Mercurial > traipse_dev
view orpg/dieroller/rollers/runequest.py @ 175:fd6415b8243e alpha
Traipse Alpha 'OpenRPG' {100112-01}
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 (Keeping up with Beta)
New Features:
Added Bookmarks
Added 'boot' command to remote admin
Added confirmation window for sent nodes
Minor changes to allow for portability to an OpenSUSE linux OS
Miniatures Layer pop up box allows users to turn off Mini labels, from
FlexiRPG
Zoom Mouse plugin added
Images added to Plugin UI
Switching to Element Tree
Map efficiency, from FlexiRPG
Added Status Bar to Update Manager
New TrueDebug Class in orpg_log (See documentation for usage)
Portable Mercurial
Tip of the Day added, from Core and community
New Reference Syntax added for custom PC sheets
New Child Reference for gametree
New Parent Reference for gametree
New Gametree Recursion method, mapping, context sensitivity, and
effeciency..
New Features node with bonus nodes and Node Referencing help added
Dieroller structure from Core
Added 7th Sea die roller method; ie [7k3] =
[7d10.takeHighest(3).open(10)]
New 'Mythos' System die roller added
Added new vs. die roller method for WoD; ie [3v3] = [3d10.vs(3)].
Includes support for Mythos roller
New EZ_Tree Reference system. Push a button, Traipse the tree, get a
reference (Alpha!!)
Fixes:
Fix to Text based Server
Fix to Remote Admin Commands
Fix to Pretty Print, from Core
Fix to Splitter Nodes not being created
Fix to massive amounts of images loading, from Core
Fix to Map from gametree not showing to all clients
Fix to gametree about menus
Fix to Password Manager check on startup
Fix to PC Sheets from tool nodes. They now use the tabber_panel
Fixed Whiteboard ID to prevent random line or text deleting.
Modified ID's to prevent non updated clients from ruining the fix.
default_manifest.xml renamed to default_upmana.xml
Fix to Update Manager; cleaner clode for saved repositories
Fixes made to Settings Panel and no reactive settings when Ok is pressed
Fixes to Alternity roller's attack roll. Uses a simple Tuple instead of
a Splice
Fix to Use panel of Forms and Tabbers. Now longer enters design mode
author | sirebral |
---|---|
date | Tue, 12 Jan 2010 19:51:39 -0600 |
parents | 5c9a118476b2 |
children | dcae32e219f1 |
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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 1.4 2006/11/15 12:11:22 digitalxero 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) # 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) 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