Mercurial > traipse_dev
diff orpg/dieroller/runequest.py @ 0:4385a7d0efd1 grumpy-goblin
Deleted and repushed it with the 'grumpy-goblin' branch. I forgot a y
author | sirebral |
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date | Tue, 14 Jul 2009 16:41:58 -0500 |
parents | |
children | 449a8900f9ac |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/orpg/dieroller/runequest.py Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,696 @@ + + + + +# (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 +