Mercurial > traipse_dev
annotate orpg/dieroller/runequest.py @ 58:27e58b0483e7 traipse_dev
Fixed major bug that caused an error to spit out in Windows platforms.
Added /tmp/tmp.txt placeholder to ensure the /tmp/ folder is there.
removed more print statements.
author | sirebral |
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date | Sat, 08 Aug 2009 00:25:33 -0500 |
parents | 4385a7d0efd1 |
children | 449a8900f9ac |
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2 |
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4 |
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5 # (at your option) any later version. |
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6 # |
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7 # This program is distributed in the hope that it will be useful, |
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8 # but WITHOUT ANY WARRANTY; without even the implied warranty of |
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9 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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10 # GNU General Public License for more details. |
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11 # |
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12 # You should have received a copy of the GNU General Public License |
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13 # along with this program; if not, write to the Free Software |
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14 # Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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15 # |
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16 #------------------------------------------------------------------------- |
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17 # |
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18 # Usage: |
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19 # |
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20 # Die Roller: /dieroller rq |
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21 # |
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22 # Skill Roll: [1d100.skill(50,0,0)] # ( skill%, modifer, MA% ) |
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23 # |
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24 # Parry Roll: [1d100.parry(50,0,0,12)] # ( skill%, modifer, MA%, Weapon/Shield AP ) |
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25 # |
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26 # Dodge Roll: [1d100.parry(50,0,0)] # ( skill%, modifer, MA% ) |
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27 # |
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28 # Attack Roll: [1d100.attack(50,0,0,2,9,3,0)] |
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29 # ( skill%, modifer, MA%, min weap dam, max weap dam, dam bonus, truesword ) |
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30 # |
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31 # Sorcery Roll: [1d100.sorcery(90, 0, 3, 6, 1, 1, 1)] |
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32 # (sk, mod, pow, cer, int, acc, mlt) |
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33 # |
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34 # |
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35 # |
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36 # Skill Training Unlimited Roll: [1d100.trainskill(30,75)] # (starting skill%, desired skill%) |
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37 # Skill Training Cost Limited: [1d100.trainskillcost(1000, 50) # (payment, starting skill%) |
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38 # Skill Training Time Limited: [1d100.trainskilltime(150, 50) # (time, strting skill%) |
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39 # |
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40 #------------------------------------------------------------------------- |
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41 # -- |
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42 # |
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43 # File: rq.py |
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44 # Version: |
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45 # $Id: rq.py,v .1 pelwer |
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46 # |
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47 # Description: Runequest die roller originally based on Heroman's Hero Dieroller |
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48 # |
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49 # |
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50 # v.1 - pelwer - 2/5/2005 |
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51 # o Original release |
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52 # v.2 - pelwer - 10/30/2006 |
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53 # o Ported to openrpg+ by removing dependance on whrandom |
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54 # o Fixed Riposte spelling |
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55 # o Deleted sorcalc - never used |
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56 # o Added Sorcery Fumble table to sorcery spell roller |
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57 # |
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58 |
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59 from die import * |
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60 from time import time, clock |
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61 import random |
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62 from math import floor |
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63 |
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64 |
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65 __version__ = "$Id: runequest.py,v 1.4 2006/11/15 12:11:22 digitalxero Exp $" |
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66 |
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67 # rq stands for "Runequest" |
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68 |
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69 class runequest(std): |
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70 def __init__(self,source=[]): |
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71 std.__init__(self,source) |
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72 |
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73 # these methods return new die objects for specific options |
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74 |
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75 def skill(self,sk,mod,ma): |
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76 return rqskill(self,sk,mod,ma) |
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77 |
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78 def parry(self,sk,mod,ma,AP): |
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79 return rqparry(self,sk,mod,ma,AP) |
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80 |
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81 def dodge(self,sk,mod,ma): |
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82 return rqdodge(self,sk,mod,ma) |
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83 |
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84 def attack(self,sk,mod,ma,mindam,maxdam,bondam,trueswd): |
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85 return rqattack(self,sk,mod,ma,mindam,maxdam,bondam,trueswd) |
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86 |
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87 def sorcery(self,sk,mod,pow,cer,int,acc,mlt): |
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88 return rqsorcery(self,sk,mod,pow,cer,int,acc,mlt) |
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89 |
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90 def trainskill(self,initial,final): |
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91 return rqtrainskill(self,initial,final) |
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92 |
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93 def trainskillcost(self,cost,sk): |
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94 return rqtrainskillcost(self,cost,sk) |
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95 |
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96 def trainskilltime(self,time,sk): |
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97 return rqtrainskilltime(self,time,sk) |
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98 |
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99 # RQ Skill Training Cost/Time unlimited |
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100 # |
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101 # [1d100.trainskill(10,20)] |
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102 # initial skill%, final skill% |
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103 # |
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104 # sk = skill % |
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105 # |
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106 # |
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107 class rqtrainskill(std): |
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108 def __init__(self,source=[],initial=11,final=0): |
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109 std.__init__(self,source) |
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110 self.s = initial |
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111 self.f = final |
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112 |
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113 def __str__(self): |
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114 myStr = "Unrestricted Training" |
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115 |
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116 if self.s == 0: |
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117 myStr = "Initial training completed for Cost(50) Time(20) Skill(1 + modifier)" |
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118 else: |
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119 cost = 0 |
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120 time = 0 |
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121 myStr = "Training: " |
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122 |
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123 while self.s < self.f and self.s < 75: |
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124 cost += self.s * 5 |
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125 time += self.s * 1 |
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126 self.s += random.uniform(1,4) + 1 |
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127 |
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128 myStr = "Training completed:\n" |
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129 myStr += "\tCost(" + str(int(cost)) + ")\n" |
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130 myStr += "\tTime(" + str(int(time)) + ")\n" |
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131 myStr += "\tSkill(" + str(int(self.s)) + ")" |
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132 |
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133 return myStr |
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134 |
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135 |
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136 # RQ Skill Training Cost Limited |
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137 # |
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138 # [1d100.trainskillcost(50,0)] |
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139 # cost, skill% |
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140 # |
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141 # cost = cash for training |
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142 # sk = skill % |
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143 # |
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144 # |
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145 class rqtrainskillcost(std): |
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146 def __init__(self,source=[],cost=11,sk=0): |
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147 std.__init__(self,source) |
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148 self.cost = cost |
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149 self.sk = sk |
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150 |
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151 def __str__(self): |
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152 myStr = "" |
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153 |
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154 if self.sk == 0 and self.cost >= 50: |
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155 myStr = "Initial training completed for Cost(50), Time(50), Skill(1 + modifier)" |
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156 else: |
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157 cost = 0 |
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158 time = 0 |
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159 icost = self.sk * 5 |
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160 |
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161 myStr = "Training: " |
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162 |
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163 while (cost + icost) < self.cost: |
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164 if self.sk >= 75: |
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165 break |
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166 |
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167 cost += icost |
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168 time += self.sk * 1 |
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169 self.sk += random.uniform(1,4) + 1 |
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170 icost = self.sk * 5 |
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171 |
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172 myStr = "Training completed: " |
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173 myStr += "Cost(" + str(int(cost)) + ") " |
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174 myStr += "Time(" + str(int(time)) + ") " |
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175 myStr += "Skill(" + str(int(self.sk)) + ")" |
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176 |
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177 return myStr |
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178 |
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179 |
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180 # RQ Skill Training Time Limited |
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181 # |
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182 # [1d100.trainskilltime(50,0)] |
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183 # time, skill% |
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184 # |
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185 # time = time for training |
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186 # sk = skill % |
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187 # |
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188 # |
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189 class rqtrainskilltime(std): |
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190 def __init__(self,source=[],time=11,sk=0): |
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191 std.__init__(self,source) |
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192 self.time = time |
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193 self.sk = sk |
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194 |
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195 def __str__(self): |
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196 myStr = "" |
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197 |
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198 if self.sk == 0 and self.time >= 20: |
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199 myStr = "Initial training completed for Cost(50), Time(50), Skill(1 + modifier)" |
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200 else: |
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201 cost = 0 |
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202 time = 0 |
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203 itime = self.sk * 1 |
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204 |
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205 myStr = "Trainingsss: " |
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206 |
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207 while (time + itime) < self.time: |
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208 if self.sk >= 75: |
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209 break |
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210 |
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211 cost += self.sk * 5 |
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212 time += itime |
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213 self.sk += random.uniform(1,4) + 1 |
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214 itime = self.sk * 5 |
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215 |
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216 myStr = "Training completed: " |
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217 myStr += "Cost(" + str(int(cost)) + ") " |
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218 myStr += "Time(" + str(int(time)) + ") " |
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219 myStr += "Skill(" + str(int(self.sk)) + ")" |
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220 |
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221 return myStr |
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222 |
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223 # RQ Skill Roll |
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224 # |
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225 # [1d100.skill(50,0,0)] |
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226 # skill%, modifer, ma% |
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227 # |
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228 # sk = skill % |
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229 # mod = modifier % |
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230 # ma = martial arts % |
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231 # skill = sk + mod |
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232 # |
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233 # success roll <= skill |
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234 # |
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235 # failure roll > skill |
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236 # |
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237 # crit |
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238 # push( @{$::Cre{Weapons}{$weap_cnt}}, POSIX::floor( skill/20 ) ); |
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239 # |
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240 # special |
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241 # push( @{$::Cre{Weapons}{$weap_cnt}}, POSIX::floor( $skill/5 ) ); |
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242 # |
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243 # fumble: if ( $skill > 100 ) { $fum = 0; } else { $fum = 100 - $skill; } |
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244 # $fum = 100 - POSIX::floor( $fum/20 ); |
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245 # if ( $fum == 100 ) { $fum = '00'; }; |
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246 # |
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247 class rqskill(std): |
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248 def __init__(self,source=[],sk=11,mod=0,ma=0): |
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249 std.__init__(self,source) |
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250 self.sk = sk |
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251 self.mod = mod |
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252 self.ma = ma |
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253 |
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254 def is_success(self): |
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255 return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) |
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256 |
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257 def is_ma(self): |
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258 return (self.sum() <= self.ma) |
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259 |
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260 def is_special(self): |
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261 return (self.sum() <= int(floor((self.sk + self.mod)/5))) |
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262 |
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263 def is_critical(self): |
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264 return (self.sum() <= int(floor((self.sk + self.mod) / 20))) |
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265 |
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266 def is_fumble(self): |
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267 if ( self.sk >= 100 ): |
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268 fum = 0 |
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269 else: |
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270 fum = (100 - self.sk ) |
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271 final_fum = ( 100 - int( floor( fum/20 ) ) ) |
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272 return ( self.sum() >= final_fum ) |
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273 |
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274 def __str__(self): |
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275 strAdd="+" |
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276 swapmod= self.mod |
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277 if self.mod < 0: |
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278 strAdd= "-" |
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279 swapmod= -self.mod |
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280 modSum = self.sum() |
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281 # build output string |
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282 myStr = " (" + str(modSum) + ")" |
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283 myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" |
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284 |
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285 if self.is_fumble(): |
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286 myStr += " <b><font color=red>Fumble!</font></b>" |
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287 elif self.is_critical(): |
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288 myStr += " <b><font color=green>Critical!</font></b>" |
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289 elif self.is_special(): |
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290 myStr += " <i><font color=green>Special!</font></i>" |
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291 elif self.is_success() and self.is_ma(): |
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292 myStr += " <i><font color=green>Special!</font></i>" |
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293 elif self.is_success(): |
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294 myStr += " <font color=blue>Success!</font>" |
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295 else: |
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296 myStr += " <font color=red>Failure!</font>" |
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297 |
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298 Diff = self.sk - modSum |
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299 myStr += " </font>" |
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300 |
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301 return myStr |
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302 |
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303 # |
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304 # RQ Parry Roll |
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305 # |
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306 # same as skill but with fumble dice and armor points |
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307 # |
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308 # [1d100.parry(50,0,0,12)] |
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309 # skill%, modifer, ma%, Weapon AP |
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310 # |
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311 |
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312 class rqparry(std): |
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313 def __init__(self,source=[],sk=11,mod=0,ma=0,AP=0): |
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314 std.__init__(self,source) |
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315 self.sk = sk |
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316 self.mod = mod |
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317 self.ma = ma |
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318 self.AP = AP |
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319 |
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320 def is_success(self): |
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321 return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) |
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322 |
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323 def is_special(self): |
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324 return (self.sum() <= int(floor((self.sk + self.mod) / 5))) |
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325 |
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326 def is_ma(self): |
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327 return (self.sum() <= self.ma) |
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328 |
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329 def is_riposte(self): |
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330 return (self.sum() <= (self.ma / 5)) |
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331 |
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332 def is_critical(self): |
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333 return ( ( self.sum() <= int( floor( ( self.sk + self.mod )/20 ) ) ) ) |
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334 |
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335 def is_fumble(self): |
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336 if ( self.sk >= 100 ): |
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337 fum = 0 |
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338 else: |
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339 fum = (100 - self.sk ) |
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340 final_fum = ( 100 - int( floor( fum/20 ) ) ) |
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341 return ( self.sum() >= final_fum ) |
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342 |
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343 def __str__(self): |
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344 |
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345 # get fumble roll result in case needed |
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346 fum_roll = random.randint(1,100) |
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347 |
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348 # get special AP |
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349 spec_AP = int( floor ( self.AP * 1.5 ) ) |
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350 |
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351 # figure out +/- for modifer |
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352 strAdd="+" |
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353 swapmod= self.mod |
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354 if self.mod < 0: |
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355 strAdd= "-" |
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356 swapmod= -self.mod |
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357 modSum = self.sum() |
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358 |
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359 # build output string |
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360 myStr = " (" + str(modSum) + ")" |
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361 myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" |
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362 |
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363 if self.is_fumble(): |
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364 myStr += " <b><font color=red>Fumble!</font> See Fumble Chart [" + str(fum_roll) + "]</b>" |
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365 elif self.is_critical() and self.is_riposte(): |
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366 myStr += " <b><font color=green>Critical!</font> All damage blocked!</b>" |
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367 myStr += " Riposte next SR" |
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368 elif self.is_critical(): |
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369 myStr += " <b><font color=green>Critical!</font> All damage blocked!</b>" |
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370 elif self.is_special and self.is_riposte(): |
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371 myStr += " <i><font color=green>Special!</font> Weapon/Shield AP [" + str(spec_AP) + "]</i>" |
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372 myStr += " Riposte next SR" |
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373 elif self.is_special(): |
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374 myStr += " <i><font color=green>Special!</font> Weapon/Shield AP [" + str(spec_AP) + "]</i>" |
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375 elif self.is_success() and self.is_ma(): |
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376 myStr += " <i><font color=green>Special!</font> Weapon/Shield AP [" + str(spec_AP) + "]</i>" |
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377 elif self.is_success(): |
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378 myStr += " <font color=blue>Success!</font> Weapon/Shield AP [" + str(self.AP) + "]" |
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379 else: |
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380 myStr += " <font color=red>Failure!</font>" |
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381 |
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382 Diff = self.sk - modSum |
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383 myStr += " </font>" |
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384 |
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385 return myStr |
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386 |
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387 # RQ Dodge Roll |
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388 # |
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389 # same as skill but with fumble dice and armor points |
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390 # |
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391 # [1d100.parry(50,0,0)] |
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392 # skill%, modifer, ma% |
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393 # |
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394 |
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395 class rqdodge(std): |
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396 def __init__(self,source=[],sk=11,mod=0,ma=0,AP=0): |
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397 std.__init__(self,source) |
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398 self.sk = sk |
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399 self.mod = mod |
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400 self.ma = ma |
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401 self.AP = AP |
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402 |
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403 def is_success(self): |
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404 return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) |
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405 |
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406 def is_special(self): |
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407 return (self.sum() <= int(floor((self.sk + self.mod) / 5))) |
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408 |
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409 def is_ma(self): |
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410 return (self.sum() <= self.ma) |
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411 |
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412 def is_riposte(self): |
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413 return (self.sum() <= (self.ma / 5)) |
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414 |
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415 def is_critical(self): |
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416 return ( ( self.sum() <= int( floor( ( self.sk + self.mod )/20 ) ) ) ) |
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417 |
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418 def is_fumble(self): |
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419 if ( self.sk >= 100 ): |
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420 fum = 0 |
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421 else: |
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422 fum = (100 - self.sk ) |
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423 final_fum = ( 100 - int( floor( fum/20 ) ) ) |
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424 return ( self.sum() >= final_fum ) |
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425 |
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426 def __str__(self): |
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427 |
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428 # get fumble roll result in case needed |
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429 fum_roll = random.randint(1,100) |
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430 |
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431 # get special AP |
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432 spec_AP = int( floor ( self.AP * 1.5 ) ) |
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433 |
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434 # figure out +/- for modifer |
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435 strAdd="+" |
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436 swapmod= self.mod |
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437 if self.mod < 0: |
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438 strAdd= "-" |
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439 swapmod= -self.mod |
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440 modSum = self.sum() |
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441 |
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442 # build output string |
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443 myStr = " (" + str(modSum) + ")" |
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444 myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" |
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445 |
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446 if self.is_fumble(): |
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447 myStr += " <b><font color=red>Fumble!</font> See Fumble Chart [" + str(fum_roll) + "]</b>" |
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448 elif self.is_critical() and self.is_riposte(): |
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449 myStr += " <b><font color=green>Critical!</font> All damage dodged!</b>" |
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450 myStr += " Riposte on next SR" |
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451 elif self.is_critical(): |
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452 myStr += " <b><font color=green>Critical!</font> All damage dodged!</b>" |
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453 elif self.is_special and self.is_riposte(): |
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454 myStr += " <i><font color=green>Special!</font> Damage dodged</b>" |
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455 myStr += " Riposte on next SR" |
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456 elif self.is_special(): |
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457 myStr += " <i><font color=green>Special!</font> Damage dodged</b>" |
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458 elif self.is_success() and self.is_ma(): |
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459 myStr += " <i><font color=green>Special!</font> Damage dodged</b>" |
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460 elif self.is_success(): |
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461 myStr += " <font color=blue>Success!</font> Damage dodged</b>" |
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462 else: |
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463 myStr += " <font color=red>Failure!</font>" |
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464 |
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465 Diff = self.sk - modSum |
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466 myStr += " </font>" |
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467 |
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468 return myStr |
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469 |
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470 |
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471 |
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472 # |
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473 # RQ Attack Roll |
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474 # |
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475 # same as skill but with fumble dice and armor points |
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476 # |
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477 # [1d100.attack(50,0,0,2,9,3,1)] |
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478 # skill%, modifer, ma%, min weap dam, max weap dam, dam bonus, truesword_enabled |
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479 # |
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480 class rqattack(std): |
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481 def __init__(self,source=[],sk=11,mod=0,ma=0,mindam=0,maxdam=0,bondam=0,trueswd=0): |
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482 std.__init__(self,source) |
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483 self.sk = sk |
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484 self.mod = mod |
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485 self.ma = ma |
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486 self.mindam = mindam |
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487 self.maxdam = maxdam |
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488 self.bondam = bondam |
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489 self.trueswd = trueswd |
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490 |
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491 def is_success(self): |
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492 return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) |
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493 |
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494 def is_ma(self): |
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495 return (self.sum() <= self.ma) |
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496 |
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497 def is_special(self): |
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498 return (self.sum() <= int(floor((self.sk + self.mod) / 5))) |
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499 |
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500 def is_critical(self): |
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501 return ((self.sum() <= int(floor((self.sk + self.mod) / 20)))) |
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502 |
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503 def is_supercritical(self): |
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504 return (self.sum() == 1) |
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505 |
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506 def is_fumble(self): |
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507 if ( self.sk >= 100 ): |
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508 fum = 0 |
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509 else: |
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510 fum = (100 - self.sk ) |
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511 final_fum = ( 100 - int( floor( fum/20 ) ) ) |
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512 return ( self.sum() >= final_fum ) |
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513 |
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514 def __str__(self): |
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515 |
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516 # get fumble roll result in case needed |
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517 fum_roll = random.randint(1,100) |
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518 |
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519 # get hit location roll result in case needed |
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520 location = random.randint(1,20) |
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521 myStr = " to the ["+ str(location) + "] " |
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522 if location < 5: |
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523 myStr += "<B>Right Leg</B>" |
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524 elif location < 9: |
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525 myStr += "<B>Left Leg</B>" |
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526 elif location < 12: |
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527 myStr += "<B>Abdomen</B>" |
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528 elif location < 13: |
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529 myStr += "<B>Chest</B>" |
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530 elif location < 16: |
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531 myStr += "<B>Right Arm</B>" |
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532 elif location < 19: |
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533 myStr += "<B>Left Arm</B>" |
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534 else: |
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535 myStr += "<B>Head</B>" |
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536 hit_loc = myStr |
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537 |
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538 |
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539 # get normal damage in case needed |
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540 norm_damage = random.randint(self.mindam*(self.trueswd+1),self.maxdam*(self.trueswd+1)) + self.bondam |
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541 norm_damage_string = "{" + str( self.mindam*(self.trueswd+1) ) + "-" |
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542 norm_damage_string += str(self.maxdam*(self.trueswd+1)) + "+" + str(self.bondam) |
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543 norm_damage_string += "}[" + str(norm_damage) + "] " |
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544 |
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545 # get special/critical damage in case needed |
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546 crit_damage = random.randint( self.mindam*(self.trueswd+2), self.maxdam*(self.trueswd+2) ) + self.bondam |
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547 crit_damage_string = "{" + str( self.mindam*(self.trueswd+2) ) + "-" + str(self.maxdam*(self.trueswd+2)) + "+" + str(self.bondam) + "}[" + str(crit_damage) + "] " |
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548 |
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549 # get supercritical damage in case needed |
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550 super_damage = norm_damage + self.maxdam |
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551 super_damage_string = "{" + str( self.mindam*(self.trueswd+1) ) + "-" |
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552 super_damage_string += str(self.maxdam*(self.trueswd+1)) + "+" + str(self.maxdam) |
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553 super_damage_string += "+" + str(self.bondam) + "}[" + str(super_damage) + "] " |
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|
554 |
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|
555 # figure out +/- for modifer |
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556 strAdd="+" |
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557 swapmod= self.mod |
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558 if self.mod < 0: |
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559 strAdd= "-" |
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560 swapmod= -self.mod |
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561 modSum = self.sum() |
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changeset
|
562 |
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changeset
|
563 # build output string |
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564 myStr = " (" + str(modSum) + ")" |
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|
565 myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" |
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|
566 |
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|
567 if self.is_fumble(): |
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568 myStr += " <b><font color=red>Fumble!</font> See Fumble Chart [" + str(fum_roll) + "]</b>" |
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|
569 elif (self.is_supercritical() and self.is_success()): |
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570 myStr += " <b><font color=green>Super Critical!</font></b> Damage: " + str(super_damage_string) + "<u>No Armor Stops</u>" + str(hit_loc) |
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571 elif (self.is_critical() and self.is_success()): |
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|
572 myStr += " <b><font color=green>Critical!</font></b> Damage: " + str(crit_damage_string) + "<u>No Armor Stops</u>" + str(hit_loc) |
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573 elif ( self.is_special() and self.is_success() ): |
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574 myStr += " <i><font color=green>Special!</font></i> Damage: " + str(crit_damage_string) + str(hit_loc) |
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|
575 elif (self.is_success() and self.is_ma()): |
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576 myStr += " <i><font color=green>Special!</font></i> Damage: " + str(crit_damage_string) + str(hit_loc) |
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|
577 elif self.is_success(): |
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578 myStr += " <font color=blue>Success!</font> Damage: " + str(norm_damage_string) + str(hit_loc) |
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|
579 else: |
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|
580 myStr += " <font color=red>Failure!</font>" |
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|
581 |
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582 return myStr |
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|
583 |
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|
584 # |
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changeset
|
585 # |
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|
586 # Sorcery Roll: [1d100.sorcery(90, 10, 5, 4, 3, 2, 1)] |
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587 # (sk, mod, pow, cer, int, acc, mlt) |
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|
588 # |
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|
589 # Ceremony: (+1d6% per strike rank spent on ceremony) |
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590 # Intensity: (-3% per point of Intensity) |
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591 # Duration: (-4% per point of Duration) |
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592 # Range: (-5% per point of Range) |
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|
593 # Multispell: (-10% per each spell over 1) |
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|
594 # Acceleration: (-5% per point of Acceleration) |
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|
595 # Hold: (-2% per point in spell Held) |
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596 # |
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|
597 class rqsorcery(std): |
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598 def __init__(self,source=[],sk=11,mod=0,pow=0,cer=0,int=0,acc=0,mlt=0): |
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|
599 std.__init__(self,source) |
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|
600 self.sk = sk # sorcery skill |
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601 self.mod = mod # additional modifier ( from duration, range, etc ) |
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602 self.pow = pow # boost pow and additional pow ( from duration, range, etc ) |
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|
603 self.cer = cer # ceremony d6 |
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|
604 self.int = int # intensity ( -3% ) |
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605 self.acc = acc # accelerate ( -5% ) |
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606 self.mlt = mlt # multispell ( -10% ) |
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607 |
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608 def is_success(self): |
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609 return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) |
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610 |
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611 def is_special(self): |
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612 return ( ( self.sum() <= int( floor( ( self.sk + self.mod )/5 ) ) ) ) |
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613 |
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614 def is_critical(self): |
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615 return ( ( self.sum() <= int( floor( ( self.sk + self.mod )/20 ) ) ) ) |
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616 |
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617 def is_fumble(self): |
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618 if ( self.sk >= 100 ): |
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619 fum = 0 |
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620 else: |
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621 fum = (100 - self.sk ) |
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622 final_fum = ( 100 - int( floor( fum/20 ) ) ) |
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623 return ( self.sum() >= final_fum ) |
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624 |
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625 def __str__(self): |
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626 |
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627 # get fumble roll result in case needed |
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628 fum_roll = random.randint(2,12) |
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629 if fum_roll == 12 : |
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630 fum_string = "<br /><font color=purple>Caster temporarily forgets spell. Make an INTx5 roll each day to remember.</font>" |
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631 if fum_roll == 11 : |
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632 fum_string = "<br /><font color=purple>Caster temporarily forgets spell. Make an INTx5 roll each hour to remember. </font>" |
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633 if fum_roll == 10 : |
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634 fum_string = "<br /><font color=purple>Spell produces reverse of the intended effect. </font>" |
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635 if fum_roll == 9 : |
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636 fum_string = "<br /><font color=purple>Caster is Stunned. Roll INTx3 to recover at SR 10 each round. </font>" |
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637 if fum_roll == 8 : |
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638 fum_string = "<br /><font color=purple>Caster takes 2D6 Damage to THP </font>" |
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639 if fum_roll == 7 : |
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640 fum_string = "<br /><font color=purple>Spell produces reverse of the intended effect at 2x Intensity. </font>" |
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641 if fum_roll == 6 : |
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642 fum_string = "<br /><font color=purple>Spell is cast on companions (if harmful) or on random nearby foes (if beneficial) </font>" |
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643 if fum_roll == 5 : |
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644 fum_string = "<br /><font color=purple>Caster takes 1d6 Damage to Head </font>" |
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645 if fum_roll == 4 : |
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646 fum_string = "<br /><font color=purple>Spell is cast on caster (if harmful) or on random nearby foe (if beneficial) </font>" |
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647 if fum_roll == 3 : |
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648 fum_string = "<br /><font color=purple>Caster takes 1d6 Damage to THP </font>" |
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649 if fum_roll == 2 : |
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650 fum_string = "<br /><font color=purple>Caster takes 1 point of Damage to Head </font>" |
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651 |
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652 # roll ceremony |
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653 ceremony_roll = random.randint( self.cer, (self.cer*6) ) |
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654 |
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655 # subtract manipulations |
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656 extra_mod = self.mod |
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657 self.mod += ceremony_roll - self.int*3 - self.acc*5 - self.mlt*10 |
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658 |
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659 # add up power cost |
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660 extra_pow = self.pow |
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661 self.pow += self.int + self.mlt + self.acc |
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662 special_pow = int( floor( ( self.pow )/2 ) ) |
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663 |
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664 # figure out +/- for modifer |
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665 strAdd="+" |
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666 swapmod= self.mod |
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667 if self.mod < 0: |
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668 strAdd= "-" |
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669 swapmod= -self.mod |
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670 modSum = self.sum() |
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671 |
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672 # build output string |
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673 myStr = " (" + str(modSum) + ")" |
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674 myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" |
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675 |
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676 if self.is_fumble(): |
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677 myStr += " <b><font color=red>Fumble!</font> POW Cost: [" + str(self.pow) + "],</b> " + fum_string |
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678 elif self.is_critical(): |
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679 myStr += " <b><font color=green>Critical!</font></b> POW Cost: [1] " |
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680 elif self.is_special(): |
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681 myStr += " <i><font color=green>Special!</font></i> POW Cost: [" + str(special_pow) + "] " |
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682 elif self.is_success(): |
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683 myStr += " <font color=blue>Success!</font> POW Cost: [" + str(self.pow) + "] " |
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684 else: |
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685 myStr += " <font color=red>Failure!</font> POW Cost: [1]" |
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686 |
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687 # print spell details |
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688 myStr += "<br /> --- Other Modifiers:[" + str( extra_mod ) + "], " |
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689 myStr += "Extra POW:[" + str( extra_pow ) + "], " |
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690 myStr += "Ceremony:[+" + str( ceremony_roll ) + "%], " |
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691 myStr += "Intensity(-3):[" + str( self.int ) + "], " |
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692 myStr += "Accelerate(-5):[" + str( self.acc ) + "], " |
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693 myStr += "Multispell(-10):[" + str( self.mlt ) + "] ---" |
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694 |
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695 return myStr |
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696 |