view orpg/dieroller/rollers/runequest.py @ 195:b633f4c64aae alpha

Traipse Alpha 'OpenRPG' {100219-00} 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 (Patch-2) New Features: New Namespace method with two new syntaxes Fixes: Fix to Server GUI startup errors Fix to Server GUI Rooms tab updating Fix to Chat and Settings if non existant die roller is picked Fix to Dieroller and .open() used with .vs(). Successes are correctly calculated Fix to Alias Lib's Export to Tree, Open, Save features Fix to alias node, now works properly Fix to Splitter node, minor GUI cleanup
author sirebral
date Sat, 24 Apr 2010 08:37:20 -0500
parents 5c9a118476b2
children
line wrap: on
line source

# (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
#

__version__ = "$Id: runequest.py,v Traipse 'Ornery-Orc' prof.ebral Exp $"

from time import time, clock
import random
from math import floor

from std import std
from orpg.dieroller.base import *

# rq stands for "Runequest"

class runequest(std):
    name = "runequest"
    def __init__(self,source=[]):
        std.__init__(self,source)

    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)

die_rollers.register(runequest)

#  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