Mercurial > traipse_dev
view orpg/dieroller/runequest.py @ 32:c223c1051f4a traipse_dev
Update Manager moves into Beta 0.3 with a nice new look. The skeleton is
designed, not the functionality will be added.
author | sirebral |
---|---|
date | Sun, 02 Aug 2009 16:43:55 -0500 |
parents | 4385a7d0efd1 |
children | 449a8900f9ac |
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# (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