Mercurial > traipse
comparison orpg/dieroller/rollers/runequest.py @ 28:ff154cf3350c ornery-orc
Traipse 'OpenRPG' {100203-00}
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 (Stable)
New Features:
New Bookmarks Feature
New 'boot' command to remote admin
New confirmation window for sent nodes
Miniatures Layer pop up box allows users to turn off Mini labels, from
FlexiRPG
New Zoom Mouse plugin added
New Images added to Plugin UI
Switching to Element Tree
New Map efficiency, from FlexiRPG
New Status Bar to Update Manager
New TrueDebug Class in orpg_log (See documentation for usage)
New Portable Mercurial
New Tip of the Day, 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
New Dieroller structure from Core
New DieRoller portability for odd Dice
New 7th Sea die roller; ie [7k3] = [7d10.takeHighest(3).open(10)]
New 'Mythos' System die roller added
New vs. die roller method for WoD; ie [3v3] = [3d10.vs(3)]. Included for
Mythos roller also
New Warhammer FRPG Die Roller (Special thanks to Puu-san for the
support)
New EZ_Tree Reference system. Push a button, Traipse the tree, get a
reference (Beta!)
New Grids act more like Spreadsheets in Use mode, with Auto Calc
Fixes:
Fix to allow for portability to an OpenSUSE linux OS
Fix to mplay_client for Fedora and OpenSUSE
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
Fix to Whiteboard ID to prevent random line or text deleting.
Fixes to Server, Remote Server, and Server GUI
Fix to Update Manager; cleaner clode for saved repositories
Fixes made to Settings Panel and now 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
Fix made Image Fetching. New fetching image and new failed image
Fix to whiteboard ID's to prevent non updated clients from ruining the
fix.
default_manifest.xml renamed to default_upmana.xml
author | sirebral |
---|---|
date | Wed, 03 Feb 2010 22:16:49 -0600 |
parents | |
children |
comparison
equal
deleted
inserted
replaced
27:51428d30c59e | 28:ff154cf3350c |
---|---|
1 # (at your option) any later version. | |
2 # | |
3 # This program is distributed in the hope that it will be useful, | |
4 # but WITHOUT ANY WARRANTY; without even the implied warranty of | |
5 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
6 # GNU General Public License for more details. | |
7 # | |
8 # You should have received a copy of the GNU General Public License | |
9 # along with this program; if not, write to the Free Software | |
10 # Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. | |
11 # | |
12 #------------------------------------------------------------------------- | |
13 # | |
14 # Usage: | |
15 # | |
16 # Die Roller: /dieroller rq | |
17 # | |
18 # Skill Roll: [1d100.skill(50,0,0)] # ( skill%, modifer, MA% ) | |
19 # | |
20 # Parry Roll: [1d100.parry(50,0,0,12)] # ( skill%, modifer, MA%, Weapon/Shield AP ) | |
21 # | |
22 # Dodge Roll: [1d100.parry(50,0,0)] # ( skill%, modifer, MA% ) | |
23 # | |
24 # Attack Roll: [1d100.attack(50,0,0,2,9,3,0)] | |
25 # ( skill%, modifer, MA%, min weap dam, max weap dam, dam bonus, truesword ) | |
26 # | |
27 # Sorcery Roll: [1d100.sorcery(90, 0, 3, 6, 1, 1, 1)] | |
28 # (sk, mod, pow, cer, int, acc, mlt) | |
29 # | |
30 # | |
31 # | |
32 # Skill Training Unlimited Roll: [1d100.trainskill(30,75)] # (starting skill%, desired skill%) | |
33 # Skill Training Cost Limited: [1d100.trainskillcost(1000, 50) # (payment, starting skill%) | |
34 # Skill Training Time Limited: [1d100.trainskilltime(150, 50) # (time, strting skill%) | |
35 # | |
36 #------------------------------------------------------------------------- | |
37 # -- | |
38 # | |
39 # File: rq.py | |
40 # Version: | |
41 # $Id: rq.py,v .1 pelwer | |
42 # | |
43 # Description: Runequest die roller originally based on Heroman's Hero Dieroller | |
44 # | |
45 # | |
46 # v.1 - pelwer - 2/5/2005 | |
47 # o Original release | |
48 # v.2 - pelwer - 10/30/2006 | |
49 # o Ported to openrpg+ by removing dependance on whrandom | |
50 # o Fixed Riposte spelling | |
51 # o Deleted sorcalc - never used | |
52 # o Added Sorcery Fumble table to sorcery spell roller | |
53 # | |
54 | |
55 __version__ = "$Id: runequest.py,v Traipse 'Ornery-Orc' prof.ebral Exp $" | |
56 | |
57 from time import time, clock | |
58 import random | |
59 from math import floor | |
60 | |
61 from std import std | |
62 from orpg.dieroller.base import * | |
63 | |
64 # rq stands for "Runequest" | |
65 | |
66 class runequest(std): | |
67 name = "runequest" | |
68 def __init__(self,source=[]): | |
69 std.__init__(self,source) | |
70 | |
71 def skill(self,sk,mod,ma): | |
72 return rqskill(self,sk,mod,ma) | |
73 | |
74 def parry(self,sk,mod,ma,AP): | |
75 return rqparry(self,sk,mod,ma,AP) | |
76 | |
77 def dodge(self,sk,mod,ma): | |
78 return rqdodge(self,sk,mod,ma) | |
79 | |
80 def attack(self,sk,mod,ma,mindam,maxdam,bondam,trueswd): | |
81 return rqattack(self,sk,mod,ma,mindam,maxdam,bondam,trueswd) | |
82 | |
83 def sorcery(self,sk,mod,pow,cer,int,acc,mlt): | |
84 return rqsorcery(self,sk,mod,pow,cer,int,acc,mlt) | |
85 | |
86 def trainskill(self,initial,final): | |
87 return rqtrainskill(self,initial,final) | |
88 | |
89 def trainskillcost(self,cost,sk): | |
90 return rqtrainskillcost(self,cost,sk) | |
91 | |
92 def trainskilltime(self,time,sk): | |
93 return rqtrainskilltime(self,time,sk) | |
94 | |
95 die_rollers.register(runequest) | |
96 | |
97 # RQ Skill Training Cost/Time unlimited | |
98 # | |
99 # [1d100.trainskill(10,20)] | |
100 # initial skill%, final skill% | |
101 # | |
102 # sk = skill % | |
103 # | |
104 # | |
105 class rqtrainskill(std): | |
106 def __init__(self,source=[],initial=11,final=0): | |
107 std.__init__(self,source) | |
108 self.s = initial | |
109 self.f = final | |
110 | |
111 def __str__(self): | |
112 myStr = "Unrestricted Training" | |
113 if self.s == 0: | |
114 myStr = "Initial training completed for Cost(50) Time(20) Skill(1 + modifier)" | |
115 else: | |
116 cost = 0 | |
117 time = 0 | |
118 myStr = "Training: " | |
119 while self.s < self.f and self.s < 75: | |
120 cost += self.s * 5 | |
121 time += self.s * 1 | |
122 self.s += random.uniform(1,4) + 1 | |
123 myStr = "Training completed:\n" | |
124 myStr += "\tCost(" + str(int(cost)) + ")\n" | |
125 myStr += "\tTime(" + str(int(time)) + ")\n" | |
126 myStr += "\tSkill(" + str(int(self.s)) + ")" | |
127 return myStr | |
128 | |
129 | |
130 # RQ Skill Training Cost Limited | |
131 # | |
132 # [1d100.trainskillcost(50,0)] | |
133 # cost, skill% | |
134 # | |
135 # cost = cash for training | |
136 # sk = skill % | |
137 # | |
138 # | |
139 class rqtrainskillcost(std): | |
140 def __init__(self,source=[],cost=11,sk=0): | |
141 std.__init__(self,source) | |
142 self.cost = cost | |
143 self.sk = sk | |
144 | |
145 def __str__(self): | |
146 myStr = "" | |
147 if self.sk == 0 and self.cost >= 50: | |
148 myStr = "Initial training completed for Cost(50), Time(50), Skill(1 + modifier)" | |
149 else: | |
150 cost = 0 | |
151 time = 0 | |
152 icost = self.sk * 5 | |
153 myStr = "Training: " | |
154 while (cost + icost) < self.cost: | |
155 if self.sk >= 75: | |
156 break | |
157 cost += icost | |
158 time += self.sk * 1 | |
159 self.sk += random.uniform(1,4) + 1 | |
160 icost = self.sk * 5 | |
161 myStr = "Training completed: " | |
162 myStr += "Cost(" + str(int(cost)) + ") " | |
163 myStr += "Time(" + str(int(time)) + ") " | |
164 myStr += "Skill(" + str(int(self.sk)) + ")" | |
165 return myStr | |
166 | |
167 | |
168 # RQ Skill Training Time Limited | |
169 # | |
170 # [1d100.trainskilltime(50,0)] | |
171 # time, skill% | |
172 # | |
173 # time = time for training | |
174 # sk = skill % | |
175 # | |
176 # | |
177 class rqtrainskilltime(std): | |
178 def __init__(self,source=[],time=11,sk=0): | |
179 std.__init__(self,source) | |
180 self.time = time | |
181 self.sk = sk | |
182 | |
183 def __str__(self): | |
184 myStr = "" | |
185 if self.sk == 0 and self.time >= 20: | |
186 myStr = "Initial training completed for Cost(50), Time(50), Skill(1 + modifier)" | |
187 else: | |
188 cost = 0 | |
189 time = 0 | |
190 itime = self.sk * 1 | |
191 myStr = "Trainingsss: " | |
192 while (time + itime) < self.time: | |
193 if self.sk >= 75: | |
194 break | |
195 cost += self.sk * 5 | |
196 time += itime | |
197 self.sk += random.uniform(1,4) + 1 | |
198 itime = self.sk * 5 | |
199 myStr = "Training completed: " | |
200 myStr += "Cost(" + str(int(cost)) + ") " | |
201 myStr += "Time(" + str(int(time)) + ") " | |
202 myStr += "Skill(" + str(int(self.sk)) + ")" | |
203 return myStr | |
204 | |
205 # RQ Skill Roll | |
206 # | |
207 # [1d100.skill(50,0,0)] | |
208 # skill%, modifer, ma% | |
209 # | |
210 # sk = skill % | |
211 # mod = modifier % | |
212 # ma = martial arts % | |
213 # skill = sk + mod | |
214 # | |
215 # success roll <= skill | |
216 # | |
217 # failure roll > skill | |
218 # | |
219 # crit | |
220 # push( @{$::Cre{Weapons}{$weap_cnt}}, POSIX::floor( skill/20 ) ); | |
221 # | |
222 # special | |
223 # push( @{$::Cre{Weapons}{$weap_cnt}}, POSIX::floor( $skill/5 ) ); | |
224 # | |
225 # fumble: if ( $skill > 100 ) { $fum = 0; } else { $fum = 100 - $skill; } | |
226 # $fum = 100 - POSIX::floor( $fum/20 ); | |
227 # if ( $fum == 100 ) { $fum = '00'; }; | |
228 # | |
229 class rqskill(std): | |
230 def __init__(self,source=[],sk=11,mod=0,ma=0): | |
231 std.__init__(self,source) | |
232 self.sk = sk | |
233 self.mod = mod | |
234 self.ma = ma | |
235 | |
236 def is_success(self): | |
237 return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) | |
238 | |
239 def is_ma(self): | |
240 return (self.sum() <= self.ma) | |
241 | |
242 def is_special(self): | |
243 return (self.sum() <= int(floor((self.sk + self.mod)/5))) | |
244 | |
245 def is_critical(self): | |
246 return (self.sum() <= int(floor((self.sk + self.mod) / 20))) | |
247 | |
248 def is_fumble(self): | |
249 if ( self.sk >= 100 ): | |
250 fum = 0 | |
251 else: | |
252 fum = (100 - self.sk ) | |
253 final_fum = ( 100 - int( floor( fum/20 ) ) ) | |
254 return ( self.sum() >= final_fum ) | |
255 | |
256 def __str__(self): | |
257 strAdd="+" | |
258 swapmod= self.mod | |
259 if self.mod < 0: | |
260 strAdd= "-" | |
261 swapmod= -self.mod | |
262 modSum = self.sum() | |
263 # build output string | |
264 myStr = " (" + str(modSum) + ")" | |
265 myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" | |
266 if self.is_fumble(): | |
267 myStr += " <b><font color=red>Fumble!</font></b>" | |
268 elif self.is_critical(): | |
269 myStr += " <b><font color=green>Critical!</font></b>" | |
270 elif self.is_special(): | |
271 myStr += " <i><font color=green>Special!</font></i>" | |
272 elif self.is_success() and self.is_ma(): | |
273 myStr += " <i><font color=green>Special!</font></i>" | |
274 elif self.is_success(): | |
275 myStr += " <font color=blue>Success!</font>" | |
276 else: | |
277 myStr += " <font color=red>Failure!</font>" | |
278 Diff = self.sk - modSum | |
279 myStr += " </font>" | |
280 return myStr | |
281 | |
282 # | |
283 # RQ Parry Roll | |
284 # | |
285 # same as skill but with fumble dice and armor points | |
286 # | |
287 # [1d100.parry(50,0,0,12)] | |
288 # skill%, modifer, ma%, Weapon AP | |
289 # | |
290 | |
291 class rqparry(std): | |
292 def __init__(self,source=[],sk=11,mod=0,ma=0,AP=0): | |
293 std.__init__(self,source) | |
294 self.sk = sk | |
295 self.mod = mod | |
296 self.ma = ma | |
297 self.AP = AP | |
298 | |
299 def is_success(self): | |
300 return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) | |
301 | |
302 def is_special(self): | |
303 return (self.sum() <= int(floor((self.sk + self.mod) / 5))) | |
304 | |
305 def is_ma(self): | |
306 return (self.sum() <= self.ma) | |
307 | |
308 def is_riposte(self): | |
309 return (self.sum() <= (self.ma / 5)) | |
310 | |
311 def is_critical(self): | |
312 return ( ( self.sum() <= int( floor( ( self.sk + self.mod )/20 ) ) ) ) | |
313 | |
314 def is_fumble(self): | |
315 if ( self.sk >= 100 ): | |
316 fum = 0 | |
317 else: | |
318 fum = (100 - self.sk ) | |
319 final_fum = ( 100 - int( floor( fum/20 ) ) ) | |
320 return ( self.sum() >= final_fum ) | |
321 | |
322 def __str__(self): | |
323 # get fumble roll result in case needed | |
324 fum_roll = random.randint(1,100) | |
325 | |
326 # get special AP | |
327 spec_AP = int( floor ( self.AP * 1.5 ) ) | |
328 | |
329 # figure out +/- for modifer | |
330 strAdd="+" | |
331 swapmod= self.mod | |
332 if self.mod < 0: | |
333 strAdd= "-" | |
334 swapmod= -self.mod | |
335 modSum = self.sum() | |
336 | |
337 # build output string | |
338 myStr = " (" + str(modSum) + ")" | |
339 myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" | |
340 if self.is_fumble(): | |
341 myStr += " <b><font color=red>Fumble!</font> See Fumble Chart [" + str(fum_roll) + "]</b>" | |
342 elif self.is_critical() and self.is_riposte(): | |
343 myStr += " <b><font color=green>Critical!</font> All damage blocked!</b>" | |
344 myStr += " Riposte next SR" | |
345 elif self.is_critical(): | |
346 myStr += " <b><font color=green>Critical!</font> All damage blocked!</b>" | |
347 elif self.is_special and self.is_riposte(): | |
348 myStr += " <i><font color=green>Special!</font> Weapon/Shield AP [" + str(spec_AP) + "]</i>" | |
349 myStr += " Riposte next SR" | |
350 elif self.is_special(): | |
351 myStr += " <i><font color=green>Special!</font> Weapon/Shield AP [" + str(spec_AP) + "]</i>" | |
352 elif self.is_success() and self.is_ma(): | |
353 myStr += " <i><font color=green>Special!</font> Weapon/Shield AP [" + str(spec_AP) + "]</i>" | |
354 elif self.is_success(): | |
355 myStr += " <font color=blue>Success!</font> Weapon/Shield AP [" + str(self.AP) + "]" | |
356 else: | |
357 myStr += " <font color=red>Failure!</font>" | |
358 Diff = self.sk - modSum | |
359 myStr += " </font>" | |
360 return myStr | |
361 | |
362 # RQ Dodge Roll | |
363 # | |
364 # same as skill but with fumble dice and armor points | |
365 # | |
366 # [1d100.parry(50,0,0)] | |
367 # skill%, modifer, ma% | |
368 # | |
369 | |
370 class rqdodge(std): | |
371 def __init__(self,source=[],sk=11,mod=0,ma=0,AP=0): | |
372 std.__init__(self,source) | |
373 self.sk = sk | |
374 self.mod = mod | |
375 self.ma = ma | |
376 self.AP = AP | |
377 | |
378 def is_success(self): | |
379 return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) | |
380 | |
381 def is_special(self): | |
382 return (self.sum() <= int(floor((self.sk + self.mod) / 5))) | |
383 | |
384 def is_ma(self): | |
385 return (self.sum() <= self.ma) | |
386 | |
387 def is_riposte(self): | |
388 return (self.sum() <= (self.ma / 5)) | |
389 | |
390 def is_critical(self): | |
391 return ( ( self.sum() <= int( floor( ( self.sk + self.mod )/20 ) ) ) ) | |
392 | |
393 def is_fumble(self): | |
394 if ( self.sk >= 100 ): | |
395 fum = 0 | |
396 else: | |
397 fum = (100 - self.sk ) | |
398 final_fum = ( 100 - int( floor( fum/20 ) ) ) | |
399 return ( self.sum() >= final_fum ) | |
400 | |
401 def __str__(self): | |
402 # get fumble roll result in case needed | |
403 fum_roll = random.randint(1,100) | |
404 | |
405 # get special AP | |
406 spec_AP = int( floor ( self.AP * 1.5 ) ) | |
407 | |
408 # figure out +/- for modifer | |
409 strAdd="+" | |
410 swapmod= self.mod | |
411 if self.mod < 0: | |
412 strAdd= "-" | |
413 swapmod= -self.mod | |
414 modSum = self.sum() | |
415 | |
416 # build output string | |
417 myStr = " (" + str(modSum) + ")" | |
418 myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" | |
419 if self.is_fumble(): | |
420 myStr += " <b><font color=red>Fumble!</font> See Fumble Chart [" + str(fum_roll) + "]</b>" | |
421 elif self.is_critical() and self.is_riposte(): | |
422 myStr += " <b><font color=green>Critical!</font> All damage dodged!</b>" | |
423 myStr += " Riposte on next SR" | |
424 elif self.is_critical(): | |
425 myStr += " <b><font color=green>Critical!</font> All damage dodged!</b>" | |
426 elif self.is_special and self.is_riposte(): | |
427 myStr += " <i><font color=green>Special!</font> Damage dodged</b>" | |
428 myStr += " Riposte on next SR" | |
429 elif self.is_special(): | |
430 myStr += " <i><font color=green>Special!</font> Damage dodged</b>" | |
431 elif self.is_success() and self.is_ma(): | |
432 myStr += " <i><font color=green>Special!</font> Damage dodged</b>" | |
433 elif self.is_success(): | |
434 myStr += " <font color=blue>Success!</font> Damage dodged</b>" | |
435 else: | |
436 myStr += " <font color=red>Failure!</font>" | |
437 Diff = self.sk - modSum | |
438 myStr += " </font>" | |
439 return myStr | |
440 | |
441 | |
442 # | |
443 # RQ Attack Roll | |
444 # | |
445 # same as skill but with fumble dice and armor points | |
446 # | |
447 # [1d100.attack(50,0,0,2,9,3,1)] | |
448 # skill%, modifer, ma%, min weap dam, max weap dam, dam bonus, truesword_enabled | |
449 # | |
450 class rqattack(std): | |
451 def __init__(self,source=[],sk=11,mod=0,ma=0,mindam=0,maxdam=0,bondam=0,trueswd=0): | |
452 std.__init__(self,source) | |
453 self.sk = sk | |
454 self.mod = mod | |
455 self.ma = ma | |
456 self.mindam = mindam | |
457 self.maxdam = maxdam | |
458 self.bondam = bondam | |
459 self.trueswd = trueswd | |
460 | |
461 def is_success(self): | |
462 return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) | |
463 | |
464 def is_ma(self): | |
465 return (self.sum() <= self.ma) | |
466 | |
467 def is_special(self): | |
468 return (self.sum() <= int(floor((self.sk + self.mod) / 5))) | |
469 | |
470 def is_critical(self): | |
471 return ((self.sum() <= int(floor((self.sk + self.mod) / 20)))) | |
472 | |
473 def is_supercritical(self): | |
474 return (self.sum() == 1) | |
475 | |
476 def is_fumble(self): | |
477 if ( self.sk >= 100 ): | |
478 fum = 0 | |
479 else: | |
480 fum = (100 - self.sk ) | |
481 final_fum = ( 100 - int( floor( fum/20 ) ) ) | |
482 return ( self.sum() >= final_fum ) | |
483 | |
484 def __str__(self): | |
485 | |
486 # get fumble roll result in case needed | |
487 fum_roll = random.randint(1,100) | |
488 | |
489 # get hit location roll result in case needed | |
490 location = random.randint(1,20) | |
491 myStr = " to the ["+ str(location) + "] " | |
492 if location < 5: | |
493 myStr += "<B>Right Leg</B>" | |
494 elif location < 9: | |
495 myStr += "<B>Left Leg</B>" | |
496 elif location < 12: | |
497 myStr += "<B>Abdomen</B>" | |
498 elif location < 13: | |
499 myStr += "<B>Chest</B>" | |
500 elif location < 16: | |
501 myStr += "<B>Right Arm</B>" | |
502 elif location < 19: | |
503 myStr += "<B>Left Arm</B>" | |
504 else: | |
505 myStr += "<B>Head</B>" | |
506 hit_loc = myStr | |
507 | |
508 # get normal damage in case needed | |
509 norm_damage = random.randint(self.mindam*(self.trueswd+1),self.maxdam*(self.trueswd+1)) + self.bondam | |
510 norm_damage_string = "{" + str( self.mindam*(self.trueswd+1) ) + "-" | |
511 norm_damage_string += str(self.maxdam*(self.trueswd+1)) + "+" + str(self.bondam) | |
512 norm_damage_string += "}[" + str(norm_damage) + "] " | |
513 | |
514 # get special/critical damage in case needed | |
515 crit_damage = random.randint( self.mindam*(self.trueswd+2), self.maxdam*(self.trueswd+2) ) + self.bondam | |
516 crit_damage_string = "{" + str( self.mindam*(self.trueswd+2) ) + "-" + str(self.maxdam*(self.trueswd+2)) + "+" + str(self.bondam) + "}[" + str(crit_damage) + "] " | |
517 | |
518 # get supercritical damage in case needed | |
519 super_damage = norm_damage + self.maxdam | |
520 super_damage_string = "{" + str( self.mindam*(self.trueswd+1) ) + "-" | |
521 super_damage_string += str(self.maxdam*(self.trueswd+1)) + "+" + str(self.maxdam) | |
522 super_damage_string += "+" + str(self.bondam) + "}[" + str(super_damage) + "] " | |
523 | |
524 # figure out +/- for modifer | |
525 strAdd="+" | |
526 swapmod= self.mod | |
527 if self.mod < 0: | |
528 strAdd= "-" | |
529 swapmod= -self.mod | |
530 modSum = self.sum() | |
531 | |
532 # build output string | |
533 myStr = " (" + str(modSum) + ")" | |
534 myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" | |
535 if self.is_fumble(): | |
536 myStr += " <b><font color=red>Fumble!</font> See Fumble Chart [" + str(fum_roll) + "]</b>" | |
537 elif (self.is_supercritical() and self.is_success()): | |
538 myStr += " <b><font color=green>Super Critical!</font></b> Damage: " + str(super_damage_string) + "<u>No Armor Stops</u>" + str(hit_loc) | |
539 elif (self.is_critical() and self.is_success()): | |
540 myStr += " <b><font color=green>Critical!</font></b> Damage: " + str(crit_damage_string) + "<u>No Armor Stops</u>" + str(hit_loc) | |
541 elif ( self.is_special() and self.is_success() ): | |
542 myStr += " <i><font color=green>Special!</font></i> Damage: " + str(crit_damage_string) + str(hit_loc) | |
543 elif (self.is_success() and self.is_ma()): | |
544 myStr += " <i><font color=green>Special!</font></i> Damage: " + str(crit_damage_string) + str(hit_loc) | |
545 elif self.is_success(): | |
546 myStr += " <font color=blue>Success!</font> Damage: " + str(norm_damage_string) + str(hit_loc) | |
547 else: | |
548 myStr += " <font color=red>Failure!</font>" | |
549 return myStr | |
550 | |
551 # | |
552 # | |
553 # Sorcery Roll: [1d100.sorcery(90, 10, 5, 4, 3, 2, 1)] | |
554 # (sk, mod, pow, cer, int, acc, mlt) | |
555 # | |
556 # Ceremony: (+1d6% per strike rank spent on ceremony) | |
557 # Intensity: (-3% per point of Intensity) | |
558 # Duration: (-4% per point of Duration) | |
559 # Range: (-5% per point of Range) | |
560 # Multispell: (-10% per each spell over 1) | |
561 # Acceleration: (-5% per point of Acceleration) | |
562 # Hold: (-2% per point in spell Held) | |
563 # | |
564 class rqsorcery(std): | |
565 def __init__(self,source=[],sk=11,mod=0,pow=0,cer=0,int=0,acc=0,mlt=0): | |
566 std.__init__(self,source) | |
567 self.sk = sk # sorcery skill | |
568 self.mod = mod # additional modifier ( from duration, range, etc ) | |
569 self.pow = pow # boost pow and additional pow ( from duration, range, etc ) | |
570 self.cer = cer # ceremony d6 | |
571 self.int = int # intensity ( -3% ) | |
572 self.acc = acc # accelerate ( -5% ) | |
573 self.mlt = mlt # multispell ( -10% ) | |
574 | |
575 def is_success(self): | |
576 return (((self.sum() <= (self.sk + self.mod)) or (self.sum() <= 5)) and (self.sum() <= 95)) | |
577 | |
578 def is_special(self): | |
579 return ( ( self.sum() <= int( floor( ( self.sk + self.mod )/5 ) ) ) ) | |
580 | |
581 def is_critical(self): | |
582 return ( ( self.sum() <= int( floor( ( self.sk + self.mod )/20 ) ) ) ) | |
583 | |
584 def is_fumble(self): | |
585 if ( self.sk >= 100 ): | |
586 fum = 0 | |
587 else: | |
588 fum = (100 - self.sk ) | |
589 final_fum = ( 100 - int( floor( fum/20 ) ) ) | |
590 return ( self.sum() >= final_fum ) | |
591 | |
592 def __str__(self): | |
593 | |
594 # get fumble roll result in case needed | |
595 fum_roll = random.randint(2,12) | |
596 if fum_roll == 12 : | |
597 fum_string = "<br /><font color=purple>Caster temporarily forgets spell. Make an INTx5 roll each day to remember.</font>" | |
598 if fum_roll == 11 : | |
599 fum_string = "<br /><font color=purple>Caster temporarily forgets spell. Make an INTx5 roll each hour to remember. </font>" | |
600 if fum_roll == 10 : | |
601 fum_string = "<br /><font color=purple>Spell produces reverse of the intended effect. </font>" | |
602 if fum_roll == 9 : | |
603 fum_string = "<br /><font color=purple>Caster is Stunned. Roll INTx3 to recover at SR 10 each round. </font>" | |
604 if fum_roll == 8 : | |
605 fum_string = "<br /><font color=purple>Caster takes 2D6 Damage to THP </font>" | |
606 if fum_roll == 7 : | |
607 fum_string = "<br /><font color=purple>Spell produces reverse of the intended effect at 2x Intensity. </font>" | |
608 if fum_roll == 6 : | |
609 fum_string = "<br /><font color=purple>Spell is cast on companions (if harmful) or on random nearby foes (if beneficial) </font>" | |
610 if fum_roll == 5 : | |
611 fum_string = "<br /><font color=purple>Caster takes 1d6 Damage to Head </font>" | |
612 if fum_roll == 4 : | |
613 fum_string = "<br /><font color=purple>Spell is cast on caster (if harmful) or on random nearby foe (if beneficial) </font>" | |
614 if fum_roll == 3 : | |
615 fum_string = "<br /><font color=purple>Caster takes 1d6 Damage to THP </font>" | |
616 if fum_roll == 2 : | |
617 fum_string = "<br /><font color=purple>Caster takes 1 point of Damage to Head </font>" | |
618 | |
619 # roll ceremony | |
620 ceremony_roll = random.randint( self.cer, (self.cer*6) ) | |
621 | |
622 # subtract manipulations | |
623 extra_mod = self.mod | |
624 self.mod += ceremony_roll - self.int*3 - self.acc*5 - self.mlt*10 | |
625 | |
626 # add up power cost | |
627 extra_pow = self.pow | |
628 self.pow += self.int + self.mlt + self.acc | |
629 special_pow = int( floor( ( self.pow )/2 ) ) | |
630 | |
631 # figure out +/- for modifer | |
632 strAdd="+" | |
633 swapmod= self.mod | |
634 if self.mod < 0: | |
635 strAdd= "-" | |
636 swapmod= -self.mod | |
637 modSum = self.sum() | |
638 | |
639 # build output string | |
640 myStr = " (" + str(modSum) + ")" | |
641 myStr += " vs [" + str(self.sk) + strAdd + str(swapmod) + "]" | |
642 | |
643 if self.is_fumble(): | |
644 myStr += " <b><font color=red>Fumble!</font> POW Cost: [" + str(self.pow) + "],</b> " + fum_string | |
645 elif self.is_critical(): | |
646 myStr += " <b><font color=green>Critical!</font></b> POW Cost: [1] " | |
647 elif self.is_special(): | |
648 myStr += " <i><font color=green>Special!</font></i> POW Cost: [" + str(special_pow) + "] " | |
649 elif self.is_success(): | |
650 myStr += " <font color=blue>Success!</font> POW Cost: [" + str(self.pow) + "] " | |
651 else: | |
652 myStr += " <font color=red>Failure!</font> POW Cost: [1]" | |
653 | |
654 # print spell details | |
655 myStr += "<br /> --- Other Modifiers:[" + str( extra_mod ) + "], " | |
656 myStr += "Extra POW:[" + str( extra_pow ) + "], " | |
657 myStr += "Ceremony:[+" + str( ceremony_roll ) + "%], " | |
658 myStr += "Intensity(-3):[" + str( self.int ) + "], " | |
659 myStr += "Accelerate(-5):[" + str( self.acc ) + "], " | |
660 myStr += "Multispell(-10):[" + str( self.mlt ) + "] ---" | |
661 return myStr | |
662 |