Mercurial > traipse_dev
diff orpg/dieroller/runequest.py @ 156:3b6888bb53b5 beta
Traipse Beta 'OpenRPG' {091125-02}
Traipse is a distribution of OpenRPG that is designed to be easy to setup and go.
Traipse also makes it easy for developers to work on code without fear of
sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the
code. 'Ornery-Orc's main goal is to offer more advanced features and enhance the
productivity of the user.
Update Summary (Beta)
Added Bookmarks
Fix to Remote Admin Commands
Minor fix to text based Server
Fix to Pretty Print, from Core
Fix to Splitter Nodes not being created
Fix to massive amounts of images loading, from Core
Added 'boot' command to remote admin
Added confirmation window for sent nodes
Minor changes to allow for portability to an OpenSUSE linux OS
Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG
Zoom Mouse plugin added
Images added to Plugin UI
Switching to Element Tree
Map efficiency, from FlexiRPG
Added Status Bar to Update Manager
default_manifest.xml renamed to default_upmana.xml
Cleaner clode for saved repositories
New TrueDebug Class in orpg_log (See documentation for usage)
Mercurial's hgweb folder is ported to upmana
Pretty important update that can help remove thousands of dead children from your
gametree.
Children, <forms />, <group_atts />, <horizontal />, <cols />, <rows />, <height
/>, etc... are all tags now. Check your gametree and look for dead children!!
New Gametree Recursion method, mapping, and context sensitivity. !Infinite Loops
return error instead of freezing the software!
New Syntax added for custom PC sheets
Tip of the Day added, from Core and community
Fixed Whiteboard ID to prevent random line or text deleting. Modified ID's to
prevent non updated clients from ruining the fix.
author | sirebral |
---|---|
date | Wed, 25 Nov 2009 12:34:04 -0600 |
parents | 449a8900f9ac |
children |
line wrap: on
line diff
--- a/orpg/dieroller/runequest.py Wed Nov 25 06:51:50 2009 -0600 +++ b/orpg/dieroller/runequest.py Wed Nov 25 12:34:04 2009 -0600 @@ -1,740 +1,740 @@ - - - - -# (at your option) any later version. -# -# This program is distributed in the hope that it will be useful, -# but WITHOUT ANY WARRANTY; without even the implied warranty of -# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -# GNU General Public License for more details. -# -# You should have received a copy of the GNU General Public License -# along with this program; if not, write to the Free Software -# Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. -# -#------------------------------------------------------------------------- -# -# Usage: -# -# Die Roller: /dieroller rq -# -# Skill Roll: [1d100.skill(50,0,0)] # ( skill%, modifer, MA% ) -# -# Parry Roll: [1d100.parry(50,0,0,12)] # ( skill%, modifer, MA%, Weapon/Shield AP ) -# -# Dodge Roll: [1d100.parry(50,0,0)] # ( skill%, modifer, MA% ) -# -# Attack Roll: [1d100.attack(50,0,0,2,9,3,0)] -# ( skill%, modifer, MA%, min weap dam, max weap dam, dam bonus, truesword ) -# -# Sorcery Roll: [1d100.sorcery(90, 0, 3, 6, 1, 1, 1)] -# (sk, mod, pow, cer, int, acc, mlt) -# -# -# -# Skill Training Unlimited Roll: [1d100.trainskill(30,75)] # (starting skill%, desired skill%) -# Skill Training Cost Limited: [1d100.trainskillcost(1000, 50) # (payment, starting skill%) -# Skill Training Time Limited: [1d100.trainskilltime(150, 50) # (time, strting skill%) -# -#------------------------------------------------------------------------- -# -- -# -# File: rq.py -# Version: -# $Id: rq.py,v .1 pelwer -# -# Description: Runequest die roller originally based on Heroman's Hero Dieroller -# -# -# v.1 - pelwer - 2/5/2005 -# o Original release -# v.2 - pelwer - 10/30/2006 -# o Ported to openrpg+ by removing dependance on whrandom -# o Fixed Riposte spelling -# o Deleted sorcalc - never used -# o Added Sorcery Fumble table to sorcery spell roller -# - -from die import * -from time import time, clock -import random -from math import floor - -__version__ = "$Id: runequest.py,v 1.4 2006/11/15 12:11:22 digitalxero Exp $" - -# rq stands for "Runequest" - -class runequest(std): - - def __init__(self,source=[]): - std.__init__(self,source) - - # these methods return new die objects for specific options - - - def skill(self,sk,mod,ma): - return rqskill(self,sk,mod,ma) - - - def parry(self,sk,mod,ma,AP): - return rqparry(self,sk,mod,ma,AP) - - - def dodge(self,sk,mod,ma): - return rqdodge(self,sk,mod,ma) - - - def attack(self,sk,mod,ma,mindam,maxdam,bondam,trueswd): - return rqattack(self,sk,mod,ma,mindam,maxdam,bondam,trueswd) - - - def sorcery(self,sk,mod,pow,cer,int,acc,mlt): - return rqsorcery(self,sk,mod,pow,cer,int,acc,mlt) - - - def trainskill(self,initial,final): - return rqtrainskill(self,initial,final) - - - def trainskillcost(self,cost,sk): - return rqtrainskillcost(self,cost,sk) - - - def trainskilltime(self,time,sk): - return rqtrainskilltime(self,time,sk) - -# RQ Skill Training Cost/Time unlimited -# -# [1d100.trainskill(10,20)] -# initial skill%, final skill% -# -# sk = skill % -# -# -class rqtrainskill(std): - - def __init__(self,source=[],initial=11,final=0): - std.__init__(self,source) - self.s = initial - self.f = final - - - def __str__(self): - myStr = "Unrestricted Training" - - if self.s == 0: - myStr = "Initial training completed for Cost(50) Time(20) Skill(1 + modifier)" - else: - cost = 0 - time = 0 - myStr = "Training: " - - while self.s < self.f and self.s < 75: - cost += self.s * 5 - time += self.s * 1 - self.s += random.uniform(1,4) + 1 - - myStr = "Training completed:\n" - myStr += "\tCost(" + str(int(cost)) + ")\n" - myStr += "\tTime(" + str(int(time)) + ")\n" - myStr += "\tSkill(" + str(int(self.s)) + ")" - - return myStr - - -# RQ Skill Training Cost Limited -# -# [1d100.trainskillcost(50,0)] -# cost, skill% -# -# cost = cash for training -# sk = skill % -# -# -class rqtrainskillcost(std): - - def __init__(self,source=[],cost=11,sk=0): - std.__init__(self,source) - self.cost = cost - self.sk = sk - - - def __str__(self): - myStr = "" - - if self.sk == 0 and self.cost >= 50: - myStr = "Initial training completed for Cost(50), Time(50), Skill(1 + modifier)" - else: - cost = 0 - time = 0 - icost = self.sk * 5 - - myStr = "Training: " - - while (cost + icost) < self.cost: - if self.sk >= 75: - break - - cost += icost - time += self.sk * 1 - self.sk += random.uniform(1,4) + 1 - icost = self.sk * 5 - - myStr = "Training completed: " - myStr += "Cost(" + str(int(cost)) + ") " - myStr += "Time(" + str(int(time)) + ") " - myStr += "Skill(" + str(int(self.sk)) + ")" - - return myStr - - -# RQ Skill Training Time Limited -# -# [1d100.trainskilltime(50,0)] -# time, skill% -# -# time = time for training -# sk = skill % -# -# -class rqtrainskilltime(std): - - def __init__(self,source=[],time=11,sk=0): - std.__init__(self,source) - self.time = time - self.sk = sk - - - def __str__(self): - myStr = "" - - if self.sk == 0 and self.time >= 20: - myStr = "Initial training completed for Cost(50), Time(50), Skill(1 + modifier)" - else: - cost = 0 - time = 0 - itime = self.sk * 1 - - myStr = "Trainingsss: " - - while (time + itime) < self.time: - if self.sk >= 75: - break - - cost += self.sk * 5 - time += itime - self.sk += random.uniform(1,4) + 1 - itime = self.sk * 5 - - myStr = "Training completed: " - myStr += "Cost(" + str(int(cost)) + ") " - myStr += "Time(" + str(int(time)) + ") " - myStr += "Skill(" + str(int(self.sk)) + ")" - - return myStr - -# RQ Skill Roll -# -# [1d100.skill(50,0,0)] -# skill%, modifer, ma% -# -# sk = skill % -# mod = modifier % -# ma = martial arts % -# skill = sk + mod -# -# success roll <= skill -# -# failure roll > skill -# -# crit -# push( @{$::Cre{Weapons}{$weap_cnt}}, POSIX::floor( skill/20 ) ); -# -# special -# push( @{$::Cre{Weapons}{$weap_cnt}}, POSIX::floor( $skill/5 ) ); -# -# fumble: if ( $skill > 100 ) { $fum = 0; } else { $fum = 100 - $skill; } -# $fum = 100 - POSIX::floor( $fum/20 ); -# if ( $fum == 100 ) { $fum = '00'; }; -# -class rqskill(std): - - def __init__(self,source=[],sk=11,mod=0,ma=0): - std.__init__(self,source) - self.sk = sk - self.mod = mod - self.ma = ma - - - def is_success(self): - return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) - - - def is_ma(self): - return (self.sum() <= self.ma) - - - def is_special(self): - return (self.sum() <= int(floor((self.sk + self.mod)/5))) - - - def is_critical(self): - return (self.sum() <= int(floor((self.sk + self.mod) / 20))) - - - def is_fumble(self): - if ( self.sk >= 100 ): - fum = 0 - else: - fum = (100 - self.sk ) - final_fum = ( 100 - int( floor( fum/20 ) ) ) - return ( self.sum() >= final_fum ) - - - def __str__(self): - strAdd="+" - swapmod= self.mod - if self.mod < 0: - strAdd= "-" - swapmod= -self.mod - modSum = self.sum() - # build output string - myStr = " (" + str(modSum) + ")" - myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" - - if self.is_fumble(): myStr += " <b><font color=red>Fumble!</font></b>" - elif self.is_critical(): myStr += " <b><font color=green>Critical!</font></b>" - elif self.is_special(): myStr += " <i><font color=green>Special!</font></i>" - elif self.is_success() and self.is_ma(): myStr += " <i><font color=green>Special!</font></i>" - elif self.is_success(): myStr += " <font color=blue>Success!</font>" - else: myStr += " <font color=red>Failure!</font>" - - Diff = self.sk - modSum - myStr += " </font>" - - return myStr - -# -# RQ Parry Roll -# -# same as skill but with fumble dice and armor points -# -# [1d100.parry(50,0,0,12)] -# skill%, modifer, ma%, Weapon AP -# - -class rqparry(std): - - def __init__(self,source=[],sk=11,mod=0,ma=0,AP=0): - std.__init__(self,source) - self.sk = sk - self.mod = mod - self.ma = ma - self.AP = AP - - - def is_success(self): - return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) - - - def is_special(self): - return (self.sum() <= int(floor((self.sk + self.mod) / 5))) - - - def is_ma(self): - return (self.sum() <= self.ma) - - - def is_riposte(self): - return (self.sum() <= (self.ma / 5)) - - - def is_critical(self): - return ( ( self.sum() <= int( floor( ( self.sk + self.mod )/20 ) ) ) ) - - - def is_fumble(self): - if ( self.sk >= 100 ): - fum = 0 - else: - fum = (100 - self.sk ) - final_fum = ( 100 - int( floor( fum/20 ) ) ) - return ( self.sum() >= final_fum ) - - - def __str__(self): - - # get fumble roll result in case needed - fum_roll = random.randint(1,100) - - # get special AP - spec_AP = int( floor ( self.AP * 1.5 ) ) - - # figure out +/- for modifer - strAdd="+" - swapmod= self.mod - if self.mod < 0: - strAdd= "-" - swapmod= -self.mod - modSum = self.sum() - - # build output string - myStr = " (" + str(modSum) + ")" - myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" - - if self.is_fumble(): - myStr += " <b><font color=red>Fumble!</font> See Fumble Chart [" + str(fum_roll) + "]</b>" - elif self.is_critical() and self.is_riposte(): - myStr += " <b><font color=green>Critical!</font> All damage blocked!</b>" - myStr += " Riposte next SR" - elif self.is_critical(): - myStr += " <b><font color=green>Critical!</font> All damage blocked!</b>" - elif self.is_special and self.is_riposte(): - myStr += " <i><font color=green>Special!</font> Weapon/Shield AP [" + str(spec_AP) + "]</i>" - myStr += " Riposte next SR" - elif self.is_special(): - myStr += " <i><font color=green>Special!</font> Weapon/Shield AP [" + str(spec_AP) + "]</i>" - elif self.is_success() and self.is_ma(): - myStr += " <i><font color=green>Special!</font> Weapon/Shield AP [" + str(spec_AP) + "]</i>" - elif self.is_success(): - myStr += " <font color=blue>Success!</font> Weapon/Shield AP [" + str(self.AP) + "]" - else: - myStr += " <font color=red>Failure!</font>" - - Diff = self.sk - modSum - myStr += " </font>" - - return myStr - -# RQ Dodge Roll -# -# same as skill but with fumble dice and armor points -# -# [1d100.parry(50,0,0)] -# skill%, modifer, ma% -# - -class rqdodge(std): - - def __init__(self,source=[],sk=11,mod=0,ma=0,AP=0): - std.__init__(self,source) - self.sk = sk - self.mod = mod - self.ma = ma - self.AP = AP - - - def is_success(self): - return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) - - - def is_special(self): - return (self.sum() <= int(floor((self.sk + self.mod) / 5))) - - - def is_ma(self): - return (self.sum() <= self.ma) - - - def is_riposte(self): - return (self.sum() <= (self.ma / 5)) - - - def is_critical(self): - return ( ( self.sum() <= int( floor( ( self.sk + self.mod )/20 ) ) ) ) - - - def is_fumble(self): - if ( self.sk >= 100 ): - fum = 0 - else: - fum = (100 - self.sk ) - final_fum = ( 100 - int( floor( fum/20 ) ) ) - return ( self.sum() >= final_fum ) - - - def __str__(self): - - # get fumble roll result in case needed - fum_roll = random.randint(1,100) - - # get special AP - spec_AP = int( floor ( self.AP * 1.5 ) ) - - # figure out +/- for modifer - strAdd="+" - swapmod= self.mod - if self.mod < 0: - strAdd= "-" - swapmod= -self.mod - modSum = self.sum() - - # build output string - myStr = " (" + str(modSum) + ")" - myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" - - if self.is_fumble(): - myStr += " <b><font color=red>Fumble!</font> See Fumble Chart [" + str(fum_roll) + "]</b>" - elif self.is_critical() and self.is_riposte(): - myStr += " <b><font color=green>Critical!</font> All damage dodged!</b>" - myStr += " Riposte on next SR" - elif self.is_critical(): - myStr += " <b><font color=green>Critical!</font> All damage dodged!</b>" - elif self.is_special and self.is_riposte(): - myStr += " <i><font color=green>Special!</font> Damage dodged</b>" - myStr += " Riposte on next SR" - elif self.is_special(): - myStr += " <i><font color=green>Special!</font> Damage dodged</b>" - elif self.is_success() and self.is_ma(): - myStr += " <i><font color=green>Special!</font> Damage dodged</b>" - elif self.is_success(): - myStr += " <font color=blue>Success!</font> Damage dodged</b>" - else: - myStr += " <font color=red>Failure!</font>" - - Diff = self.sk - modSum - myStr += " </font>" - - return myStr - - - -# -# RQ Attack Roll -# -# same as skill but with fumble dice and armor points -# -# [1d100.attack(50,0,0,2,9,3,1)] -# skill%, modifer, ma%, min weap dam, max weap dam, dam bonus, truesword_enabled -# -class rqattack(std): - - def __init__(self,source=[],sk=11,mod=0,ma=0,mindam=0,maxdam=0,bondam=0,trueswd=0): - std.__init__(self,source) - self.sk = sk - self.mod = mod - self.ma = ma - self.mindam = mindam - self.maxdam = maxdam - self.bondam = bondam - self.trueswd = trueswd - - - def is_success(self): - return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) - - - def is_ma(self): - return (self.sum() <= self.ma) - - - def is_special(self): - return (self.sum() <= int(floor((self.sk + self.mod) / 5))) - - - def is_critical(self): - return ((self.sum() <= int(floor((self.sk + self.mod) / 20)))) - - - def is_supercritical(self): - return (self.sum() == 1) - - - def is_fumble(self): - if ( self.sk >= 100 ): - fum = 0 - else: - fum = (100 - self.sk ) - final_fum = ( 100 - int( floor( fum/20 ) ) ) - return ( self.sum() >= final_fum ) - - - def __str__(self): - - # get fumble roll result in case needed - fum_roll = random.randint(1,100) - - # get hit location roll result in case needed - location = random.randint(1,20) - myStr = " to the ["+ str(location) + "] " - if location < 5: - myStr += "<B>Right Leg</B>" - elif location < 9: - myStr += "<B>Left Leg</B>" - elif location < 12: - myStr += "<B>Abdomen</B>" - elif location < 13: - myStr += "<B>Chest</B>" - elif location < 16: - myStr += "<B>Right Arm</B>" - elif location < 19: - myStr += "<B>Left Arm</B>" - else: - myStr += "<B>Head</B>" - hit_loc = myStr - - - # get normal damage in case needed - norm_damage = random.randint(self.mindam*(self.trueswd+1),self.maxdam*(self.trueswd+1)) + self.bondam - norm_damage_string = "{" + str( self.mindam*(self.trueswd+1) ) + "-" - norm_damage_string += str(self.maxdam*(self.trueswd+1)) + "+" + str(self.bondam) - norm_damage_string += "}[" + str(norm_damage) + "] " - - # get special/critical damage in case needed - crit_damage = random.randint( self.mindam*(self.trueswd+2), self.maxdam*(self.trueswd+2) ) + self.bondam - crit_damage_string = "{" + str( self.mindam*(self.trueswd+2) ) + "-" + str(self.maxdam*(self.trueswd+2)) + "+" + str(self.bondam) + "}[" + str(crit_damage) + "] " - - # get supercritical damage in case needed - super_damage = norm_damage + self.maxdam - super_damage_string = "{" + str( self.mindam*(self.trueswd+1) ) + "-" - super_damage_string += str(self.maxdam*(self.trueswd+1)) + "+" + str(self.maxdam) - super_damage_string += "+" + str(self.bondam) + "}[" + str(super_damage) + "] " - - # figure out +/- for modifer - strAdd="+" - swapmod= self.mod - if self.mod < 0: - strAdd= "-" - swapmod= -self.mod - modSum = self.sum() - - # build output string - myStr = " (" + str(modSum) + ")" - myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" - - if self.is_fumble(): - myStr += " <b><font color=red>Fumble!</font> See Fumble Chart [" + str(fum_roll) + "]</b>" - elif (self.is_supercritical() and self.is_success()): - myStr += " <b><font color=green>Super Critical!</font></b> Damage: " + str(super_damage_string) + "<u>No Armor Stops</u>" + str(hit_loc) - elif (self.is_critical() and self.is_success()): - myStr += " <b><font color=green>Critical!</font></b> Damage: " + str(crit_damage_string) + "<u>No Armor Stops</u>" + str(hit_loc) - elif ( self.is_special() and self.is_success() ): - myStr += " <i><font color=green>Special!</font></i> Damage: " + str(crit_damage_string) + str(hit_loc) - elif (self.is_success() and self.is_ma()): - myStr += " <i><font color=green>Special!</font></i> Damage: " + str(crit_damage_string) + str(hit_loc) - elif self.is_success(): - myStr += " <font color=blue>Success!</font> Damage: " + str(norm_damage_string) + str(hit_loc) - else: - myStr += " <font color=red>Failure!</font>" - - return myStr - -# -# -# Sorcery Roll: [1d100.sorcery(90, 10, 5, 4, 3, 2, 1)] -# (sk, mod, pow, cer, int, acc, mlt) -# -# Ceremony: (+1d6% per strike rank spent on ceremony) -# Intensity: (-3% per point of Intensity) -# Duration: (-4% per point of Duration) -# Range: (-5% per point of Range) -# Multispell: (-10% per each spell over 1) -# Acceleration: (-5% per point of Acceleration) -# Hold: (-2% per point in spell Held) -# -class rqsorcery(std): - - def __init__(self,source=[],sk=11,mod=0,pow=0,cer=0,int=0,acc=0,mlt=0): - std.__init__(self,source) - self.sk = sk # sorcery skill - self.mod = mod # additional modifier ( from duration, range, etc ) - self.pow = pow # boost pow and additional pow ( from duration, range, etc ) - self.cer = cer # ceremony d6 - self.int = int # intensity ( -3% ) - self.acc = acc # accelerate ( -5% ) - self.mlt = mlt # multispell ( -10% ) - - - def is_success(self): - return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) - - - def is_special(self): - return ( ( self.sum() <= int( floor( ( self.sk + self.mod )/5 ) ) ) ) - - - def is_critical(self): - return ( ( self.sum() <= int( floor( ( self.sk + self.mod )/20 ) ) ) ) - - - def is_fumble(self): - if ( self.sk >= 100 ): - fum = 0 - else: - fum = (100 - self.sk ) - final_fum = ( 100 - int( floor( fum/20 ) ) ) - return ( self.sum() >= final_fum ) - - - def __str__(self): - - # get fumble roll result in case needed - fum_roll = random.randint(2,12) - if fum_roll == 12 : - fum_string = "<br /><font color=purple>Caster temporarily forgets spell. Make an INTx5 roll each day to remember.</font>" - if fum_roll == 11 : - fum_string = "<br /><font color=purple>Caster temporarily forgets spell. Make an INTx5 roll each hour to remember. </font>" - if fum_roll == 10 : - fum_string = "<br /><font color=purple>Spell produces reverse of the intended effect. </font>" - if fum_roll == 9 : - fum_string = "<br /><font color=purple>Caster is Stunned. Roll INTx3 to recover at SR 10 each round. </font>" - if fum_roll == 8 : - fum_string = "<br /><font color=purple>Caster takes 2D6 Damage to THP </font>" - if fum_roll == 7 : - fum_string = "<br /><font color=purple>Spell produces reverse of the intended effect at 2x Intensity. </font>" - if fum_roll == 6 : - fum_string = "<br /><font color=purple>Spell is cast on companions (if harmful) or on random nearby foes (if beneficial) </font>" - if fum_roll == 5 : - fum_string = "<br /><font color=purple>Caster takes 1d6 Damage to Head </font>" - if fum_roll == 4 : - fum_string = "<br /><font color=purple>Spell is cast on caster (if harmful) or on random nearby foe (if beneficial) </font>" - if fum_roll == 3 : - fum_string = "<br /><font color=purple>Caster takes 1d6 Damage to THP </font>" - if fum_roll == 2 : - fum_string = "<br /><font color=purple>Caster takes 1 point of Damage to Head </font>" - - # roll ceremony - ceremony_roll = random.randint( self.cer, (self.cer*6) ) - - # subtract manipulations - extra_mod = self.mod - self.mod += ceremony_roll - self.int*3 - self.acc*5 - self.mlt*10 - - # add up power cost - extra_pow = self.pow - self.pow += self.int + self.mlt + self.acc - special_pow = int( floor( ( self.pow )/2 ) ) - - # figure out +/- for modifer - strAdd="+" - swapmod= self.mod - if self.mod < 0: - strAdd= "-" - swapmod= -self.mod - modSum = self.sum() - - # build output string - myStr = " (" + str(modSum) + ")" - myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" - - if self.is_fumble(): - myStr += " <b><font color=red>Fumble!</font> POW Cost: [" + str(self.pow) + "],</b> " + fum_string - elif self.is_critical(): - myStr += " <b><font color=green>Critical!</font></b> POW Cost: [1] " - elif self.is_special(): - myStr += " <i><font color=green>Special!</font></i> POW Cost: [" + str(special_pow) + "] " - elif self.is_success(): - myStr += " <font color=blue>Success!</font> POW Cost: [" + str(self.pow) + "] " - else: - myStr += " <font color=red>Failure!</font> POW Cost: [1]" - - # print spell details - myStr += "<br /> --- Other Modifiers:[" + str( extra_mod ) + "], " - myStr += "Extra POW:[" + str( extra_pow ) + "], " - myStr += "Ceremony:[+" + str( ceremony_roll ) + "%], " - myStr += "Intensity(-3):[" + str( self.int ) + "], " - myStr += "Accelerate(-5):[" + str( self.acc ) + "], " - myStr += "Multispell(-10):[" + str( self.mlt ) + "] ---" - + + + + +# (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software +# Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. +# +#------------------------------------------------------------------------- +# +# Usage: +# +# Die Roller: /dieroller rq +# +# Skill Roll: [1d100.skill(50,0,0)] # ( skill%, modifer, MA% ) +# +# Parry Roll: [1d100.parry(50,0,0,12)] # ( skill%, modifer, MA%, Weapon/Shield AP ) +# +# Dodge Roll: [1d100.parry(50,0,0)] # ( skill%, modifer, MA% ) +# +# Attack Roll: [1d100.attack(50,0,0,2,9,3,0)] +# ( skill%, modifer, MA%, min weap dam, max weap dam, dam bonus, truesword ) +# +# Sorcery Roll: [1d100.sorcery(90, 0, 3, 6, 1, 1, 1)] +# (sk, mod, pow, cer, int, acc, mlt) +# +# +# +# Skill Training Unlimited Roll: [1d100.trainskill(30,75)] # (starting skill%, desired skill%) +# Skill Training Cost Limited: [1d100.trainskillcost(1000, 50) # (payment, starting skill%) +# Skill Training Time Limited: [1d100.trainskilltime(150, 50) # (time, strting skill%) +# +#------------------------------------------------------------------------- +# -- +# +# File: rq.py +# Version: +# $Id: rq.py,v .1 pelwer +# +# Description: Runequest die roller originally based on Heroman's Hero Dieroller +# +# +# v.1 - pelwer - 2/5/2005 +# o Original release +# v.2 - pelwer - 10/30/2006 +# o Ported to openrpg+ by removing dependance on whrandom +# o Fixed Riposte spelling +# o Deleted sorcalc - never used +# o Added Sorcery Fumble table to sorcery spell roller +# + +from die import * +from time import time, clock +import random +from math import floor + +__version__ = "$Id: runequest.py,v 1.4 2006/11/15 12:11:22 digitalxero Exp $" + +# rq stands for "Runequest" + +class runequest(std): + + def __init__(self,source=[]): + std.__init__(self,source) + + # these methods return new die objects for specific options + + + def skill(self,sk,mod,ma): + return rqskill(self,sk,mod,ma) + + + def parry(self,sk,mod,ma,AP): + return rqparry(self,sk,mod,ma,AP) + + + def dodge(self,sk,mod,ma): + return rqdodge(self,sk,mod,ma) + + + def attack(self,sk,mod,ma,mindam,maxdam,bondam,trueswd): + return rqattack(self,sk,mod,ma,mindam,maxdam,bondam,trueswd) + + + def sorcery(self,sk,mod,pow,cer,int,acc,mlt): + return rqsorcery(self,sk,mod,pow,cer,int,acc,mlt) + + + def trainskill(self,initial,final): + return rqtrainskill(self,initial,final) + + + def trainskillcost(self,cost,sk): + return rqtrainskillcost(self,cost,sk) + + + def trainskilltime(self,time,sk): + return rqtrainskilltime(self,time,sk) + +# RQ Skill Training Cost/Time unlimited +# +# [1d100.trainskill(10,20)] +# initial skill%, final skill% +# +# sk = skill % +# +# +class rqtrainskill(std): + + def __init__(self,source=[],initial=11,final=0): + std.__init__(self,source) + self.s = initial + self.f = final + + + def __str__(self): + myStr = "Unrestricted Training" + + if self.s == 0: + myStr = "Initial training completed for Cost(50) Time(20) Skill(1 + modifier)" + else: + cost = 0 + time = 0 + myStr = "Training: " + + while self.s < self.f and self.s < 75: + cost += self.s * 5 + time += self.s * 1 + self.s += random.uniform(1,4) + 1 + + myStr = "Training completed:\n" + myStr += "\tCost(" + str(int(cost)) + ")\n" + myStr += "\tTime(" + str(int(time)) + ")\n" + myStr += "\tSkill(" + str(int(self.s)) + ")" + + return myStr + + +# RQ Skill Training Cost Limited +# +# [1d100.trainskillcost(50,0)] +# cost, skill% +# +# cost = cash for training +# sk = skill % +# +# +class rqtrainskillcost(std): + + def __init__(self,source=[],cost=11,sk=0): + std.__init__(self,source) + self.cost = cost + self.sk = sk + + + def __str__(self): + myStr = "" + + if self.sk == 0 and self.cost >= 50: + myStr = "Initial training completed for Cost(50), Time(50), Skill(1 + modifier)" + else: + cost = 0 + time = 0 + icost = self.sk * 5 + + myStr = "Training: " + + while (cost + icost) < self.cost: + if self.sk >= 75: + break + + cost += icost + time += self.sk * 1 + self.sk += random.uniform(1,4) + 1 + icost = self.sk * 5 + + myStr = "Training completed: " + myStr += "Cost(" + str(int(cost)) + ") " + myStr += "Time(" + str(int(time)) + ") " + myStr += "Skill(" + str(int(self.sk)) + ")" + + return myStr + + +# RQ Skill Training Time Limited +# +# [1d100.trainskilltime(50,0)] +# time, skill% +# +# time = time for training +# sk = skill % +# +# +class rqtrainskilltime(std): + + def __init__(self,source=[],time=11,sk=0): + std.__init__(self,source) + self.time = time + self.sk = sk + + + def __str__(self): + myStr = "" + + if self.sk == 0 and self.time >= 20: + myStr = "Initial training completed for Cost(50), Time(50), Skill(1 + modifier)" + else: + cost = 0 + time = 0 + itime = self.sk * 1 + + myStr = "Trainingsss: " + + while (time + itime) < self.time: + if self.sk >= 75: + break + + cost += self.sk * 5 + time += itime + self.sk += random.uniform(1,4) + 1 + itime = self.sk * 5 + + myStr = "Training completed: " + myStr += "Cost(" + str(int(cost)) + ") " + myStr += "Time(" + str(int(time)) + ") " + myStr += "Skill(" + str(int(self.sk)) + ")" + + return myStr + +# RQ Skill Roll +# +# [1d100.skill(50,0,0)] +# skill%, modifer, ma% +# +# sk = skill % +# mod = modifier % +# ma = martial arts % +# skill = sk + mod +# +# success roll <= skill +# +# failure roll > skill +# +# crit +# push( @{$::Cre{Weapons}{$weap_cnt}}, POSIX::floor( skill/20 ) ); +# +# special +# push( @{$::Cre{Weapons}{$weap_cnt}}, POSIX::floor( $skill/5 ) ); +# +# fumble: if ( $skill > 100 ) { $fum = 0; } else { $fum = 100 - $skill; } +# $fum = 100 - POSIX::floor( $fum/20 ); +# if ( $fum == 100 ) { $fum = '00'; }; +# +class rqskill(std): + + def __init__(self,source=[],sk=11,mod=0,ma=0): + std.__init__(self,source) + self.sk = sk + self.mod = mod + self.ma = ma + + + def is_success(self): + return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) + + + def is_ma(self): + return (self.sum() <= self.ma) + + + def is_special(self): + return (self.sum() <= int(floor((self.sk + self.mod)/5))) + + + def is_critical(self): + return (self.sum() <= int(floor((self.sk + self.mod) / 20))) + + + def is_fumble(self): + if ( self.sk >= 100 ): + fum = 0 + else: + fum = (100 - self.sk ) + final_fum = ( 100 - int( floor( fum/20 ) ) ) + return ( self.sum() >= final_fum ) + + + def __str__(self): + strAdd="+" + swapmod= self.mod + if self.mod < 0: + strAdd= "-" + swapmod= -self.mod + modSum = self.sum() + # build output string + myStr = " (" + str(modSum) + ")" + myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" + + if self.is_fumble(): myStr += " <b><font color=red>Fumble!</font></b>" + elif self.is_critical(): myStr += " <b><font color=green>Critical!</font></b>" + elif self.is_special(): myStr += " <i><font color=green>Special!</font></i>" + elif self.is_success() and self.is_ma(): myStr += " <i><font color=green>Special!</font></i>" + elif self.is_success(): myStr += " <font color=blue>Success!</font>" + else: myStr += " <font color=red>Failure!</font>" + + Diff = self.sk - modSum + myStr += " </font>" + return myStr + +# +# RQ Parry Roll +# +# same as skill but with fumble dice and armor points +# +# [1d100.parry(50,0,0,12)] +# skill%, modifer, ma%, Weapon AP +# + +class rqparry(std): + + def __init__(self,source=[],sk=11,mod=0,ma=0,AP=0): + std.__init__(self,source) + self.sk = sk + self.mod = mod + self.ma = ma + self.AP = AP + + + def is_success(self): + return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) + + + def is_special(self): + return (self.sum() <= int(floor((self.sk + self.mod) / 5))) + + + def is_ma(self): + return (self.sum() <= self.ma) + + + def is_riposte(self): + return (self.sum() <= (self.ma / 5)) + + + def is_critical(self): + return ( ( self.sum() <= int( floor( ( self.sk + self.mod )/20 ) ) ) ) + + + def is_fumble(self): + if ( self.sk >= 100 ): + fum = 0 + else: + fum = (100 - self.sk ) + final_fum = ( 100 - int( floor( fum/20 ) ) ) + return ( self.sum() >= final_fum ) + + + def __str__(self): + + # get fumble roll result in case needed + fum_roll = random.randint(1,100) + + # get special AP + spec_AP = int( floor ( self.AP * 1.5 ) ) + + # figure out +/- for modifer + strAdd="+" + swapmod= self.mod + if self.mod < 0: + strAdd= "-" + swapmod= -self.mod + modSum = self.sum() + + # build output string + myStr = " (" + str(modSum) + ")" + myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" + + if self.is_fumble(): + myStr += " <b><font color=red>Fumble!</font> See Fumble Chart [" + str(fum_roll) + "]</b>" + elif self.is_critical() and self.is_riposte(): + myStr += " <b><font color=green>Critical!</font> All damage blocked!</b>" + myStr += " Riposte next SR" + elif self.is_critical(): + myStr += " <b><font color=green>Critical!</font> All damage blocked!</b>" + elif self.is_special and self.is_riposte(): + myStr += " <i><font color=green>Special!</font> Weapon/Shield AP [" + str(spec_AP) + "]</i>" + myStr += " Riposte next SR" + elif self.is_special(): + myStr += " <i><font color=green>Special!</font> Weapon/Shield AP [" + str(spec_AP) + "]</i>" + elif self.is_success() and self.is_ma(): + myStr += " <i><font color=green>Special!</font> Weapon/Shield AP [" + str(spec_AP) + "]</i>" + elif self.is_success(): + myStr += " <font color=blue>Success!</font> Weapon/Shield AP [" + str(self.AP) + "]" + else: + myStr += " <font color=red>Failure!</font>" + + Diff = self.sk - modSum + myStr += " </font>" + + return myStr + +# RQ Dodge Roll +# +# same as skill but with fumble dice and armor points +# +# [1d100.parry(50,0,0)] +# skill%, modifer, ma% +# + +class rqdodge(std): + + def __init__(self,source=[],sk=11,mod=0,ma=0,AP=0): + std.__init__(self,source) + self.sk = sk + self.mod = mod + self.ma = ma + self.AP = AP + + + def is_success(self): + return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) + + + def is_special(self): + return (self.sum() <= int(floor((self.sk + self.mod) / 5))) + + + def is_ma(self): + return (self.sum() <= self.ma) + + + def is_riposte(self): + return (self.sum() <= (self.ma / 5)) + + + def is_critical(self): + return ( ( self.sum() <= int( floor( ( self.sk + self.mod )/20 ) ) ) ) + + + def is_fumble(self): + if ( self.sk >= 100 ): + fum = 0 + else: + fum = (100 - self.sk ) + final_fum = ( 100 - int( floor( fum/20 ) ) ) + return ( self.sum() >= final_fum ) + + + def __str__(self): + + # get fumble roll result in case needed + fum_roll = random.randint(1,100) + + # get special AP + spec_AP = int( floor ( self.AP * 1.5 ) ) + + # figure out +/- for modifer + strAdd="+" + swapmod= self.mod + if self.mod < 0: + strAdd= "-" + swapmod= -self.mod + modSum = self.sum() + + # build output string + myStr = " (" + str(modSum) + ")" + myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" + + if self.is_fumble(): + myStr += " <b><font color=red>Fumble!</font> See Fumble Chart [" + str(fum_roll) + "]</b>" + elif self.is_critical() and self.is_riposte(): + myStr += " <b><font color=green>Critical!</font> All damage dodged!</b>" + myStr += " Riposte on next SR" + elif self.is_critical(): + myStr += " <b><font color=green>Critical!</font> All damage dodged!</b>" + elif self.is_special and self.is_riposte(): + myStr += " <i><font color=green>Special!</font> Damage dodged</b>" + myStr += " Riposte on next SR" + elif self.is_special(): + myStr += " <i><font color=green>Special!</font> Damage dodged</b>" + elif self.is_success() and self.is_ma(): + myStr += " <i><font color=green>Special!</font> Damage dodged</b>" + elif self.is_success(): + myStr += " <font color=blue>Success!</font> Damage dodged</b>" + else: + myStr += " <font color=red>Failure!</font>" + + Diff = self.sk - modSum + myStr += " </font>" + + return myStr + + + +# +# RQ Attack Roll +# +# same as skill but with fumble dice and armor points +# +# [1d100.attack(50,0,0,2,9,3,1)] +# skill%, modifer, ma%, min weap dam, max weap dam, dam bonus, truesword_enabled +# +class rqattack(std): + + def __init__(self,source=[],sk=11,mod=0,ma=0,mindam=0,maxdam=0,bondam=0,trueswd=0): + std.__init__(self,source) + self.sk = sk + self.mod = mod + self.ma = ma + self.mindam = mindam + self.maxdam = maxdam + self.bondam = bondam + self.trueswd = trueswd + + + def is_success(self): + return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) + + + def is_ma(self): + return (self.sum() <= self.ma) + + + def is_special(self): + return (self.sum() <= int(floor((self.sk + self.mod) / 5))) + + + def is_critical(self): + return ((self.sum() <= int(floor((self.sk + self.mod) / 20)))) + + + def is_supercritical(self): + return (self.sum() == 1) + + + def is_fumble(self): + if ( self.sk >= 100 ): + fum = 0 + else: + fum = (100 - self.sk ) + final_fum = ( 100 - int( floor( fum/20 ) ) ) + return ( self.sum() >= final_fum ) + + + def __str__(self): + + # get fumble roll result in case needed + fum_roll = random.randint(1,100) + + # get hit location roll result in case needed + location = random.randint(1,20) + myStr = " to the ["+ str(location) + "] " + if location < 5: + myStr += "<B>Right Leg</B>" + elif location < 9: + myStr += "<B>Left Leg</B>" + elif location < 12: + myStr += "<B>Abdomen</B>" + elif location < 13: + myStr += "<B>Chest</B>" + elif location < 16: + myStr += "<B>Right Arm</B>" + elif location < 19: + myStr += "<B>Left Arm</B>" + else: + myStr += "<B>Head</B>" + hit_loc = myStr + + + # get normal damage in case needed + norm_damage = random.randint(self.mindam*(self.trueswd+1),self.maxdam*(self.trueswd+1)) + self.bondam + norm_damage_string = "{" + str( self.mindam*(self.trueswd+1) ) + "-" + norm_damage_string += str(self.maxdam*(self.trueswd+1)) + "+" + str(self.bondam) + norm_damage_string += "}[" + str(norm_damage) + "] " + + # get special/critical damage in case needed + crit_damage = random.randint( self.mindam*(self.trueswd+2), self.maxdam*(self.trueswd+2) ) + self.bondam + crit_damage_string = "{" + str( self.mindam*(self.trueswd+2) ) + "-" + str(self.maxdam*(self.trueswd+2)) + "+" + str(self.bondam) + "}[" + str(crit_damage) + "] " + + # get supercritical damage in case needed + super_damage = norm_damage + self.maxdam + super_damage_string = "{" + str( self.mindam*(self.trueswd+1) ) + "-" + super_damage_string += str(self.maxdam*(self.trueswd+1)) + "+" + str(self.maxdam) + super_damage_string += "+" + str(self.bondam) + "}[" + str(super_damage) + "] " + + # figure out +/- for modifer + strAdd="+" + swapmod= self.mod + if self.mod < 0: + strAdd= "-" + swapmod= -self.mod + modSum = self.sum() + + # build output string + myStr = " (" + str(modSum) + ")" + myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" + + if self.is_fumble(): + myStr += " <b><font color=red>Fumble!</font> See Fumble Chart [" + str(fum_roll) + "]</b>" + elif (self.is_supercritical() and self.is_success()): + myStr += " <b><font color=green>Super Critical!</font></b> Damage: " + str(super_damage_string) + "<u>No Armor Stops</u>" + str(hit_loc) + elif (self.is_critical() and self.is_success()): + myStr += " <b><font color=green>Critical!</font></b> Damage: " + str(crit_damage_string) + "<u>No Armor Stops</u>" + str(hit_loc) + elif ( self.is_special() and self.is_success() ): + myStr += " <i><font color=green>Special!</font></i> Damage: " + str(crit_damage_string) + str(hit_loc) + elif (self.is_success() and self.is_ma()): + myStr += " <i><font color=green>Special!</font></i> Damage: " + str(crit_damage_string) + str(hit_loc) + elif self.is_success(): + myStr += " <font color=blue>Success!</font> Damage: " + str(norm_damage_string) + str(hit_loc) + else: + myStr += " <font color=red>Failure!</font>" + + return myStr + +# +# +# Sorcery Roll: [1d100.sorcery(90, 10, 5, 4, 3, 2, 1)] +# (sk, mod, pow, cer, int, acc, mlt) +# +# Ceremony: (+1d6% per strike rank spent on ceremony) +# Intensity: (-3% per point of Intensity) +# Duration: (-4% per point of Duration) +# Range: (-5% per point of Range) +# Multispell: (-10% per each spell over 1) +# Acceleration: (-5% per point of Acceleration) +# Hold: (-2% per point in spell Held) +# +class rqsorcery(std): + + def __init__(self,source=[],sk=11,mod=0,pow=0,cer=0,int=0,acc=0,mlt=0): + std.__init__(self,source) + self.sk = sk # sorcery skill + self.mod = mod # additional modifier ( from duration, range, etc ) + self.pow = pow # boost pow and additional pow ( from duration, range, etc ) + self.cer = cer # ceremony d6 + self.int = int # intensity ( -3% ) + self.acc = acc # accelerate ( -5% ) + self.mlt = mlt # multispell ( -10% ) + + + def is_success(self): + return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) + + + def is_special(self): + return ( ( self.sum() <= int( floor( ( self.sk + self.mod )/5 ) ) ) ) + + + def is_critical(self): + return ( ( self.sum() <= int( floor( ( self.sk + self.mod )/20 ) ) ) ) + + + def is_fumble(self): + if ( self.sk >= 100 ): + fum = 0 + else: + fum = (100 - self.sk ) + final_fum = ( 100 - int( floor( fum/20 ) ) ) + return ( self.sum() >= final_fum ) + + + def __str__(self): + + # get fumble roll result in case needed + fum_roll = random.randint(2,12) + if fum_roll == 12 : + fum_string = "<br /><font color=purple>Caster temporarily forgets spell. Make an INTx5 roll each day to remember.</font>" + if fum_roll == 11 : + fum_string = "<br /><font color=purple>Caster temporarily forgets spell. Make an INTx5 roll each hour to remember. </font>" + if fum_roll == 10 : + fum_string = "<br /><font color=purple>Spell produces reverse of the intended effect. </font>" + if fum_roll == 9 : + fum_string = "<br /><font color=purple>Caster is Stunned. Roll INTx3 to recover at SR 10 each round. </font>" + if fum_roll == 8 : + fum_string = "<br /><font color=purple>Caster takes 2D6 Damage to THP </font>" + if fum_roll == 7 : + fum_string = "<br /><font color=purple>Spell produces reverse of the intended effect at 2x Intensity. </font>" + if fum_roll == 6 : + fum_string = "<br /><font color=purple>Spell is cast on companions (if harmful) or on random nearby foes (if beneficial) </font>" + if fum_roll == 5 : + fum_string = "<br /><font color=purple>Caster takes 1d6 Damage to Head </font>" + if fum_roll == 4 : + fum_string = "<br /><font color=purple>Spell is cast on caster (if harmful) or on random nearby foe (if beneficial) </font>" + if fum_roll == 3 : + fum_string = "<br /><font color=purple>Caster takes 1d6 Damage to THP </font>" + if fum_roll == 2 : + fum_string = "<br /><font color=purple>Caster takes 1 point of Damage to Head </font>" + + # roll ceremony + ceremony_roll = random.randint( self.cer, (self.cer*6) ) + + # subtract manipulations + extra_mod = self.mod + self.mod += ceremony_roll - self.int*3 - self.acc*5 - self.mlt*10 + + # add up power cost + extra_pow = self.pow + self.pow += self.int + self.mlt + self.acc + special_pow = int( floor( ( self.pow )/2 ) ) + + # figure out +/- for modifer + strAdd="+" + swapmod= self.mod + if self.mod < 0: + strAdd= "-" + swapmod= -self.mod + modSum = self.sum() + + # build output string + myStr = " (" + str(modSum) + ")" + myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" + + if self.is_fumble(): + myStr += " <b><font color=red>Fumble!</font> POW Cost: [" + str(self.pow) + "],</b> " + fum_string + elif self.is_critical(): + myStr += " <b><font color=green>Critical!</font></b> POW Cost: [1] " + elif self.is_special(): + myStr += " <i><font color=green>Special!</font></i> POW Cost: [" + str(special_pow) + "] " + elif self.is_success(): + myStr += " <font color=blue>Success!</font> POW Cost: [" + str(self.pow) + "] " + else: + myStr += " <font color=red>Failure!</font> POW Cost: [1]" + + # print spell details + myStr += "<br /> --- Other Modifiers:[" + str( extra_mod ) + "], " + myStr += "Extra POW:[" + str( extra_pow ) + "], " + myStr += "Ceremony:[+" + str( ceremony_roll ) + "%], " + myStr += "Intensity(-3):[" + str( self.int ) + "], " + myStr += "Accelerate(-5):[" + str( self.acc ) + "], " + myStr += "Multispell(-10):[" + str( self.mlt ) + "] ---" + + return myStr