view orpg/dieroller/runequest.py @ 61:f3d8101211c4 ornery-dev

Traipse Dev 'OpenRPG' {090813-00} 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: This update completes the front end of the Updater tab. Material is now ready to start adding to the Controls tab, however GUI planning needs to take place first. Player List and Game Server Menu Columns now have a minimum width and the software will refresh to that width on an update, if the column is too small.
author sirebral
date Thu, 13 Aug 2009 04:25:10 -0500
parents 4385a7d0efd1
children 449a8900f9ac
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
#

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