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
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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