics", stat: "Dexterity", modifier: 0},
@@ -1200,6 +1687,7 @@ function init() {
}
if (state.tempEnemy == null) state.tempEnemy = createEnemy("enemy", 10, 10, "2d6", 10)
+ if (state.tempAlly == null) state.tempAlly = createAlly("ally", 10, 10, "2d6", 10)
if (state.characters == null) state.characters = []
if (state.notes == null) state.notes = []
if (state.locations == null) state.locations = []
@@ -1209,6 +1697,7 @@ function init() {
if (state.defaultDifficulty == null) state.defaultDifficulty = 10
if (state.day == null) state.day = 0
if (state.enemies == null) state.enemies = []
+ if (state.allies == null) state.allies = []
if (state.initiativeOrder == null) state.initiativeOrder = []
state.show = null
state.prefix = null
@@ -1277,6 +1766,248 @@ function doSetupEnemy(command) {
return " "
}
+function doSetupAlly(command) {
+ state.setupAllyStep = 0
+ state.tempAlly = createAlly("ally", 20, 10, 0, "2d6", 10)
+ state.show = "setupAlly"
+ return " "
+}
+
+function doMemory(command) {
+ var arg0 = getArgument(command, 0)
+ if (arg0 == null) {
+ arg0 = "easy"
+ }
+
+ switch(arg0) {
+ case "impossible":
+ state.memoryWidth = 6
+ state.memoryHeight = 6
+ state.memoryMaxTurns = 46
+ break
+ case "hard":
+ state.memoryWidth = 5
+ state.memoryHeight = 6
+ state.memoryMaxTurns = 40
+ break
+ case "medium":
+ state.memoryWidth = 4
+ state.memoryHeight = 5
+ state.memoryMaxTurns = 30
+ break
+ case "effortless":
+ state.memoryWidth = 3
+ state.memoryHeight = 2
+ state.memoryMaxTurns = 25
+ break
+ case "automatic":
+ state.memoryWidth = 2
+ state.memoryHeight = 2
+ state.memoryMaxTurns = 25
+ break
+ case "easy":
+ default:
+ state.memoryWidth = 4
+ state.memoryHeight = 3
+ state.memoryMaxTurns = 25
+ break
+ }
+
+ state.memoryTurns = 1
+
+ let possibleSymbols = ["ā¤ļø", "š", "š", "šø", "āļø", "š”ļø", "š»", "š»", "š¦", "šŗ", "š", "š§", "š", "šµ", "š", "š¦", "š·ļø", "š¹", "š", "š²", "āļø", "š„", "ā”", "š³", "š¦", "š", "š„", "š"]
+ shuffle(possibleSymbols)
+ possibleSymbols = possibleSymbols.splice(0, state.memoryWidth * state.memoryHeight / 2)
+
+ state.memoryCards = possibleSymbols.concat(possibleSymbols)
+ shuffle(state.memoryCards)
+ state.memorySolved = new Array(state.memoryCards.length)
+ state.memoryRevealed = null
+
+ state.memoryTurn = "game"
+ state.show = "memory"
+ return " "
+}
+
+function handleMemoryTurn(text) {
+ state.show = "memory"
+
+ if (/^\s*>.*says? ".*/.test(text)) {
+ text = text.replace(/^\s*>.*says? "/, "")
+ text = text.replace(/"\s*$/, "")
+ } else if (/^\s*>\s.*/.test(text)) {
+ text = text.replace(/\s*> /, "")
+ for (var i = 0; i < info.characters.length; i++) {
+ var matchString = info.characters[i] == "" ? "You " : `${info.characters[i]} `
+ if (text.startsWith(matchString)) {
+ text = text.replace(matchString, "")
+ break
+ }
+ }
+ text = text.replace(/\.?\s*$/, "")
+ } else {
+ text = text.replace(/^\s+/, "")
+ }
+
+ text = text.toLowerCase()
+ if (text == "q") {
+ state.memoryTurn = "forfeit"
+ return text
+ }
+
+ switch (state.memoryTurn) {
+ case "game":
+ if (isNaN(text)) return text
+ let guess = parseInt(text)
+ state.memoryTurns++
+
+ if (guess < 1 || guess > state.memoryCards.length) return text
+
+ if (state.memoryRevealed == null) {
+ state.message = `Card ${guess} is revealed to be:\n${state.memoryCards[guess -1]}`
+ state.memoryRevealed = guess
+ } else {
+ if (state.memoryRevealed == guess) {
+ state.message = `Card ${guess} is the same card you already picked, silly:\n${state.memoryCards[guess - 1]}`
+ state.memoryTurns--
+ } else if (state.memoryCards[state.memoryRevealed - 1] == state.memoryCards[guess - 1]) {
+ state.message = `Cards ${state.memoryRevealed} and ${guess} are a match!\n${state.memoryCards[state.memoryRevealed - 1]} ${state.memoryCards[guess - 1]}`
+ state.memorySolved[state.memoryRevealed - 1] = true
+ state.memorySolved[guess - 1] = true
+ state.memoryRevealed = null
+ } else {
+ state.message = `Card ${guess} is revealed to be: ${state.memoryCards[guess - 1]}\nCards ${state.memoryRevealed} and ${guess} are NOT a match:${state.memoryCards[state.memoryRevealed - 1]} ${state.memoryCards[guess - 1]}`
+ state.memoryRevealed = null
+ }
+ }
+
+ let win = true
+ for (let i = 0; i < state.memorySolved.length; i++) {
+ if (state.memorySolved[i] != true) {
+ win = false
+ break
+ }
+ }
+ if (win) state.memoryTurn = "win"
+ if (state.memoryTurns > state.memoryMaxTurns) state.memoryTurn = "lose"
+
+ log(state.memorySolved)
+ return text
+ case "win":
+ case "lose":
+ case "forfeit":
+ state.show = null
+ state.memoryTurn = null
+ return text
+ }
+
+ return `\nUnexpected Mastermind state. Input text: ${text}`
+}
+
+function doLockpick(command) {
+ var arg0 = getArgument(command, 0)
+ if (arg0 == null) {
+ arg0 = "easy"
+ }
+
+ state.lockpickingTurn = "intro"
+ state.lockpickingGuesses = 0
+ state.show = "lockpicking"
+
+ switch(arg0) {
+ case "impossible":
+ state.lockpickingSlots = 7
+ state.lockpickingGuessMax = 15
+ break
+ case "hard":
+ state.lockpickingSlots = 6
+ state.lockpickingGuessMax = 15
+ break
+ case "medium":
+ state.lockpickingSlots = 5
+ state.lockpickingGuessMax = 15
+ break
+ case "effortless":
+ state.lockpickingSlots = 4
+ state.lockpickingGuessMax = 15
+ break
+ case "automatic":
+ state.lockpickingSlots = 3
+ state.lockpickingGuessMax = 20
+ break
+ case "easy":
+ default:
+ state.lockpickingSlots = 4
+ state.lockpickingGuessMax = 12
+ break
+ }
+
+ state.lockpickingCombination = ""
+ for (let i = 0; i < state.lockpickingSlots; i++) {
+ state.lockpickingCombination += getRandomFromList("r", "y", "w", "g", "o", "b")
+ }
+
+ return " "
+}
+
+function handleLockpickingTurn(text) {
+ state.show = "lockpicking"
+
+ if (/^\s*>.*says? ".*/.test(text)) {
+ text = text.replace(/^\s*>.*says? "/, "")
+ text = text.replace(/"\s*$/, "")
+ } else if (/^\s*>\s.*/.test(text)) {
+ text = text.replace(/\s*> /, "")
+ for (var i = 0; i < info.characters.length; i++) {
+ var matchString = info.characters[i] == "" ? "You " : `${info.characters[i]} `
+ if (text.startsWith(matchString)) {
+ text = text.replace(matchString, "")
+ break
+ }
+ }
+ text = text.replace(/\.?\s*$/, "")
+ } else {
+ text = text.replace(/^\s+/, "")
+ }
+
+ text = text.toLowerCase()
+ if (text == "q") {
+ state.lockpickingTurn = "forfeit"
+ return text
+ }
+
+ switch (state.lockpickingTurn) {
+ case "intro":
+ state.lockpickingTurn = "game"
+ case "game":
+ state.lockpickingInput = text
+
+ state.lockpickingCorrect = 0
+ let combo = state.lockpickingCombination
+ for (var i = 0; i < state.lockpickingSlots; i++) {
+ let letter = text.substring(i, i + 1)
+ if (letter == state.lockpickingCombination.substring(i, i + 1)) state.lockpickingCorrect++
+ combo = combo.replace(letter, "")
+ }
+ state.lockpickingWrongPlace = state.lockpickingSlots - combo.length - state.lockpickingCorrect
+
+ if (state.lockpickingInput.length == state.lockpickingSlots) state.lockpickingGuesses++
+
+ if (state.lockpickingCorrect == state.lockpickingSlots) state.lockpickingTurn = "win"
+ else if (state.lockpickingGuesses >= state.lockpickingGuessMax) state.lockpickingTurn = "lose"
+
+ return text
+ case "win":
+ case "lose":
+ case "forfeit":
+ state.show = null
+ state.lockpickingTurn = null
+ return text
+ }
+
+ return `\nUnexpected Mastermind state. Input text: ${text}`
+}
+
function doBasicDeck(command) {
var character = getCharacter()
var takeWord = character.name == "You" ? "take" : "takes"
@@ -1303,6 +2034,265 @@ function doBasicDeck(command) {
return `${toTitleCase(character.name)} ${takeWord} the Stragedy Basic Deck`
}
+function doItemShop(command) {
+ command = command.replace(/very rare/gi, "phenomenal")
+
+ state.itemShopCategoryName = searchArgument(command, /default|weapons|armor|tools|gear|common|uncommon|rare|phenomenal|legendary|artifact/gi)
+ if (state.itemShopCategoryName == null && searchArgument(command, /weapon/) != null) state.itemShopCategoryName = "weapons"
+ if (state.itemShopCategoryName == null) state.itemShopCategoryName = "default"
+
+ let arg1 = searchArgument(command, /free/gi)
+ state.itemShopIsFree = arg1 != null
+
+ let arg2 = searchArgument(command, /all/gi)
+ let all = arg2 != null
+ state.itemShopClearDeals = state.itemShopAll || state.itemShopAll != all
+ state.itemShopAll = all
+
+ state.itemShopStep = 0
+ state.show = "itemShop"
+ return " "
+}
+
+function handleItemShopStep(text) {
+ state.show = "itemShop"
+
+ if (/^\s*>.*says? ".*/.test(text)) {
+ text = text.replace(/^\s*>.*says? "/, "")
+ text = text.replace(/"\s*$/, "")
+ } else if (/^\s*>\s.*/.test(text)) {
+ text = text.replace(/\s*> /, "")
+ for (var i = 0; i < info.characters.length; i++) {
+ var matchString = info.characters[i] == "" ? "You " : `${info.characters[i]} `
+ if (text.startsWith(matchString)) {
+ text = text.replace(matchString, "")
+ break
+ }
+ }
+ text = text.replace(/\.?\s*$/, "")
+ } else {
+ text = text.replace(/^\s+/, "")
+ }
+
+ if (text.toLowerCase() == "q") {
+ state.itemShopStep = 500
+ return text
+ }
+
+ switch (state.itemShopStep) {
+ case 0:
+ case 1:
+ case 2:
+ case 3:
+ if (isNaN(text)) return text
+ var index = parseInt(text) - 1
+
+ let deals = findItemShopDeals(state.itemShopCategoryName, false)
+ if (index < 0 || index >= deals.length) return text
+
+ let deal = deals[index]
+
+ var character = getCharacter()
+ var goldIndex = character.inventory.findIndex(x => x.name.toLowerCase() == "gold")
+ var gold = goldIndex == -1 ? 0 : character.inventory[goldIndex].quantity
+
+ if (!state.itemShopIsFree && deal.price > gold) {
+ state.itemShopStep = 2
+ return text
+ }
+
+ if ("damage" in deal) doTakeWeapon(`takeweapon ${deal.damage} ${deal.toHitBonus} ${deal.ability} ${deal.name}`)
+ else if ("ac" in deal) doTakeArmor(`takearmor ${deal.ac} ${deal.name}`)
+ else doTake(`take ${deal.quantity} ${deal.name}`)
+ if (!state.itemShopIsFree) character.inventory[goldIndex].quantity -= deal.price
+ deal.bought = true
+
+ state.itemShopStep = 1
+ break
+ case 500:
+ state.show = null
+ state.itemShopStep = null
+ break
+ }
+ return text
+}
+
+function doSpellShop(command) {
+ var character = getCharacter()
+
+ let arg0 = searchArgument(command, /bard|cleric|druid|paladin|ranger|sorcerer|warlock|wizard/gi)
+ if (arg0 == null) {
+ arg0 = character.className.toLowerCase()
+ if (/bard|cleric|druid|paladin|ranger|sorcerer|warlock|wizard/gi.test(arg0) == false) arg0 = "wizard"
+ }
+ state.spellShopClassName = arg0
+
+ let arg1 = searchArgument(command, /\d+/gi)
+ if (arg1 == null) {
+ let level = getLevel(character.experience)
+ switch (state.spellShopClassName) {
+ case "bard":
+ case "cleric":
+ case "druid":
+ case "sorcerer":
+ case "warlock":
+ case "wizard":
+ switch(level) {
+ case 1:
+ case 2:
+ arg1 = 1
+ break
+ case 3:
+ case 4:
+ arg1 = 2
+ break
+ case 5:
+ case 6:
+ arg1 = 3
+ break
+ case 7:
+ case 8:
+ arg1 = 4
+ break
+ case 9:
+ case 10:
+ arg1 = 5
+ break
+ case 11:
+ case 12:
+ arg1 = 6
+ break
+ case 13:
+ case 14:
+ arg1 = 7
+ break
+ case 15:
+ case 16:
+ arg1 = 8
+ break
+ default:
+ arg1 = 9
+ break
+ }
+ break
+ case "paladin":
+ case "ranger":
+ switch(level) {
+ case 1:
+ case 2:
+ case 3:
+ case 4:
+ arg1 = 1
+ break
+ case 5:
+ case 6:
+ case 7:
+ case 8:
+ arg1 = 2
+ break
+ case 9:
+ case 10:
+ case 11:
+ case 12:
+ arg1 = 3
+ break
+ case 13:
+ case 14:
+ case 15:
+ case 16:
+ arg1 = 4
+ break
+ default:
+ arg1 = 5
+ break
+ }
+ break
+ default:
+ arg1 = 1
+ break
+ }
+ }
+ arg1 = parseInt(arg1)
+ state.spellShopLevel = arg1
+
+ let arg2 = searchArgument(command, /free/gi)
+ state.spellShopIsFree = arg2 != null
+
+ let arg3 = searchArgument(command, /all/gi)
+ let all = arg3 != null
+ state.spellShopClearDeals = state.spellShopAll || state.spellShopAll != all
+ state.spellShopAll = all
+
+ state.spellShopStep = 0
+ state.show = "spellShop"
+ return " "
+}
+
+function handleSpellShopStep(text) {
+ state.show = "spellShop"
+
+ if (/^\s*>.*says? ".*/.test(text)) {
+ text = text.replace(/^\s*>.*says? "/, "")
+ text = text.replace(/"\s*$/, "")
+ } else if (/^\s*>\s.*/.test(text)) {
+ text = text.replace(/\s*> /, "")
+ for (var i = 0; i < info.characters.length; i++) {
+ var matchString = info.characters[i] == "" ? "You " : `${info.characters[i]} `
+ if (text.startsWith(matchString)) {
+ text = text.replace(matchString, "")
+ break
+ }
+ }
+ text = text.replace(/\.?\s*$/, "")
+ } else {
+ text = text.replace(/^\s+/, "")
+ }
+
+ if (text.toLowerCase() == "q") {
+ state.spellShopStep = 500
+ return text
+ }
+
+ switch (state.spellShopStep) {
+ case 0:
+ case 1:
+ case 2:
+ case 3:
+ if (isNaN(text)) return text
+ var index = parseInt(text) - 1
+
+ let deals = findSpellShopDeals(state.spellShopClassName, state.spellShopLevel, false)
+ if (index < 0 || index >= deals.length) return text
+
+ let deal = deals[index]
+
+ var character = getCharacter()
+ var goldIndex = character.inventory.findIndex(x => x.name.toLowerCase() == "gold")
+ var gold = goldIndex == -1 ? 0 : character.inventory[goldIndex].quantity
+ var found = character.spells.find((element) => element == deal.name) != undefined
+
+ if (deal.price > gold) {
+ state.spellShopStep = 2
+ return text
+ } else if (found) {
+ state.spellShopStep = 3
+ return text
+ }
+
+ doLearnSpell(`learnspell ${deal.name}`)
+ if (!state.spellShopIsFree) character.inventory[goldIndex].quantity -= deal.price
+ deal.bought = true
+
+ state.spellShopStep = 1
+ break
+ case 500:
+ state.show = null
+ state.spellShopStep = null
+ break
+ }
+ return text
+}
+
function doCardShop(command) {
state.stragedyShopStep = 0
state.show = "stragedyShop"
@@ -1337,6 +2327,7 @@ function handleStragedyShopStep(text) {
switch (state.stragedyShopStep) {
case 0:
case 1:
+ case 2:
if (isNaN(text)) return text
var index = parseInt(text) - 1
if (index < 0 || index >= state.cardDeals.length) return text
@@ -1520,6 +2511,24 @@ function doAddCard(command) {
case "b":
case "brigand":
return doTake("take Stragedy Brigand Card")
+ case "2":
+ return doTake("take Stragedy 2 Card")
+ case "3":
+ return doTake("take Stragedy 3 Card")
+ case "4":
+ return doTake("take Stragedy 4 Card")
+ case "5":
+ return doTake("take Stragedy 5 Card")
+ case "6":
+ return doTake("take Stragedy 6 Card")
+ case "7":
+ return doTake("take Stragedy 7 Card")
+ case "8":
+ return doTake("take Stragedy 8 Card")
+ case "9":
+ return doTake("take Stragedy 9 Card")
+ case "10":
+ return doTake("take Stragedy 10 Card")
case "common":
return doTake(`take Stragedy ${getRandomFromList("2", "3", "4", "5", "6", "7", "8", "9")} Card`)
case "rare":
@@ -1941,6 +2950,14 @@ function doHeal(command) {
}
}
+ for (var ally of state.allies) {
+ if (ally.name.toLowerCase() == arg1.toLowerCase()) {
+ ally.health = Math.max(0, ally.health + healing)
+ state.show = "none"
+ return `\n[${toTitleCase(ally.name)} has been healed for ${healing} hp to a total of ${ally.health}]\n`
+ }
+ }
+
for (var character of state.characters) {
if (character.name.toLowerCase() == arg1.toLowerCase()) {
character.health += healing
@@ -1951,7 +2968,7 @@ function doHeal(command) {
}
state.show = "none"
- return `\n[Error: Could not find an enemy or character matching the name ${arg1}. Type #enemies or #characters to see a list]`
+ return `\n[Error: Could not find an enemy, ally, or character matching the name ${arg1}. Type #enemies, #allies, or #characters to see a list]`
}
}
@@ -2015,6 +3032,14 @@ function doDamage(command) {
}
}
+ for (var ally of state.allies) {
+ if (ally.name.toLowerCase() == arg1.toLowerCase()) {
+ ally.health = Math.max(0, ally.health - damage)
+ state.show = "none"
+ return `\n[${toTitleCase(ally.name)} has been damaged for ${damage} hp with ${ally.health} remaining] ${ally.health == 0 ? " " + toTitleCase(ally.name) + " has been defeated!" : ""}\n`
+ }
+ }
+
for (var character of state.characters) {
if (character.name.toLowerCase() == arg1.toLowerCase()) {
character.health = Math.max(0, character.health - damage)
@@ -2024,7 +3049,7 @@ function doDamage(command) {
}
state.show = "none"
- return `\n[Error: Could not find an enemy matching the name ${arg1}. Type #enemies or #characters to see a list]`
+ return `\n[Error: Could not find an enemy, ally, or character matching the name ${arg1}. Type #enemies, #allies, or #characters to see a list]`
}
}
@@ -2034,6 +3059,8 @@ function doRest(command) {
state.enemies = []
state.cardDeals = null
state.cardPrices = null
+ state.spellShopDeals = null
+ state.itemShopDeals = null
var healingFactor = 1
var text
@@ -2295,6 +3322,7 @@ function doAttack(command) {
}
var enemyString = ""
+ var allyString = ""
if (state.initiativeOrder.length > 0) {
var foundEnemy
@@ -2313,6 +3341,23 @@ function doAttack(command) {
}
}
+ var foundAlly
+
+ if (foundEnemy == null) for (var ally of state.allies) {
+ if (targetText.toLowerCase().includes(ally.name.toLowerCase())) {
+ foundAlly = ally
+ break
+ }
+ }
+
+ if (foundAlly == null) {
+ var indexMatches = targetText.match(/(?<=ally\s*)\d+/gi)
+ if (indexMatches != null) {
+ foundAlly = state.allies[parseInt(indexMatches[0]) - 1]
+ targetText = targetText.replace(/ally\s*d+/gi, foundAlly.name)
+ }
+ }
+
var damage
if (/^\d*d\d+((\+|-)d+)?$/gi.test(character.damage)) damage = score == 20 ? calculateRoll(character.damage) + calculateRoll(character.damage) : calculateRoll(character.damage)
else damage = parseInt(character.damage)
@@ -2339,6 +3384,22 @@ function doAttack(command) {
} else enemyString += ` ${toTitleCase(foundEnemy.name)} has ${foundEnemy.health} health remaining!`
}
}
+
+ if (foundAlly != null) {
+ if (usingDefaultDifficulty) targetRoll = foundAlly.ac
+ if (score == 20 || score + modifier >= targetRoll) {
+ if (score == 20) allyString += `\nCritical Damage: ${damage}\n`
+ else allyString += `\nDamage: ${damage}\n`
+
+ state.blockCharacter = foundAlly
+ state.blockPreviousHealth = foundAlly.health
+ foundAlly.health = Math.max(0, foundAlly.health - damage)
+ if (foundAlly.health == 0) {
+ allyString += ` ${toTitleCase(foundAlly.name)} has been defeated!`
+
+ } else allyString += ` ${toTitleCase(foundAlly.name)} has ${foundAlly.health} health remaining!`
+ }
+ }
}
var dieText = advantageText == "advantage" || advantageText == "disadvantage" ? `${advantageText}(${die1},${die2})` : die1
@@ -2346,10 +3407,10 @@ function doAttack(command) {
state.show = "prefix"
if (targetRoll == 0) state.prefix = ""
- else if (score == 20) state.prefix = `\n[Enemy AC: ${targetRoll} Attack roll: ${dieText}]\n`
- else if (score == 1) state.prefix = `\n[Enemy AC: ${targetRoll} Attack roll: ${dieText}]\n`
- else if (modifier != 0) state.prefix = `\n[Enemy AC: ${targetRoll} Attack roll: ${dieText}${modifier > 0 ? "+" + modifier : modifier}=${score + modifier}. ${score + modifier >= targetRoll ? "Success!" : "Failure!"}]\n`
- else state.prefix = `\n[Enemy AC: ${targetRoll} Attack roll: ${dieText}. ${score >= targetRoll ? "Success!" : "Failure!"}]\n`
+ else if (score == 20) state.prefix = `\n[Target AC: ${targetRoll} Attack roll: ${dieText}]\n`
+ else if (score == 1) state.prefix = `\n[Target AC: ${targetRoll} Attack roll: ${dieText}]\n`
+ else if (modifier != 0) state.prefix = `\n[Target AC: ${targetRoll} Attack roll: ${dieText}${modifier > 0 ? "+" + modifier : modifier}=${score + modifier}. ${score + modifier >= targetRoll ? "Success!" : "Failure!"}]\n`
+ else state.prefix = `\n[Target AC: ${targetRoll} Attack roll: ${dieText}. ${score >= targetRoll ? "Success!" : "Failure!"}]\n`
var text
if (score + modifier >= targetRoll) text = `\n${toTitleCase(character.name)} successfully hit ${targetText}!`
@@ -2359,6 +3420,7 @@ function doAttack(command) {
else if (score == 1) text += " Critical failure! The attack missed in a spectacular way!"
if (enemyString != null) text += enemyString
+ if (allyString != null) text += allyString
if (targetRoll > 0 && (score + modifier >= targetRoll || score == 20)) text += addXpToAll(Math.floor(state.autoXp * clamp(targetRoll, 1, 20) / 20))
return text + "\n"
@@ -2697,6 +3759,11 @@ function doShowEnemies(command) {
return " "
}
+function doShowAllies(command) {
+ state.show = "showAllies"
+ return " "
+}
+
function doRemoveEnemy(command) {
var arg0 = getArgumentRemainder(command, 0)
if (arg0 == null) {
@@ -2749,6 +3816,58 @@ function doRemoveEnemy(command) {
return `\n[The enemy ${toTitleCase(enemy.name)} has been removed]\n`
}
+function doRemoveAlly(command) {
+ var arg0 = getArgumentRemainder(command, 0)
+ if (arg0 == null) {
+ state.show = "none"
+ return "\n[Error: Not enough parameters. See #help]\n"
+ }
+
+ if (/\d+\D+(\d+\D*)+/gi.test(arg0)) {
+
+ var list = arg0.split(/\D+/)
+ list.sort(function(a, b) {
+ return b - a;
+ });
+
+ var text = "\n"
+ list.forEach(x => {
+ var num = parseInt(x) - 1
+ if (num >= state.allies.length) {
+ state.show = "none"
+ return `\n[Error: Ally ${x} does not exist. See #showallies]\n`
+ }
+
+ var ally = state.allies[num]
+ state.allies.splice(num, 1)
+ var index = state.initiativeOrder.indexOf(ally)
+ if (index >= 0) state.initiativeOrder.splice(index, 1)
+ text += `[The ally ${toTitleCase(ally.name)} has been removed]\n`
+ })
+
+ state.show = "none"
+ return text
+ }
+
+ var ally
+ if (isNaN(arg0)) arg0 = state.allies.findIndex(x => x.name.toLowerCase() == arg0.toLowerCase())
+ else arg0--
+
+ if (arg0 == -1) {
+ state.show = "none"
+ return "\n[Error: Ally not found. See #showallies]\n"
+ } else if (arg0 >= state.allies.length || arg0 < 0) {
+ state.show = "none"
+ return "\n[Error: Location number out of bounds. See #showallies]\n"
+ } else {
+ ally = state.allies[arg0]
+ state.allies.splice(arg0, 1)
+ }
+
+ state.show = "none"
+ return `\n[The ally ${toTitleCase(ally.name)} has been removed]\n`
+}
+
function doClearEnemies(command) {
var arg0 = getArgument(command, 0)
if (arg0 != null) {
@@ -2762,6 +3881,19 @@ function doClearEnemies(command) {
return "\n[The enemies have been cleared]\n"
}
+function doClearAllies(command) {
+ var arg0 = getArgument(command, 0)
+ if (arg0 != null) {
+ return doRemoveAlly(command)
+ }
+
+ state.allies = []
+ state.initiativeOrder = []
+
+ state.show = "none"
+ return "\n[The allies have been cleared]\n"
+}
+
function doAddEnemy(command) {
var name = getArgument(command, 0)
if (name == null) {
@@ -2851,6 +3983,95 @@ function doAddEnemy(command) {
return `[Enemy ${toTitleCase(enemy.name)} has been created]`
}
+function doAddAlly(command) {
+ var name = getArgument(command, 0)
+ if (name == null) {
+ state.show = "none"
+ return "\n[Error: Not enough parameters. See #help]\n"
+ }
+
+ var health = getArgument(command, 1)
+ if (health == null) {
+ state.show = "none"
+ return "\n[Error: Not enough parameters. See #help]\n"
+ } else if (/^\d*d\d+((\+|-)\d+)?$/gi.test(health)) {
+ health = calculateRoll(health)
+ } else if (isNaN(health)) {
+ state.show = "none"
+ return "\n[Error: Expected a number. See #help]\n"
+ }
+ health = parseInt(health)
+
+ var ac = getArgument(command, 2)
+ if (ac == null) {
+ state.show = "none"
+ return "\n[Error: Not enough parameters. See #help]\n"
+ } else if (/^\d*d\d+((\+|-)\d+)?$/gi.test(ac)) {
+ ac = calculateRoll(ac)
+ } else if (isNaN(ac)) {
+ state.show = "none"
+ return "\n[Error: Expected a number. See #help]\n"
+ }
+ ac = parseInt(ac)
+
+ var hitModifier = getArgument(command, 3)
+ if (hitModifier == null) {
+ state.show = "none"
+ return "\n[Error: Not enough parameters. See #help]\n"
+ } else if (/^\d*d\d+((\+|-)\d+)?$/gi.test(hitModifier)) {
+ hitModifier = calculateRoll(hitModifier)
+ } else if (isNaN(hitModifier)) {
+ state.show = "none"
+ return "\n[Error: Expected a number. See #help]\n"
+ }
+
+ var damage = getArgument(command, 4)
+ if (damage == null) {
+ state.show = "none"
+ return "\n[Error: Not enough parameters. See #help]\n"
+ } else if (isNaN(damage) && !/^\d*d\d+((\+|-)\d+)?$/gi.test(damage)) {
+ state.show = "none"
+ return "\n[Error: Expected a number. See #help]\n"
+ }
+
+ var initiative = getArgument(command, 5)
+ if (initiative == null) {
+ state.show = "none"
+ return "\n[Error: Not enough parameters. See #help]\n"
+ } else if (/^\d*d\d+((\+|-)\d+)?$/gi.test(initiative)) {
+ initiative = calculateRoll(initiative)
+ } else if (isNaN(initiative)) {
+ state.show = "none"
+ return "\n[Error: Expected a number. See #help]\n"
+ }
+ initiative = parseInt(initiative)
+
+ var spells = []
+ var spell = null
+ var index = 6
+ do {
+ spell = getArgument(command, index++)
+ if (spell != null) spells.push(spell)
+ } while (spell != null)
+
+ var ally = createAlly(name, health, ac, hitModifier, damage, initiative)
+ ally.spells = spells
+
+ var allyMatches = state.allies.filter(x => x.name.toLowerCase() == ally.name.toLowerCase() || x.name.toLowerCase() == `${ally.name.toLowerCase()} a`)
+ if (allyMatches.length > 0) {
+ ally.name = getUniqueName(ally.name)
+ if (ally.name.endsWith("A")) {
+ allyMatches[0].name = ally.name
+ ally.name = ally.name.substring(0, ally.name.length - 1) + "B"
+ }
+ }
+
+ state.allies.push(ally)
+
+ state.show = "none"
+ return `[Ally ${toTitleCase(ally.name)} has been created]`
+}
+
function doInitiative(command) {
for (character of state.characters) {
var stat = character.stats.find(element => element.name.toLowerCase() == "dexterity")
@@ -2863,6 +4084,11 @@ function doInitiative(command) {
else enemy.calculatedInitiative = enemy.initiative
}
+ for (ally of state.allies) {
+ if (isNaN(ally.initiative)) ally.calculatedInitiative = calculateRoll(ally.initiative)
+ else ally.calculatedInitiative = ally.initiative
+ }
+
if (state.enemies.length == 0) {
state.show = "none"
return "\n[Error: No enemies! Type #addenemy or #encounter]\n"
@@ -2924,6 +4150,15 @@ function doTurn(command) {
if (index >= 0) state.initiativeOrder.splice(index, 1)
}
+ var defeatedAllies = 0
+ for (var ally of state.allies) {
+ if (ally.health > 0) continue
+
+ defeatedAllies++
+ var index = state.initiativeOrder.findIndex(x => x.name.toLowerCase() == ally.name.toLowerCase())
+ if (index >= 0) state.initiativeOrder.splice(index, 1)
+ }
+
var defeatedCharacters = 0
for (var character of state.characters) {
if (character.health > 0) continue
@@ -2964,6 +4199,7 @@ function doBlock(command) {
var character = state.characters.find(x => x.name.toLowerCase() == state.blockCharacter.name.toLowerCase())
if (character == null) character = state.enemies.find(x => x.name.toLowerCase() == state.blockCharacter.name.toLowerCase())
+ if (character == null) character = state.allies.find(x => x.name.toLowerCase() == state.blockCharacter.name.toLowerCase())
if (character == null) {
state.show = "none"
return "\n[Error: Character no longer exists. See #help]\n"
@@ -3026,11 +4262,223 @@ function doTake(command) {
return text
}
+function doTakeWeapon(command) {
+ var itemIndex = 3
+ var arg0 = getArgument(command, 0)
+ if (arg0 == null) {
+ state.show = "none"
+ return "\n[Error: Not enough parameters. See #help]\n"
+ }
+
+ var arg1 = getArgument(command, 1)
+ if (arg1 == null) {
+ state.show = "none"
+ return "\n[Error: Not enough parameters. See #help]\n"
+ }
+ if (isNaN(arg1)) {
+ state.show = "none"
+ return "\n[Error: Expected a number. See #help]\n"
+ }
+ arg1 = parseInt(arg1)
+
+ var arg2 = getArgument(command, 2)
+ if (arg2 == null) {
+ state.show = "none"
+ return "\n[Error: Not enough parameters. See #help]\n"
+ }
+
+ var arg3 = getArgument(command, 3)
+ if (arg3 == null) {
+ state.show = "none"
+ return "\n[Error: Not enough parameters. See #help]\n"
+ }
+
+ if (arg3 == "the") {
+ var tempArg = getArgument(command, 1)
+ if (tempArg != null && !isNaN(tempArg)) {
+ arg3 = tempArg
+ itemIndex++
+ }
+ }
+
+ const item = {
+ quantity: 1,
+ name: getArgumentRemainder(command, itemIndex).replace(/^((the)|(a)|(an))\s/, "").plural(true),
+ damageDice: arg0,
+ toHitBonus: arg1,
+ ability: arg2
+ }
+
+ var character = getCharacter()
+ var commandName = "take"
+ var commandNamePlural = commandName.plural(character.name == "You")
+ var haveWord = character.name == "You" ? "have" : "has"
+
+ var text = "\n"
+ text += `${character.name} ${commandNamePlural} ${item.name.toLowerCase().startsWith("the ") ? "" : "the "}${item.name}.\n`
+
+ var index = character.inventory.findIndex((element) => element.name.toLowerCase() == item.name.toLowerCase())
+ if (index == -1) {
+ character.inventory.push(item)
+ } else {
+ var existingItem = character.inventory[index]
+ existingItem.quantity = parseInt(existingItem.quantity) + parseInt(item.quantity)
+
+ let displayItemName = existingItem.name.plural(existingItem.quantity == 1)
+ text += `${character.name} now ${haveWord} ${existingItem.quantity} ${displayItemName}.\n`
+ }
+
+ return text
+}
+
+function doTakeArmor(command) {
+ var itemIndex = 1
+ var arg0 = getArgument(command, 0)
+ if (arg0 == null) {
+ state.show = "none"
+ return "\n[Error: Not enough parameters. See #help]\n"
+ }
+
+ var arg1 = getArgument(command, 1)
+ if (arg1 == null) {
+ state.show = "none"
+ return "\n[Error: Not enough parameters. See #help]\n"
+ }
+
+ const item = {
+ quantity: 1,
+ name: getArgumentRemainder(command, itemIndex).replace(/^((the)|(a)|(an))\s/, "").plural(true),
+ ac: arg0,
+ }
+
+ var character = getCharacter()
+ var commandName = "take"
+ var commandNamePlural = commandName.plural(character.name == "You")
+ var haveWord = character.name == "You" ? "have" : "has"
+
+ var text = "\n"
+ text += `${character.name} ${commandNamePlural} ${item.name.toLowerCase().startsWith("the ") ? "" : "the "}${item.name}.\n`
+
+ var index = character.inventory.findIndex((element) => element.name.toLowerCase() == item.name.toLowerCase())
+ if (index == -1) {
+ character.inventory.push(item)
+ } else {
+ var existingItem = character.inventory[index]
+ existingItem.quantity = parseInt(existingItem.quantity) + parseInt(item.quantity)
+
+ let displayItemName = existingItem.name.plural(existingItem.quantity == 1)
+ text += `${character.name} now ${haveWord} ${existingItem.quantity} ${displayItemName}.\n`
+ }
+
+ return text
+}
+
+function doReward(command) {
+ command = command.replace(/very rare/gi, "phenomenal")
+
+ let quantity = getArgument(command, 0)
+ if (quantity == null || isNaN(quantity)) quantity = 1
+ if (!isNaN(quantity)) quantity = parseInt(quantity)
+ if (quantity < 1) quantity = 1
+
+ let categoryName = searchArgument(command, /default|weapons|armor|tools|gear|common|uncommon|rare|phenomenal|legendary|artifact/gi)
+ if (categoryName == null && searchArgument(command, /weapon/) != null) categoryName = "weapons"
+ if (categoryName == null) categoryName = "default"
+
+ let loot = []
+ for (let i = 0; i < quantity; i++) {
+ const rand = Math.random()
+ categoryName = categoryName.toLowerCase()
+ let category
+
+ if (categoryName == "weapons" || categoryName == "default" && rand <= .125) category = weaponsList
+ else if (categoryName == "armor" || categoryName == "default" && rand <= .25) category = armorList
+ else if (categoryName == "tools" || categoryName == "default" && rand <= .375) category = toolsList
+ else if (categoryName == "gear" || categoryName == "default" && rand <= .50) category = gearList
+ else if (categoryName == "common" || categoryName == "default" && rand <= .70) category = commonList
+ else if (categoryName == "uncommon" || categoryName == "default" && rand <= .80) category = uncommonList
+ else if (categoryName == "rare" || categoryName == "default" && rand <= .88) category = rareList
+ else if (categoryName == "phenomenal" || categoryName == "default" && rand <= .94) category = phenomenalList
+ else if (categoryName == "legendary" || categoryName == "default" && rand <= .98) category = legendaryList
+ else if (categoryName == "artifact" || categoryName == "default" && rand > .98) category = artifactList
+ else category = commonList
+
+ let itemStoryCardName
+ shuffled = [...category].sort(() => 0.5 - Math.random());
+ itemStoryCardName = shuffled[0]
+
+ let itemName = itemShopConvertGenericName(itemStoryCardName)
+ loot.push(itemName)
+
+ let itemStoryCard = findItemCard(itemName, itemStoryCardName)
+
+ if (itemStoryCard != null && itemStoryCard.type == "weapon") doTakeWeapon(`takeweapon ${itemStoryCard.description.split(",")[1]} ${itemStoryCard.description.split(",")[2]} ${itemStoryCard.description.split(",")[3]} ${itemName}`)
+ else if (itemStoryCard != null && itemStoryCard.type == "armor") doTakeArmor(`takearmor ${itemStoryCard.description.split(",")[1]} ${itemName}`)
+ else doTake(`take ${itemName}`)
+ }
+
+ let text = "You have found"
+ if (loot.length == 1) {
+ let itemName = loot[0]
+ let aWord = ['a', 'e', 'i', 'o', 'u'].indexOf(itemName.charAt(0).toLowerCase()) !== -1 ? "an" : "a"
+ text += ` ${aWord} ${itemName}!`
+ } else {
+ text += ":"
+ loot.forEach(itemName => {
+ let aWord = ['a', 'e', 'i', 'o', 'u'].indexOf(itemName.charAt(0).toLowerCase()) !== -1 ? "an" : "a"
+ text += `\n${aWord} ${itemName},`
+ })
+ }
+
+ return text
+}
+
function doMap(command) {
state.show = "map"
return " "
}
+function doEquip(command) {
+ let character = getCharacter()
+ let arg0 = getArgument(command, 0)
+ if (arg0 == null) {
+ state.show = "none"
+ return "\n[Error: Not enough parameters. See #help]\n"
+ }
+
+ var dontWord = character.name == "You" ? "don't" : "doesn't"
+
+ let itemName = getArgumentRemainder(command, 0)
+
+ let item = character.inventory.find((element) => element.name.toLowerCase() == itemName.toLowerCase())
+
+ if (item == null) return `${character.name} tried to equip ${toTitleCase(itemName)}, but ${dontWord} possess it`
+
+ let text = `\n${character.name} equipped the item ${toTitleCase(itemName)}!\n`
+ if ("damageDice" in item && "toHitBonus" in item) {
+ let abilityValue = character.stats.find((element) => element.name.toLowerCase() == item.ability)
+ let ability = abilityValue == null ? 10 : abilityValue.value
+ let abilityModifier = Math.ceil((ability - 10) / 2)
+
+ let damageBase = item.damageDice.replaceAll(/\+.*/gi, "")
+ let damageModifier = parseInt(item.damageDice.replaceAll(/.*\+/gi, "")) + abilityModifier
+ character.damage = `${damageBase}+${damageModifier}`
+ character.proficiency = abilityModifier
+ character.meleeStat = item.ability
+ } else if ("ac" in item) {
+ let dexterityStat = character.stats.find((element) => element.name.toLowerCase() == "dexterity")
+ let dexterity = dexterityStat == null ? 10 : dexterityStat.value
+ let ac = parseInt(item.ac.replaceAll(/(?<=.)\+.*/gi, ""))
+ if (/.*\+dmax2/i.test(item.ac)) character.ac = ac + Math.max(2, Math.ceil((dexterity - 10) / 2))
+ else if (/.*\+d/i.test(item.ac)) character.ac = ac + Math.ceil((dexterity - 10) / 2)
+ else if (/\+.*/i.test(item.ac)) character.ac += ac
+ else character.ac = ac
+ }
+
+ text += "\n"
+ return text
+}
+
function doDrop(command) {
var character = getCharacter()
var commandName = getCommandName(command)
@@ -3498,6 +4946,7 @@ function doCastSpell(command) {
var roll = advantage == "advantage" ? Math.max(roll1, roll2) : advantage == "disadvantage" ? Math.min(roll1, roll2) : roll1
var enemyString = ""
+ var allyString = ""
if (targetText != null && state.initiativeOrder.length > 0) {
var foundEnemy
@@ -3516,6 +4965,23 @@ function doCastSpell(command) {
}
}
+ var foundAlly
+
+ if (foundEnemy == null) for (var ally of state.allies) {
+ if (targetText.toLowerCase().includes(ally.name.toLowerCase())) {
+ foundAlly = ally
+ break
+ }
+ }
+
+ if (foundAlly == null) {
+ var indexMatches = targetText.match(/(?<=ally\s*)\d+/gi)
+ if (indexMatches != null) {
+ foundAlly = state.allies[parseInt(indexMatches[0]) - 1]
+ targetText = targetText.replace(/ally\s*d+/gi, foundAlly.name)
+ }
+ }
+
var damage = roll == 20 ? calculateRoll("2d6") + calculateRoll("2d6") : calculateRoll("2d6")
var damageMatches = targetText.match(/\d*d\d+((\+|-)d+)?/gi)
@@ -3538,6 +5004,20 @@ function doCastSpell(command) {
else enemyString += ` ${toTitleCase(foundEnemy.name)} has ${foundEnemy.health} health remaining!\n`
}
}
+
+ if (foundAlly != null) {
+ if (usingDefaultDifficulty) difficulty = foundAlly.ac
+ if (roll == 20 || roll + modifier >= difficulty) {
+ if (roll == 20) allyString += `\nCritical Damage: ${damage}\n`
+ else allyString += `\nDamage: ${damage}\n`
+
+ state.blockCharacter = foundAlly
+ state.blockPreviousHealth = foundAlly.health
+ foundAlly.health = Math.max(0, foundAlly.health - damage)
+ if (foundAlly.health == 0) allyString += ` ${toTitleCase(foundAlly.name)} has been defeated!\n`
+ else allyString += ` ${toTitleCase(foundAlly.name)} has ${foundAlly.health} health remaining!\n`
+ }
+ }
}
state.show = "prefix"
@@ -3555,6 +5035,7 @@ function doCastSpell(command) {
else text += ` The spell ${targetText != null ? "misses" : "fails"}!`
if (enemyString != null) text += enemyString
+ if (allyString != null) text += allyString
if (difficulty > 0 && (roll + modifier >= difficulty || roll == 20)) text += addXpToAll(Math.floor(state.autoXp * clamp(difficulty, 1, 20) / 20))
return `\n${text}\n`
@@ -3726,6 +5207,7 @@ function doReset(command) {
state.locations = []
state.location = null
state.enemies = null
+ state.allies = null
state.initiativeOrder = []
state.x = null
state.y = null
diff --git a/Library.js b/Library.js
index 747f00b..21f6d9f 100644
--- a/Library.js
+++ b/Library.js
@@ -1,3 +1,14 @@
+const weaponsList = ["Club", "Dagger", "Greatclub", "Handaxe", "Javelin", "Light Hammer", "Mace", "Quarterstaff", "Sickle", "Spear", "Dart", "Light Crossbow", "Shortbow", "Sling", "Battleaxe", "Flail", "Glaive", "Greataxe", "Greatsword", "Halberd", "Lance", "Longsword", "Maul", "Morningstar", "Pike", "Rapier", "Scimitar", "Shortsword", "Trident", "Warhammer", "Warhammer", "War Pick", "Whip", "Blowgun", "Hand Crossbow", "Heavy Crossbow", "Longbow", "Musket", "Pistol"]
+const armorList = ["Padded Armor", "Leather Armor", "Studded Leather Armor", "Hide Armor", "Chain Shirt", "Scale Mail", "Breastplate", "Half Plate Armor", "Ring Mail", "Chain Mail", "Splint Armor", "Plate Armor", "Shield"]
+const toolsList = ["Alchemist's Supplies", "Brewer's Supplies", "Calligrapher's Supplies", "Carpenter's Tools", "Cartographer's Tools", "Cobbler's Tools", "Cook's Utensils", "Glassblower's Tools", "Jeweler's Tools", "Leatherworker's Tools", "Mason's Tools", "Painter's Supplies", "Potter's Tools", "Smith's Tools", "Tinker's Tools", "Weaver's Tools", "Woodcarver's Tools", "Disguise Kit", "Forgery Kit", "Gaming Set", "Herbalism Kit", "Musical Instrument", "Navigator's Tools", "Poisoner's Kit", "Thieves' Tools"]
+const gearList = ["Acid", "Alchemist's Fire", "Ammunition", "Antitoxin", "Arcane Focus", "Backpack", "Ball Bearings", "Barrel", "Basket", "Bedroll", "Bell", "Blanket", "Block and Tackle", "Book", "Glass Bottle", "Bucket", "Burglar's Pack", "Caltrops", "Candle", "Crossbow Bolt Case", "Map Case", "Scroll Case", "Chain", "Chest", "Climber's Kit", "Fine Clothes", "Traveler's Clothes", "Component Pouch", "Costume", "Crowbar", "Diplomat's Pack", "Druidic Focus", "Dungeoneer's Pack", "Entertainer's Pack", "Explorer's Pack", "Flask", "Grappling Hook", "Healer's Kit", "Holy Symbol", "Holy Water", "Hunting Trap", "Ink", "Ink Pen", "Jug", "Ladder", "Lamp", "Bullseye Lantern", "Hooded Lantern", "Lock", "Magnifying Glass", "Manacles", "Map", "Mirror", "Net", "Oil", "Paper", "Parchment", "Perfume", "Basic Poison", "Pole", "Iron Pot", "Potion of Healing", "Pouch", "Priest's Pack", "Quiver", "Portable Ram", "Rations", "Robe", "Rope", "Sack", "Scholar's Pack", "Shovel", "Signal Whistle", "Spell Scroll", "Iron Spikes", "Spyglass", "String", "Tent", "Tinderbox", "Torch", "Vial", "Waterskin"]
+const commonList = ["Armor of Gleaming", "Bead of Nourishment", "Bead of Refreshment", "Boots of False Tracks", "Candle of the Deep", "Cast-Off Armor", "Charlatan's Die", "Cloak of Billowing", "Cloak of Many Fashions", "Clockwork Amulet", "Clothes of Mending", "Dark Shard Amulet", "Dread Helm", "Ear Horn of Hearing", "Enduring Spellbook", "Ersatz Eye", "Hat of Vermin", "Hat of Wizardry", "Heward's Handy Spice Pouch", "Horn of Silent Alarm", "Instrument of Illusions", "Instrument of Scribing", "Lock of Trickery", "Moon-Touched Sword", "Mystery Key", "Orb of Direction", "Orb of Time", "Perfume of Bewitching", "Pipe of Smoke Monsters", "Pole of Angling", "Pole of Collapsing", "Potion of Climbing", "Potion of Comprehension", "Pot of Awakening", "Prosthetic Limb", "Rival Coin", "Rope of Mending", "Ruby of the War Mage", "Shield of Expression", "Silvered Weapon", "Smoldering Armor", "Staff of Adornment", "Staff of Birdcalls", "Staff of Flowers", "Talking Doll", "Tankard of Sobriety", "Veteran's Cane", "Walloping Ammunition", "Wand of Conducting", "Wand of Pyrotechnics"]
+const uncommonList = ["Adamantine Armor", "Adamantine Weapon", "Alchemy Jug", "Ammunition +1", "Amulet of Proof against Detection and Location", "Baba Yaga's Dancing Broom", "Bag of Holding", "Bag of Tricks", "Boots of Elvenkind", "Boots of Striding and Springing", "Boots of the Winterlands", "Bracers of Archery", "Brooch of Shielding", "Broom of Flying", "Cap of Water Breathing", "Circlet of Blasting", "Cloak of Elvenkind", "Cloak of Protection", "Cloak of the Manta Ray", "Decanter of Endless Water", "Deck of Illusions", "Driftglobe", "Dust of Disappearance", "Dust of Dryness", "Dust of Sneezing and Choking", "Elemntal Gem", "Enspelled Armor Uncommon", "Uncommon Enspelled Staff", "Enspelled Weapon Uncommon", "Eversmoking Bottle", "Eyes of Charming", "Eyes of Minute Seeing", "Eyes of the Eagle", "Silver Raven Figurine of Wondrous Power", "Gauntlets of Ogre Power", "Gem of Brightness", "Gloves of Missile Snaring", "Gloves of Swimming and Climbing", "Gloves of Thievery", "Goggles of Night", "Hag Eye", "Hat of Disguise", "Headband of Intellect", "Helm of Comprehending Languages", "Helm of Telepathy", "Immovable Rod", "Doss Lute", "Fochlucan Bandore", "Mac-Fuirmidh Cittern", "Javelin of Lightning", "Keoghtom's Ointment", "Lantern of Revealing", "Mariner's Armor", "Medallion of Thoughts", "Nature's Mantle", "Necklace of Adaptation", "Oil of Slipperiness", "Pearl of Power", "Periapt of Health", "Periapt of Wound Closure", "Philter of Love", "Pipes of Haunting", "Pipes of the Sewers", "Potion of Animal Friendship", "Potion of Fire Breath", "Potion of Hill Giant Strength", "Potion of Growth", "Potion of Poison", "Potion of Puglism", "Potion of Resistance", "Potion of Water Breathing", "Quaal's Feather Token Uncommon", "Quiver of Ehlonna", "Ring of Jumping", "Ring of Mind Shielding", "Ring of Swimming", "Ring of Warmth", "Ring of Water Walking", "Robe of Useful Items", "Rod of the Pact Keeper +1", "Rope of Climbing", "Saddle of the Cavalier", "Sending Stones", "Sentinel Shield", "Shield +1", "Slippers of Spider Climbining", "Staff of the Adder", "Staff of the Python", "Stone of Good Luck", "Sword of Vengeance", "Trident of Fish Command", "Wand of Magic Detection", "Wand of Magic Missiles", "Wand of Secrets", "Wand of the War Mage +1", "Wand of Web", "Weapon +1", "Weapon of Warning", "Wind Fan", "Winged Boots", "Wraps of Unarmed Power +1"]
+const rareList = ["Ammunition +2", "Amulet of Health", "Armor +1", "Armor of Resistance", "Armor of Vulnerability", "Arrow-Catching Shield", "Bag of Beans", "Belt of Dwarvenkind", "Belt of Hill Giant Strength", "Berserker Axe", "Boots of Levitation", "Boots of Speed", "Bowl of Commanding Water Elementals", "Bracers of Defense", "Brazier of Commanding Fire Elementals", "Cape of the Mountebank", "Censer of Controlling Air Elementals", "Chime of Opening", "Cloak of Displacement", "Cloak of the Bat", "Cube of Force", "Cube of Summoning", "Daern's Instant Fortress", "Dagger of Venom", "Dimensional Shackles", "Dragon Slayer", "Elixir of Health", "Elven Chain", "Enspelled Armor Rare", "Rare Enspelled Staff", "Enspelled Weapon Rare", "Figurine of Wondrous Power Rare", "Flame Tongue", "Folding Boat", "Gem of Seeing", "Giant Slayer", "Glamoured Studded Leather", "Helm of Teleportation", "Heward's Handy Haversack", "Horn of Blasting", "Silver Horn of Valhalla", "Brass Horn of Valhalla", "Horseshoes of Speed", "Canaith Mandolin", "Cli Lyre", "Ioun Stone Rare", "Iron Bands of Bilarro", "Mace of Disruption", "Mace of Smiting", "Mace of Terror", "Mantle of Spell Resistance", "Necklace of Fireballs", "Necklace of Prayer Beads", "Oil of Etherealness", "Periapt of Proof against Poison", "Portable Hole", "Potion of Clairvoyance", "Potion of Diminution", "Potion of Gaseous Form", "Potion of Frost Giant Strength", "Potion of Stone Giant Strength", "Potion of Fire Giant Strength", "Potion of Heroism", "Potion of Invisibility", "Potion of Invulnerability", "Potion of Mind Reading", "Quaal's Feather Token Rare", "Ring of Animal Influence", "Ring of Evasion", "Ring of Feather Falling", "Ring of Free Action", "Ring of Protection", "Ring of Resistance", "Ring of Spell Storing", "Ring of the Ram", "Ring of X-ray Vision", "Robe of Eyes", "Rod of Rulership", "Rod of the Pact Keeper +2", "Rope of Entanglement", "Scroll of Protection", "Shield +2", "Shield of Missile Attraction", "Staff of Charming", "Staff of Swarming Insects", "Staff of the Woodlands", "Staff of Withering", "Stone of Controlling Earth Elementals", "Sun Blade", "Sword of Life Stealing", "Tentacle Rod", "Vicious Weapon", "Wand of Binding", "Wand of Enemy Detection", "Wand of Fear", "Wand of Fireballs", "Wand of Lightning Bolts", "Wand of Paralysis", "Wand of Wonder", "Weapon +2", "Wings of Flying"]
+const phenomenalList = ["Ammunition +3", "Ammunition of Slaying", "Amulet of the Planes", "Animated Shield", "Armor +2", "Bag of Devouring", "Belt of Frost Giant Strength", "Belt of Stone Giant Strength", "Belt of Fire Giant Strength", "Candle of Invocation", "Carpet of Flying", "Cauldron of Rebirth", "Cloak of Arachnida", "Crystal Ball", "Dancing Sword", "Demon Armor", "Dragon Scale Mail", "Dwarven Plate", "Dwarven Thrower", "Efreeti Bottle", "Energy Longbow", "Energy Shortbow", "Enspelled Armor Very Rare", "Enspelled Weapon Very Rare", "Executioner's Axe", "Obsidian Steed Figurine of Wondrous Power", "Frost Brand", "Hat of Many Spells", "Helm of Brilliance", "Bronze Horn of Valhalla", "Horseshoes of a Zephyr", "Ioun Stone Very Rare", "Lute of Thunderous Thumping", "Manual of Bodily Health", "Manual of Gainful Exercise", "Manual of Golems", "Manual of Quickness of Action", "Mirror of Life Trapping", "Nine Lives Stealer", "Nolzur's Marvelous Pigments", "Oathbow", "Oil of Sharpness", "Potion of Flying", "Potion of Cloud Giant Strength", "Potion of Greater Invisibility", "Potion of Longevity", "Potion of Speed", "Potion of Vitality", "Quarterstaff of the Acrobat", "Ring of Regeneration", "Ring of Shooting Stars", "Ring of Telekenisis", "Robe of Scintillating Colors", "Robe of Stars", "Rod of Absorption", "Rod of Alertness", "Rod of Security", "Rod of the Pact Keeper +3", "Scimitar of Speed", "Shield +3", "Shield of the Cavalier", "Spellguard Shield", "Spirit Board", "Staff of Fire", "Staff of Frost", "Staff of Power", "Staff of Striking", "Staff of Thunder and Lightning", "Sword of Sharpness", "Thunderous Greatclub", "Tome of Clear Thought", "Tome of Leadership and Influence", "Tome of Understanding", "Wand of Polymorph", "Weapon +3"]
+const legendaryList = ["Apparatus of Kwalish", "Armor +3", "Armor of Invulnerability", "Belt of Cloud Giant Strength", "Belt of Storm Giant Strength", "Cloak of Invisibility", "Crystal Ball of Mind Reading", "Crystal Ball of Telepathy", "Crystal Ball of True Seeing", "Cubic Gate", "Deck of Many Things", "Defender", "Efreeti Chain", "Enspelled Armor Legendary", "Legendary Enspelled Staff", "Enspelled Weapon Legendary", "Hammer of Thunderbolts", "Holy Avenger", "Ioun Stone of Greater Absorption", "Ioun Stone of Mastery", "Ioun Stone of Regeneration", "Iron Flask", "Luck Blade", "Moonblade", "Plate Armor of Etherealness", "Potion of Storm Giant Strength", "Ring of Djinni Summoning", "Ring of Elemental Command", "Ring of Invisibility", "Ring of Spell Turning", "Ring of Three Wishes", "Robe of the Archmagi", "Rod of Lordly Might", "Rod of Resurrection", "Scarab of Protection", "Scroll of Titan Summoning", "Sovereign Glue", "Sphere of Annihilation", "Staff of the Magi", "Sword of Answering", "Talisman of Pure Good", "Talisman of the Sphere", "Talisman of Ultimate Evil", "Tome of the Stilled Tongue", "Universal Solvent", "Well of Many Worlds"]
+const artifactList = ["Axe of the Dwarvish Lords", "Blackrazor", "Book of Exalted Deeds", "Book of Vile Darkness", "Demonomicon of Iggwilv", "Efreeti Chain", "Eye of Vecna", "Hand of Vecna", "Orb of Dragonkind", "Sword of Kas", "Wand of Orcus", "Wave", "Whelm"]
+
function getRandomInteger(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
@@ -20,6 +31,10 @@ function getRandomFromList(...choices) {
return choices[getRandomInteger(0, choices.length - 1)]
}
+function numberWithCommas(x) {
+ return x.toString().replace(/\B(?=(\d{3})+(?!\d))/g, ",");
+}
+
function isAnumber(number) {
return !isNaN(number)
}
@@ -329,10 +344,13 @@ function executeTurn(activeCharacter) {
if (possessiveName == "Your") possessiveName = "your"
if (activeCharacter.className != null) {
+ //player
state.show = "none"
return `\n[It is ${possessiveName} turn]\n`
- } else {
+ } else if (activeCharacter.ally == false) {
+ //enemy
var characters = state.characters.filter(x => x.health > 0)
+ characters.push(...state.allies.filter(x => x.health > 0))
var target = characters[getRandomInteger(0, characters.length - 1)]
var areWord = target.name == "You" ? "are" : "is"
var targetNameAdjustedCase = target.name == "You" ? "you" : toTitleCase(target.name)
@@ -358,9 +376,52 @@ function executeTurn(activeCharacter) {
var diceMatches = spell.match(/(?<=^.*)\d*d\d+((\+|-)\d+)?$/gi)
if (diceMatches == null) text += `${activeCharacterName} casts spell ${spell}!`
else {
+ var spell = spell.substring(0, spell.length - diceMatches[0].length)
+ if (hit) {
+ var damage = calculateRoll(diceMatches[0])
+ target.health = Math.max(target.health - damage, 0)
+
+ text += `\n[Character AC: ${target.ac} Attack roll: ${attack}]\n`
+
+ text += `${activeCharacterName} casts spell ${spell} at ${targetNameAdjustedCase} for ${damage} damage!`
+
+ if (target.health == 0) text += ` ${toTitleCase(target.name)} ${areWord} unconscious!\n`
+ else text += ` ${toTitleCase(target.name)} ${areWord} at ${target.health} health.\n`
+ } else text += `${activeCharacterName} casts spell ${spell} at ${targetNameAdjustedCase} but misses!\n`
+ }
+ }
+ return text
+ } else {
+ //ally
+ var enemies = state.enemies.filter(x => x.health > 0)
+ var target = enemies[getRandomInteger(0, enemies.length - 1)]
+ var areWord = target.name == "You" ? "are" : "is"
+ var targetNameAdjustedCase = target.name == "You" ? "you" : toTitleCase(target.name)
+ var attack = calculateRoll(`1d20${activeCharacter.hitModifier > 0 ? "+" + activeCharacter.hitModifier : activeCharacter.hitModifier < 0 ? activeCharacter.hitModifier : ""}`)
+ var hit = attack >= target.ac
+
+ var text = `\n[It is ${possessiveName} turn]\n`
+ if (getRandomBoolean() || activeCharacter.spells.length == 0) {
+ if (hit) {
+ state.blockCharacter = target
+ state.blockPreviousHealth = target.health
+ var damage = isNaN(activeCharacter.damage) ? calculateRoll(activeCharacter.damage) : activeCharacter.damage
+ target.health = Math.max(target.health - damage, 0)
+
+ text += `\n[Enemy AC: ${target.ac} Attack roll: ${attack}]\n`
+
+ text += `${activeCharacterName} attacks ${targetNameAdjustedCase} for ${damage} damage!\n`
+ if (target.health == 0) text += ` ${toTitleCase(target.name)} ${areWord} unconscious! \n`
+ else text += ` ${toTitleCase(target.name)} ${areWord} at ${target.health} health.\n`
+ } else text += `${activeCharacterName} attacks ${targetNameAdjustedCase} but misses!\n`
+ } else {
+ var spell = activeCharacter.spells[getRandomInteger(0, activeCharacter.spells.length - 1)]
+ var diceMatches = spell.match(/(?<=^.*)\d*d\d+((\+|-)\d+)?$/gi)
+ if (diceMatches == null) text += `${activeCharacterName} casts spell ${spell}!`
+ else {
+ var spell = spell.substring(0, spell.length - diceMatches[0].length)
if (hit) {
var damage = calculateRoll(diceMatches[0])
- var spell = spell.substring(0, spell.length - diceMatches[0].length)
target.health = Math.max(target.health - damage, 0)
text += `\n[Character AC: ${target.ac} Attack roll: ${attack}]\n`
@@ -2760,11 +2821,26 @@ function createEnemy(name, health, ac, hitModifier, damage, initiative, ...spell
hitModifier: hitModifier,
damage: damage,
initiative: initiative,
- spells: spells
+ spells: spells,
+ ally: false
}
return enemy
}
+function createAlly(name, health, ac, hitModifier, damage, initiative, ...spells) {
+ var ally = {
+ name: name,
+ health: health,
+ ac: ac,
+ hitModifier: hitModifier,
+ damage: damage,
+ initiative: initiative,
+ spells: spells,
+ ally: true
+ }
+ return ally
+}
+
function getUniqueName(name) {
const letters = ["A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"]
var letterIndex = 0
@@ -2792,6 +2868,11 @@ function createInitiativeOrder() {
state.initiativeOrder.push(enemy)
}
+ for (var ally of state.allies) {
+ if (ally.health <= 0) continue
+ state.initiativeOrder.push(ally)
+ }
+
state.initiativeOrder.sort(function(a, b) {
return b.calculatedInitiative - a.calculatedInitiative;
});
@@ -2848,7 +2929,19 @@ function getModifier(statValue) {
}
function findSpellCardIndex(name) {
- return storyCards.findIndex((element) => element.type == "spell" && element.keys == name)
+ return storyCards.findIndex((element) => element.type == "spell" && element.title == name)
+}
+
+function findSpellCard(name) {
+ return storyCards[findSpellCardIndex(name)]
+}
+
+function findItemCardIndex(name, storyCardName) {
+ return storyCards.findIndex((element) => (element.type == "item" || element.type == "weapon" || element.type == "armor") && (element.title == name || element.title == storyCardName))
+}
+
+function findItemCard(name, storyCardName) {
+ return storyCards[findItemCardIndex(name, storyCardName)]
}
function stragedyCalculateScores() {
@@ -2939,7 +3032,6 @@ function stragedyCalculateScores() {
}
function stragedyEnemyTurn() {
- log(`enemy turn: ${state.stragedyEnemyHand}`)
state.stragedyEnemySkipTurn = false
state.stragedyEnemyTurnText = ""
if (state.stragedyPlayerScore > 30) {
@@ -3159,12 +3251,10 @@ function stragedyEnemyTurn() {
}
if (hand.length == 0) {
- log("Enemy has no cards in hand")
if (deck.length == 0) state.stragedyEnemyTurnText = stragedyEnemyRetire()
else if (score > 30) state.stragedyEnemyTurnText = stragedyEnemyRetire()
else state.stragedyEnemyTurnText = stragedyEnemyDrawCard()
} else if (score > 30 && battlefield.length > 0) {
- log("Enemy is going to bust")
if (hasQueen && bestQueenCardToSave != null) state.stragedyEnemyTurnText = stragedyPlayCard(false, "q" + bestQueenCardToSave)
else if (hasPriest && bestPriestCardToSave != null) state.stragedyEnemyTurnText = stragedyPlayCard(false, "p" + bestPriestCardToSave)
else if (hasJack && bestJackCardToSave != null) state.stragedyEnemyTurnText = stragedyPlayCard(false, "j" + bestJackCardToSave)
@@ -3172,7 +3262,6 @@ function stragedyEnemyTurn() {
else if (kingCards.length > 0 && kingNumberedCardsInHand.length > 0) state.stragedyEnemyTurnText = stragedyPlayCard(false, kingNumberedCardsInHand[kingNumberedCardsInHand.length - 1])
else state.stragedyEnemyTurnText = stragedyEnemyRetire()
} else if (playerRetired && score < playerScore) {
- log("Enemy is reacting to the player retiring while behind")
if (hasJoker && playerScore < 30) state.stragedyEnemyTurnText = stragedyPlayCard(false, "?" + lowestNumberedBattlefieldCard)
else if (hasQueen && bestQueenCardToBustPlayer != null) state.stragedyEnemyTurnText = stragedyPlayCard(false, "q" + bestQueenCardToBustPlayer)
else if (hasAce && bestAceCard != null) state.stragedyEnemyTurnText = stragedyPlayCard(false, "a" + bestAceCard)
@@ -3182,20 +3271,15 @@ function stragedyEnemyTurn() {
else if (hasJoker && playerScore == 30) state.stragedyEnemyTurnText = stragedyPlayCard(false, "?" + lowestNumberedBattlefieldCard)
else state.stragedyEnemyTurnText = stragedyEnemyRetire()
} else if (playerRetired && score > playerScore && !hasJokerOnBattlefield) {
- log("Enemy is reacting to the player retiring while ahead")
state.stragedyEnemyTurnText = stragedyEnemyRetire()
} else if (playerRetired && score == playerScore) {
- log("Enemy is reacting to the player retiring while tied")
if (highestNumberedHandCardToReach30 != null) state.stragedyEnemyTurnText = stragedyPlayCard(false, highestNumberedHandCardToReach30)
else state.stragedyEnemyTurnText = stragedyEnemyRetire()
} else if (score - playerScore > 20 && !hasJokerOnBattlefield) {
- log("Enemy has a significant lead")
state.stragedyEnemyTurnText = stragedyEnemyRetire()
} else if (deck.length > 0 && hand.length == 1) {
- log("Enemy only has one card in hand")
state.stragedyEnemyTurnText = stragedyEnemyDiscardCard()
} else if (hasNumberedCards && (score < playerScore || score < 15)) {
- log("Enemy is behind or needs to reach at least 15")
if (score < 20 && highestNumberedHandCardToReach20 != null) state.stragedyEnemyTurnText = stragedyPlayCard(false, highestNumberedHandCardToReach20)
else if (highestNumberedHandCardToReach30 != null) state.stragedyEnemyTurnText = stragedyPlayCard(false, highestNumberedHandCardToReach30)
else if (faceCardHandCount > 1 && hasAce && bestAceCard != null) state.stragedyEnemyTurnText = stragedyPlayCard(false, "a" + bestAceCard)
@@ -3207,13 +3291,10 @@ function stragedyEnemyTurn() {
else if (hasKing && bestKingCardToBustPlayer != null) state.stragedyEnemyTurnText = stragedyPlayCard(false, "k" + bestKingCardToBustPlayer)
else stragedyEnemyRandom()
} else if (score >= playerScore && hasWitch) {
- log("Enemy has lead and has a witch")
state.stragedyEnemyTurnText = stragedyPlayCard(false, "w")
} else if (score >= playerScore && hasBrigand) {
- log("Enemy has lead and has a brigand")
state.stragedyEnemyTurnText = stragedyPlayCard(false, "b")
} else if (highestNumberedHandCardToReach20 == null && hand.length > 0) {
- log("Enemy can't reach 20 and has cards in hand")
if (score >= 20 && score < playerScore && faceCardHandCount > 1 && hasAce && bestAceCard != null) state.stragedyEnemyTurnText = stragedyPlayCard(false, "a" + bestAceCard)
else if (score >= 20 && score < playerScore && faceCardHandCount > 1 && hasKing && bestKingCardToBustPlayer != null) state.stragedyEnemyTurnText = stragedyPlayCard(false, "k" + bestKingCardToBustPlayer)
else if (score >= 20 && score < playerScore && faceCardHandCount > 1 && hasQueen && highestNumberedBattlefieldCard != null) state.stragedyEnemyTurnText = stragedyPlayCard(false, "q" + highestNumberedBattlefieldCard)
@@ -3224,7 +3305,6 @@ function stragedyEnemyTurn() {
else if (hasAce && bestAceCard != null) state.stragedyEnemyTurnText = stragedyPlayCard(false, "a" + bestAceCard)
else state.stragedyEnemyTurnText = stragedyEnemyRetire()
} else {
- log("Enemy has ran out of options and is doing random stuff")
state.stragedyEnemyTurnText = stragedyEnemyRandom()
}
@@ -3236,14 +3316,12 @@ function stragedyEnemyTurn() {
}
function stragedyEnemyDrawCard() {
- log(`Enemy draw a card`)
var card = state.stragedyEnemyDeck.pop()
state.stragedyEnemyHand.push(card)
return `\nThe opponent has drawn a card.\n`
}
function stragedyEnemyDiscardCard() {
- log(`Enemy discard a card`)
var hand = [...state.stragedyEnemyHand]
var score = state.stragedyEnemyScore
@@ -3276,13 +3354,11 @@ function stragedyEnemyDiscardCard() {
}
function stragedyEnemyRetire() {
- log(`Enemy retire`)
state.stragedyEnemyRetired = true
return `\nThe opponent has retired at ${state.stragedyEnemyScore} points.\n`
}
function stragedyEnemyRandom(punish) {
- log(`Enemy random`)
var hand = [...state.stragedyEnemyHand]
if (hand.length == 0) {
@@ -3321,7 +3397,6 @@ function stragedyEnemyRandom(punish) {
}
function stragedyPlayerRandom(punish) {
- log(`Player random`)
var hand = [...state.stragedyPlayerHand]
if (hand.length == 0) {
@@ -3358,7 +3433,6 @@ function stragedyPlayerRandom(punish) {
}
function stragedyPlayerTurn(text) {
- log(`player turn`)
if (text.startsWith("d") && state.stragedyPlayerHand.length > 0) {
if (state.stragedyPlayerDeck.length == 0) return "\nYou cannot discard if you have 0 cards in your deck.\n"
@@ -3429,7 +3503,6 @@ function stragedyPlayerTurn(text) {
}
function stragedyPlayCard(player, text) {
- log(`${player ? "Player" : "Enemy"} play card ${text}`)
var character = getCharacter()
if (player) {
var battlefield = state.stragedyPlayerBattlefield
@@ -3616,6 +3689,183 @@ function stragedyCheckForWin() {
else state.stragedyWinner = "tie"
}
+const simpleMeleeWeapons = ["Club", "Dagger", "Greatclub", "Handaxe", "Javelin", "Light Hammer", "Mace", "Quarterstaff", "Sickle", "Spear", "Dart"]
+const simpleRangedWeapons = ["Light Crossbow", "Shortbow", "Sling"]
+const martialMeleeWeapons = ["Battleaxe", "Flail", "Glaive", "Greataxe", "Greatsword", "Halberd", "Lance", "Longsword", "Maul", "Morningstar", "Pike", "Rapier", "Scimitar", "Shortsword", "Trident", "Warhammer", "War Pick", "Whip"]
+const martialRangedWeapons = ["Blowgun", "Hand Crossbow", "Heavy Crossbow", "Longbow", "Musket", "Pistol"]
+const lightArmor = ["Padded Armor", "Leather Armor", "Studded Leather Armor"]
+const mediumArmor = ["Hide Armor", "Chain Shirt", "Scale Mail", "Breastplate", "Half Plate Armor"]
+const heavyArmor = ["Ring Mail", "Chain Mail", "Splint Armor", "Plate Armor"]
+const ammunition = ["Arrow", "Bolt", "Bullet", "Needle"]
+
+function itemShopConvertGenericName(name) {
+ switch (name) {
+ case "Armor of Gleaming":
+ name = itemShopNameAddPrefix("of Gleaming", ...lightArmor.concat(mediumArmor, heavyArmor))
+ break
+ case "Cast-Off Armor":
+ name = itemShopNameAddSuffix("Cast-Off", ...lightArmor.concat(mediumArmor, heavyArmor))
+ break
+ case "Moon-Touched Sword":
+ name = itemShopNameAddSuffix("Moon-Touched", "Glaive", "Greatsword", "Longsword", "Rapier", "Scimitar", "Shortsword")
+ break
+ case "Silvered Weapon":
+ name = itemShopNameAddSuffix("Silvered", ...simpleMeleeWeapons.concat(simpleRangedWeapons, martialMeleeWeapons, martialRangedWeapons))
+ break
+ case "Smoldering Armor":
+ name = itemShopNameAddSuffix("Smoldering", ...lightArmor.concat(mediumArmor, heavyArmor))
+ break
+ case "Sylvan Talon":
+ name = itemShopNameAddSuffix("Sylvan Talon", "Dagger", "Rapier", "Scimitar", "Shortsword", "Sickle", "Spear")
+ break
+ case "Walloping Ammunition":
+ name = itemShopNameAddSuffix("Walloping", ...ammunition)
+ quantity = 10
+ break
+ case "Adamantine Armor":
+ name = itemShopNameAddSuffix("Adamantine", ...mediumArmor.concat(heavyArmor))
+ break
+ case "Adamantine Weapon":
+ name = itemShopNameAddSuffix("Adamantine", ...martialMeleeWeapons.concat(ammunition, simpleMeleeWeapons))
+ break
+ case "Ammunition +1":
+ name = itemShopNameAddPrefix("+1", ...ammunition)
+ break
+ case "Enspelled Armor Uncommon":
+ name = itemShopNameAddSuffix("Uncommon Enspelled", ...lightArmor.concat(mediumArmor, heavyArmor))
+ break
+ case "Enspelled Weapon Uncommon":
+ name = itemShopNameAddSuffix("Uncommon Enspelled", ...simpleMeleeWeapons.concat(martialMeleeWeapons, simpleRangedWeapons, martialRangedWeapons))
+ break
+ case "Mariner's Armor":
+ name = itemShopNameAddSuffix("Mariner's", ...lightArmor.concat(mediumArmor, heavyArmor))
+ break
+ case "Quaal's Feather Token Uncommon":
+ name = itemShopNameAddSuffix("Quaal's Feather Token of", "Anchor", "Fan", "Tree")
+ break
+ case "Sword of Vengeance":
+ name = itemShopNameAddPrefix("of Vengeance", "Glaive", "Greatsword", "Longsword", "Rapier", "Scimitar", "Shortsword")
+ break
+ case "Weapon +1":
+ name = itemShopNameAddPrefix("+1", ...simpleMeleeWeapons.concat(martialMeleeWeapons, simpleRangedWeapons, martialRangedWeapons))
+ break
+ case "Weapon of Warning":
+ name = itemShopNameAddPrefix("of Warning", ...simpleMeleeWeapons.concat(martialMeleeWeapons, simpleRangedWeapons, martialRangedWeapons))
+ break
+ case "Ammunition +2":
+ name = itemShopNameAddPrefix("+2", ...ammunition)
+ break
+ case "Armor +1":
+ name = itemShopNameAddPrefix("+1", ...lightArmor.concat(mediumArmor, heavyArmor))
+ break
+ case "Armor of Resistance":
+ name = itemShopNameAddPrefix("of Resistance", ...lightArmor.concat(mediumArmor, heavyArmor))
+ break
+ case "Armor of Vulnerability":
+ name = itemShopNameAddPrefix("of Vulnerability", ...lightArmor.concat(mediumArmor, heavyArmor))
+ break
+ case "Enspelled Armor Rare":
+ name = itemShopNameAddSuffix("Rare Enspelled", ...lightArmor.concat(mediumArmor, heavyArmor))
+ break
+ case "Enspelled Weapon Rare":
+ name = itemShopNameAddSuffix("Rare Enspelled", ...simpleMeleeWeapons.concat(martialMeleeWeapons, simpleRangedWeapons, martialRangedWeapons))
+ break
+ case "Figurine of Wondrous Power Rare":
+ name = itemShopNameAddPrefix("Figurine of Wondrous Power", "Bronze Griffon", "Ebony Fly", "Golden Lions", "Ivory Goats", "Marble Elephant", "Onyx Dog", "Serpentine Owl")
+ break
+ case "Flame Tongue":
+ name = itemShopNameAddSuffix("Flame Tongue", ...simpleMeleeWeapons.concat(martialMeleeWeapons))
+ break
+ case "Giant Slayer":
+ name = itemShopNameAddSuffix("Giant Slayer", ...simpleMeleeWeapons.concat(martialMeleeWeapons))
+ break
+ case "Ioun Stone Rare":
+ name = itemShopNameAddSuffix("Ioun Stone of", "Awareness", "Protection", "Reserve", "Sustenance")
+ break
+ case "Quaal's Feather Token Rare":
+ name = itemShopNameAddSuffix("Quaal's Feather Token of", "Bird", "Swan Boat", "Whip")
+ break
+ case "Sword of Life Stealing":
+ name = itemShopNameAddPrefix("of Life Stealing", "Glaive", "Greatsword", "Longsword", "Rapier", "Scimitar", "Shortsword")
+ break
+ case "Sword of Wounding":
+ name = itemShopNameAddPrefix("of Wounding", "Glaive", "Greatsword", "Longsword", "Rapier", "Scimitar", "Shortsword")
+ break
+ case "Vicious Weapon":
+ name = itemShopNameAddSuffix("Vicious", ...simpleMeleeWeapons.concat(martialMeleeWeapons, simpleRangedWeapons, martialRangedWeapons))
+ break
+ case "Weapon +2":
+ name = itemShopNameAddPrefix("+2", ...simpleMeleeWeapons.concat(martialMeleeWeapons, simpleRangedWeapons, martialRangedWeapons))
+ break
+ case "Ammunition +3":
+ name = itemShopNameAddPrefix("+3", ...ammunition)
+ break
+ case "Ammunition of Slaying":
+ let type = getRandomFromList("Aberration", "Beast", "Celestial", "Construct", "Dragon", "Elemental", "Humonoid", "Fey", "Fiend", "Giant", "Monstrosity", "Ooze", "Plant", "Undead")
+ name = itemShopNameAddPrefix(`of ${type} Slaying`, ...ammunition)
+ break
+ case "Armor +2":
+ name = itemShopNameAddPrefix("+2", ...lightArmor.concat(mediumArmor, heavyArmor))
+ break
+ case "Dancing Sword":
+ name = itemShopNameAddSuffix("Dancing", "Greatsword", "Longsword", "Rapier", "Scimitar", "Shortsword")
+ break
+ case "Demon Armor":
+ name = itemShopNameAddPrefix("Demon", ...lightArmor.concat(mediumArmor, heavyArmor))
+ break
+ case "Enspelled Armor Very Rare":
+ name = itemShopNameAddSuffix("Very Rare Enspelled", ...lightArmor.concat(mediumArmor, heavyArmor))
+ break
+ case "Enspelled Weapon Very Rare":
+ name = itemShopNameAddSuffix("Very Rare Enspelled", ...simpleMeleeWeapons.concat(martialMeleeWeapons, simpleRangedWeapons, martialRangedWeapons))
+ break
+ case "Frost Brand":
+ name = itemShopNameAddSuffix("Frost Brand", "Glaive", "Greatsword", "Longsword", "Rapier", "Scimitar", "Shortsword")
+ break
+ case "Ioun Stone Very Rare":
+ name = itemShopNameAddSuffix("Ioun Stone of", "Absorption", "Fortitude", "Insight", "Intellect", "Leadership", "Strength")
+ break
+ case "Sword of Sharpness":
+ name = itemShopNameAddPrefix("of Sharpness", "Glaive", "Greatsword", "Longsword", "Rapier", "Scimitar")
+ break
+ case "Weapon +3":
+ name = itemShopNameAddPrefix("+3", ...simpleMeleeWeapons.concat(martialMeleeWeapons, simpleRangedWeapons, martialRangedWeapons))
+ break
+ case "Armor +3":
+ name = itemShopNameAddPrefix("+3", ...lightArmor.concat(mediumArmor, heavyArmor))
+ break
+ case "Enspelled Armor Legendary":
+ name = itemShopNameAddSuffix("Very Rare Enspelled", ...lightArmor.concat(mediumArmor, heavyArmor))
+ break
+ case "Enspelled Weapon Legendary":
+ name = itemShopNameAddSuffix("Legendary Enspelled", ...simpleMeleeWeapons.concat(martialMeleeWeapons, simpleRangedWeapons, martialRangedWeapons))
+ break
+ case "Luck Blade":
+ name = itemShopNameAddPrefix("Luck Blade", "Glaive", "Greatsword", "Longsword", "Rapier", "Scimitar", "Sickle", "Shortsword")
+ break
+ case "Moonblade":
+ name = itemShopNameAddPrefix("Moonblade", "Greatsword", "Longsword", "Rapier", "Scimitar", "Shortsword")
+ break
+ }
+ return name
+}
+
+function itemShopNameAddPrefix(name, ...prefixes) {
+ return getRandomFromList(...prefixes) + " " + name
+}
+
+function itemShopNameAddSuffix(name, ...suffixes) {
+ return name + " " + getRandomFromList(...suffixes)
+}
+
+function findItemShopDeals(className, bought) {
+ return state.itemShopDeals.filter(element => element.className == className && (bought == null || element.bought == bought))
+}
+
+function findSpellShopDeals(className, level, bought) {
+ return state.spellShopDeals.filter(element => element.className == className && element.level == level && (bought == null || element.bought == bought))
+}
+
String.prototype.replaceAt = function(index, replacement) {
return this.substring(0, index) + replacement + this.substring(index + replacement.length);
}
@@ -3848,4 +4098,5974 @@ function generateName(genre, male) {
return nordicFemaleNames[state.nordicFemaleIndex++]
}
}
-}
\ No newline at end of file
+}
+
+
+/*
+Auto-Cards
+Made by LewdLeah on May 21, 2025
+This AI Dungeon script automatically creates and updates plot-relevant story cards while you play
+General-purpose usefulness and compatibility with other scenarios/scripts were my design priorities
+Auto-Cards is fully open-source, please copy for use within your own projects! ā¤ļø
+*/
+function AutoCards(inHook, inText, inStop) {
+ "use strict";
+ /*
+ Default Auto-Cards settings
+ Feel free to change these settings to customize your scenario's default gameplay experience
+ The default values for your scenario are specified below:
+ */
+
+ // Is Auto-Cards already enabled when the adventure begins?
+ const DEFAULT_DO_AC = true
+ // (true or false)
+
+ // Pin the "Configure Auto-Cards" story card at the top of the player's story cards list?
+ const DEFAULT_PIN_CONFIGURE_CARD = true
+ // (true or false)
+
+ // Minimum number of turns in between automatic card generation events?
+ const DEFAULT_CARD_CREATION_COOLDOWN = 22
+ // (0 to 9999)
+
+ // Use a bulleted list format for newly generated card entries?
+ const DEFAULT_USE_BULLETED_LIST_MODE = true
+ // (true or false)
+
+ // Maximum allowed length for newly generated story card entries?
+ const DEFAULT_GENERATED_ENTRY_LIMIT = 750
+ // (200 to 2000)
+
+ // Do newly generated cards have memory updates enabled by default?
+ const DEFAULT_NEW_CARDS_DO_MEMORY_UPDATES = true
+ // (true or false)
+
+ // Default character limit before the card's memory bank is summarized?
+ const DEFAULT_NEW_CARDS_MEMORY_LIMIT = 2750
+ // (1750 to 9900)
+
+ // Approximately how much shorter should recently compressed memories be? (ratio = 10 * old / new)
+ const DEFAULT_MEMORY_COMPRESSION_RATIO = 25
+ // (20 to 1250)
+
+ // Ignore all-caps during title candidate detection?
+ const DEFAULT_IGNORE_ALL_CAPS_TITLES = true
+ // (true or false)
+
+ // Should player input actions (Do/Say/Story) be considered during title detection?
+ const DEFAULT_DETECT_TITLES_FROM_INPUTS = false
+ // (true or false)
+
+ // How many (minimum) actions in the past does Auto-Cards look for named entities?
+ const DEFAULT_MINIMUM_LOOK_BACK_DISTANCE = 5
+ // (2 to 88)
+
+ // Is Live Script Interface v2 enabled?
+ const DEFAULT_DO_LSI_V2 = false
+ // (true or false)
+
+ // Should the "Debug Data" story card be visible?
+ const DEFAULT_SHOW_DEBUG_DATA = false
+ // (true or false)
+
+ // AI prompt used to generate new story card entries?
+ const DEFAULT_CARD_GENERATION_PROMPT = prose(
+ "-----",
+ "",
+ "",
+ "# Stop the story and ignore previous instructions. Write a brief and coherent informational entry for %{title} following these instructions:",
+ "- Write only third-person pure prose information about %{title} using complete sentences with correct punctuation",
+ "- Avoid short-term temporary details or appearances, instead focus on plot-significant information",
+ "- Prioritize story-relevant details about %{title} first to ensure seamless integration with the previous plot",
+ "- Create new information based on the context and story direction",
+ "- Mention %{title} in every sentence",
+ "- Use semicolons if needed",
+ "- Add additional details about %{title} beneath incomplete entries",
+ "- Be concise and grounded",
+ "- Imitate the story's writing style and infer the reader's preferences",
+ "",
+ "Continue the entry for %{title} below while avoiding repetition:",
+ "%{entry}"
+ ); // (mimic this multi-line "text" format)
+
+ // AI prompt used to summarize a given story card's memory bank?
+ const DEFAULT_CARD_MEMORY_COMPRESSION_PROMPT = prose(
+ "-----",
+ "",
+ "",
+ "# Stop the story and ignore previous instructions. Summarize and condense the given paragraph into a narrow and focused memory passage while following these guidelines:",
+ "- Ensure the passage retains the core meaning and most essential details",
+ "- Use the third-person perspective",
+ "- Prioritize information-density, accuracy, and completeness",
+ "- Remain brief and concise",
+ "- Write firmly in the past tense",
+ "- The paragraph below pertains to old events from far earlier in the story",
+ "- Integrate %{title} naturally within the memory; however, only write about the events as they occurred",
+ "- Only reference information present inside the paragraph itself, be specific",
+ "",
+ "Write a summarized old memory passage for %{title} based only on the following paragraph:",
+ "\"\"\"",
+ "%{memory}",
+ "\"\"\"",
+ "Summarize below:"
+ ); // (mimic this multi-line "text" format)
+
+ // Titles banned from future card generation attempts?
+ const DEFAULT_BANNED_TITLES_LIST = (
+ "North, East, South, West, Sunday, Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, January, February, March, April, May, June, July, August, September, October, November, December"
+ ); // (mimic this comma-list "text" format)
+
+ // Default story card "type" used by Auto-Cards? (does not matter)
+ const DEFAULT_CARD_TYPE = "class"
+ // ("text")
+
+ // Should titles mentioned in the "opening" plot component be banned from future card generation by default?
+ const DEFAULT_BAN_TITLES_FROM_OPENING = true
+ // (true or false)
+
+ //āāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāā
+
+ /*
+ Useful API functions for coders (otherwise ignore)
+ Here's what each one does in plain terms:
+
+ AutoCards().API.postponeEvents();
+ Pauses Auto-Cards activity for n many turns
+
+ AutoCards().API.emergencyHalt();
+ Emergency stop or resume
+
+ AutoCards().API.suppressMessages();
+ Hides Auto-Cards toasts by preventing assignment to state.message
+
+ AutoCards().API.debugLog();
+ Writes to the debug log card
+
+ AutoCards().API.toggle();
+ Turns Auto-Cards on/off
+
+ AutoCards().API.generateCard();
+ Initiates AI generation of the requested card
+
+ AutoCards().API.redoCard();
+ Regenerates an existing card
+
+ AutoCards().API.setCardAsAuto();
+ Flags or unflags a card as automatic
+
+ AutoCards().API.addCardMemory();
+ Adds a memory to a specific card
+
+ AutoCards().API.eraseAllAutoCards();
+ Deletes all auto-cards
+
+ AutoCards().API.getUsedTitles();
+ Lists all current card titles
+
+ AutoCards().API.getBannedTitles();
+ Shows your current banned titles list
+
+ AutoCards().API.setBannedTitles();
+ Replaces the banned titles list with a new list
+
+ AutoCards().API.buildCard();
+ Makes a new card from scratch, using exact parameters
+
+ AutoCards().API.getCard();
+ Finds cards that match a filter
+
+ AutoCards().API.eraseCard();
+ Deletes cards matching a filter
+ */
+
+ /*** Postpones internal Auto-Cards events for a specified number of turns
+ *
+ * @function
+ * @param {number} turns A non-negative integer representing the number of turns to postpone events
+ * @returns {Object} An object containing cooldown values affected by the postponement
+ * @throws {Error} If turns is not a non-negative integer
+ */
+ // AutoCards().API.postponeEvents();
+
+ /*** Sets or clears the emergency halt flag to pause Auto-Cards operations
+ *
+ * @function
+ * @param {boolean} shouldHalt A boolean value indicating whether to engage (true) or disengage (false) emergency halt
+ * @returns {boolean} The value that was set
+ * @throws {Error} If called from within isolateLSIv2 scope or with a non-boolean argument
+ */
+ // AutoCards().API.emergencyHalt();
+
+ /*** Enables or disables state.message assignments from Auto-Cards
+ *
+ * @function
+ * @param {boolean} shouldSuppress If true, suppresses all Auto-Cards messages; false enables them
+ * @returns {Array} The current pending messages after setting suppression
+ * @throws {Error} If shouldSuppress is not a boolean
+ */
+ // AutoCards().API.suppressMessages();
+
+ /*** Logs debug information to the "Debug Log card console
+ *
+ * @function
+ * @param {...any} args Arguments to log for debugging purposes
+ * @returns {any} The story card object reference
+ */
+ // AutoCards().API.debugLog();
+
+ /*** Toggles Auto-Cards behavior or sets it directly
+ *
+ * @function
+ * @param {boolean|null|undefined} toggleType If undefined, toggles the current state. If boolean or null, sets the state accordingly
+ * @returns {boolean|null|undefined} The state that was set or inferred
+ * @throws {Error} If toggleType is not a boolean, null, or undefined
+ */
+ // AutoCards().API.toggle();
+
+ /*** Generates a new card using optional prompt details or a card request object
+ *
+ * This function supports two usage modes:
+ *
+ * 1. Object Mode:
+ * Pass a single object containing card request parameters. The only mandatory property is "title"
+ * All other properties are optional and customize the card generation
+ *
+ * Example:
+ * AutoCards().API.generateCard({
+ * type: "character", // The category or type of the card; defaults to "class" if omitted
+ * title: "Leah the Lewd", // The card's title (required)
+ * keysStart: "Lewd,Leah", // Optional trigger keywords associated with the card
+ * entryStart: "You are a woman named Leah.", // Existing content to prepend to the AI-generated entry
+ * entryPrompt: "", // Global prompt guiding AI content generation
+ * entryPromptDetails: "Focus on Leah's works of artifice and ingenuity", // Additional prompt info
+ * entryLimit: 750, // Target character length for the AI-generated entry
+ * description: "Player character!", // Freeform notes
+ * memoryStart: "Leah purchased a new sweater.", // Existing memory content
+ * memoryUpdates: true, // Whether the card's memory bank will update on its own
+ * memoryLimit: 2750 // Preferred memory bank size before summarization/compression
+ * });
+ *
+ * 2. String Mode:
+ * Pass a string as the title and optionally two additional strings to specify prompt details
+ * This mode is shorthand for quick card generation without an explicit card request object
+ *
+ * Examples:
+ * AutoCards().API.generateCard("Leah the Lewd");
+ * AutoCards().API.generateCard("Leah the Lewd", "Focus on Leah's works of artifice and ingenuity");
+ * AutoCards().API.generateCard(
+ * "Leah the Lewd",
+ * "Focus on Leah's works of artifice and ingenuity",
+ * "You are a woman named Leah."
+ * );
+ *
+ * @function
+ * @param {Object|string} request Either a fully specified card request object or a string title
+ * @param {string} [extra1] Optional detailed prompt text when using string mode
+ * @param {string} [extra2] Optional entry start text when using string mode
+ * @returns {boolean} Returns true if the generation attempt succeeded, false otherwise
+ * @throws {Error} Throws if called with invalid arguments or missing a required title property
+ */
+ // AutoCards().API.generateCard();
+
+ /*** Regenerates a card by title or object reference, optionally preserving or modifying its input info
+ *
+ * @function
+ * @param {Object|string} request Either a fully specified card request object or a string title for the card to be regenerated
+ * @param {boolean} [useOldInfo=true] If true, preserves old info in the new generation; false omits it
+ * @param {string} [newInfo=""] Additional info to append to the generation prompt
+ * @returns {boolean} True if regeneration succeeded; false otherwise
+ * @throws {Error} If the request format is invalid, or if the second or third parameters are the wrong types
+ */
+ // AutoCards().API.redoCard();
+
+ /*** Flags or unflags a card as an auto-card, controlling its automatic generation behavior
+ *
+ * @function
+ * @param {Object|string} targetCard The card object or title to mark/unmark as an auto-card
+ * @param {boolean} [setOrUnset=true] If true, marks the card as an auto-card; false removes the flag
+ * @returns {boolean} True if the operation succeeded; false if the card was invalid or already matched the target state
+ * @throws {Error} If the arguments are invalid types
+ */
+ // AutoCards().API.setCardAsAuto();
+
+ /*** Appends a memory to a story card's memory bank
+ *
+ * @function
+ * @param {Object|string} targetCard A card object reference or title string
+ * @param {string} newMemory The memory text to add
+ * @returns {boolean} True if the memory was added; false if it was empty, already present, or the card was not found
+ * @throws {Error} If the inputs are not a string or valid card object reference
+ */
+ // AutoCards().API.addCardMemory();
+
+ /*** Removes all previously generated auto-cards and resets various states
+ *
+ * @function
+ * @returns {number} The number of cards that were removed
+ */
+ // AutoCards().API.eraseAllAutoCards();
+
+ /*** Retrieves an array of titles currently used by the adventure's story cards
+ *
+ * @function
+ * @returns {Array} An array of strings representing used titles
+ */
+ // AutoCards().API.getUsedTitles();
+
+ /*** Retrieves an array of banned titles
+ *
+ * @function
+ * @returns {Array} An array of banned title strings
+ */
+ // AutoCards().API.getBannedTitles();
+
+ /*** Sets the banned titles array, replacing any previously banned titles
+ *
+ * @function
+ * @param {string|Array} titles A comma-separated string or array of strings representing titles to ban
+ * @returns {Object} An object containing oldBans and newBans arrays
+ * @throws {Error} If the input is neither a string nor an array of strings
+ */
+ // AutoCards().API.setBannedTitles();
+
+ /*** Creates a new story card with the specified parameters
+ *
+ * @function
+ * @param {string|Object} title Card title string or full card template object containing all fields
+ * @param {string} [entry] The entry text for the card
+ * @param {string} [type] The card type (e.g., "character", "location")
+ * @param {string} [keys] The keys (triggers) for the card
+ * @param {string} [description] The notes or memory bank of the card
+ * @param {number} [insertionIndex] Optional index to insert the card at a specific position within storyCards
+ * @returns {Object|null} The created card object reference, or null if creation failed
+ */
+ // AutoCards().API.buildCard();
+
+ /*** Finds and returns story cards satisfying a user-defined condition
+ * Example:
+ * const leahCard = AutoCards().API.getCard(card => (card.title === "Leah"));
+ *
+ * @function
+ * @param {Function} predicate A function which takes a card and returns true if it matches
+ * @param {boolean} [getAll=false] If true, returns all matching cards; otherwise returns the first match
+ * @returns {Object|Array