Mercurial > traipse_dev
view orpg/dieroller/hackmaster.py @ 41:6d18ee109e02 traipse_dev
Duplicates removed, refresh button still prints. Moving to Pull command
and Delete button.
author | sirebral |
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date | Wed, 05 Aug 2009 09:22:11 -0500 |
parents | 4385a7d0efd1 |
children | 449a8900f9ac |
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#!/usr/bin/env python # Copyright Not Yet, see how much I trust you # # openrpg-dev@lists.sourceforge.net # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2 of the License, or # (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. # -- # # File: hackmaster.py # Author: Ric Soard # Maintainer: # Version: # $Id: hackmaster.py,v 0.4 2003/08/12 # # Description: special die roller for HackMaster(C)(TM) RPG # has penetration damage - .damage(bonus,honor) # has attack - .attack(bonus, honor) # has severity .severity(honor) # has help - .help() # # import random from die import * __version__ = "$Id: hackmaster.py,v 1.8 2006/11/15 12:11:22 digitalxero Exp $" #hackmaster Class basically passes into functional classes class hackmaster(std): def __init__(self,source=[]): std.__init__(self,source) def damage(self, mod, hon): return HMdamage(self, mod, hon) def attack(self, mod, hon): return HMattack(self, mod, hon) def help(self): return HMhelp(self) def severity(self, honor): return HMSeverity(self, honor) # HM Damage roller - rolles penetration as per the PHB - re-rolles on max die - 1, adds honor to the penetration rolls # and this appears to be invisible to the user ( if a 4 on a d4 is rolled a 3 will appear and be followed by another # die. if High honor then a 4 will appear followed by a another die. class HMdamage(std): def __init__(self,source=[], mod = 0, hon = 0): std.__init__(self,source) self.mod = mod self.hon = hon self.check_pen() #here we roll the mod die self.append(static_di(self.mod)) #here we roll the honor die self.append(static_di(self.hon)) def damage(mod = 0, hon = 0): self.mod = mod self.hon = hon # This function is called by default to display the die string to the chat window. # Our die string attempts to explain the results def __str__(self): myStr = "Damage " myStr += "[Damage Roll, Modifiers, Honor]: " + " [" + str(self.data[0]) for a in self.data[1:]: myStr += "," myStr += str(a) myStr += "] = (" + str(self.sum()) + ")" return myStr # This function checks to see if we need to reroll for penetration def check_pen(self): for i in range(len(self.data)): if self.data[i].lastroll() >= self.data[i].sides: self.pen_roll(i) #this function rolls the penetration die, and checks to see if it needs to be re-rolled again. def pen_roll(self,num): result = int(random.uniform(1,self.data[num].sides+1)) self.data[num].value += (result - 1 + self.hon) self.data[num].history.append(result - 1 + self.hon) if result >= self.data[num].sides: self.pen_roll(num) # this function rolls for the HM Attack. the function checks for a 20 and displays critical, and a 1 # and displays fumble class HMattack(std): def __init__(self, source=[], mod = 0, base_severity = 0, hon = 0, size = 0): std.__init__(self,source) self.size = size self.mod = mod self.base_severity = base_severity self.hon = hon self.fumble = 0 self.crit = 0 self.check_crit() #this is a static die that adds the modifier self.append(static_di(self.mod)) #this is a static die that adds honor, we want high rolls so it's +1 self.append(static_di(self.hon)) def check_crit(self): if self.data[0] == self.data[0].sides: self.crit = 1 if self.data[0] == 1: self.fumble = 1 #this function is the out put to the chat window, it basicaly just displays the roll unless #it's a natural 20, or a natural 1 def __str__(self): if self.crit > 0: myStr = "Critical Hit!!: " elif self.fumble > 0: myStr = "FUMBLE!!" else: myStr = "To Hit:" myStr += "[To Hit Roll, Modifiers, Honor]" + " [" + str(self.data[0]) for a in self.data[1:]: myStr += "," myStr += str(a) myStr += "] = (" + str(self.sum()) + ")" return myStr class HMhelp(std): def __init__(self,source=[]): std.__init__(self,source) self.source = source def __str__(self): myStr = " <br /> .attack(Bonus, Honor): <br />" myStr += " The attack roll rolles the dice and adds your bonus <br />" myStr += " and honor modifier and returns you final roll. <br />" myStr += " On a natural 20 the dieroller displays Critical Hit!! <br />" myStr += " On a natural 1 the dieroller displays FUMBLE!! <br />" myStr += " Example A 1st level fighter with +1 to hit and a +2 sword and High Honor <br />" myStr += " would roll [1d20.attack(3,1)] <br />" myStr += " .damage(Bonus, Honor): <br />" myStr += " The damage roll rolls the dice and rerolls on a max roll for <br />" myStr += " penetration damage, the penetration die is -1 and is rerolled on a max roll <br />" myStr += " The roller returns the damage dice, monidifiers, and honor <br />" myStr += " Example A magic-user uses a quaterstaff +1 with high honor, he would roll <br />" myStr += " [1d6.damage(1,1)] <br />" myStr += " .severity(honor): <br />" myStr += " the severity is for critical hit resolution - the character rolls <br />" myStr += " a d8 and adds honor bonus. the die is rerolled on natural 8 and natural 1 with a -1 modifier <br />" myStr += " on an 8 the reroll is added on a 1 the reroll is subtracted <br />" myStr += " Example [1d8.severity(1)] <br />" myStr += " .help() : <br />" myStr += " displays this message <br />" return myStr # the severity roll is for critical resolution. The die is rerolled and added #on a natural 8 and rerolled and subtracted on a 1 class HMSeverity(std): def __init__(self, source =[], honor=0): std.__init__(self,source) self.source = source self.hon = honor self.data = [] self.append(di(8)) self.CheckReroll() self.append(static_di(self.hon)) def __str__(self): myStr = "[Severity Dice, Honor]" + " [" + str(self.data[0]) for a in self.data[1:]: myStr += "," myStr += str(a) myStr += "] = (" + str(self.sum()) + ")" return myStr def CheckReroll(self): if self.data[0] == self.data[0].sides: self.crit_chain(0,1) if self.data[0] == 1: self.crit_chain(0,-1) #this function needes moved for severity def crit_chain(self,num,neg): result = int(random.uniform(1,self.data[num].sides+1)) self.data[num].value += (((result - 1) * neg) + self.hon) self.data[num].history.append(((result - 1) * neg) + self.hon) if result >= self.data[num].sides: self.crit_chain(num,1) if result == 1: self.crit_chain(num,-1)