Mercurial > traipse_dev
view orpg/dieroller/rollers/runequest.py @ 217:c719a07cd28d beta
Traipse Beta 'OpenRPG' {100430-01}
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
New Namespace Internal is context sensitive, always!
New Namespace External is 'as narrow as you make it'
New Namespace FutureCheck helps ensure you don't receive an incorrect node
New PluginDB access for URL2Link plugin
New to Forms, they now show their content in Design Mode
New to Update Manager, checks Repo for updates on software start
New to Mini Lin node, change title in design mode
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
Fix to Backgrounds not loading through remote loader
Fix to Node name errors
Fix to rolling dice in chat Whispers
Fix to Splitters Sizing issues
Fix to URL2Link plugin, modified regex compilation should remove memory leak
Fix to mapy.py, a roll back due to zoomed grid issues
Fix to whiteboard_handler, Circles work by you clicking the center of the circle
Fix to Servers parse_incoming_dom which was outdated and did not respect XML
Fix to a broken link in the server welcome message
Fix to InterParse and logger requiring traceback
Fix to Update Manager Status Bar
Fix to failed image and erroneous pop up
Fix to Mini Lib node that was preventing use
Fix to plugins that parce dice but did not call InterParse
Fix to nodes for name changing by double click
Fix to Game Tree, node ordering on drag and drop corrected
Daily-01: Again forgot the version number
Files affect in last update:
Currently selected branch: beta
Author: sirebral
Files Modified (in update):
orpg/chat/commands.py
orpg/gametree/gametree.py
orpg/gametree/nodehandlers/containers.py
orpg/gametree/nodehandlers/minilib.py
orpg/pluginhandler.py
plugins/xxhiddendice.py
plugins/xxsimpleinit.py
author | sirebral |
---|---|
date | Fri, 30 Apr 2010 05:44:05 -0500 |
parents | dcae32e219f1 |
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