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Continue with tutorial writing
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7 changed files with 589 additions and 12 deletions
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@ -38,7 +38,8 @@ Fully coded examples of all code we make in this part can be found in the
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:maxdepth: 1
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Beginner-Tutorial-Utilities
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Beginner-Tutorial-Rule-System
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Beginner-Tutorial-Rules
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Beginner-Tutorial-Chargen
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Beginner-Tutorial-Characters
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Beginner-Tuturial-Objects
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Beginner-Tutorial-Rooms
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@ -55,7 +56,8 @@ Beginner-Tutorial-Commands
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```{toctree}
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Beginner-Tutorial-Utilities
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Beginner-Tutorial-Rule-System
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Beginner-Tutorial-Rules
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Beginner-Tutorial-Chargen
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Beginner-Tutorial-Characters
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Beginner-Tuturial-Objects
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Beginner-Tutorial-Rooms
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@ -0,0 +1,580 @@
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# Rules - summary and dice rolling
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In _EvAdventure_ we have decided to use the [Knave](https://www.drivethrurpg.com/product/250888/Knave)
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RPG ruleset. This is commercial, but released under Creative Commons 4.0, meaning it's okay to share and
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adapt _Knave_ for any purpose, even commercially. If you don't want to buy it but still follow
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along, you can find a [free fan-version here](http://abominablefancy.blogspot.com/2018/10/knaves-fancypants.html).
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## Summary of _Knave_ rules
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Knave, being inspired by early Dungeons & Dragons, is very simple.
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- It uses six Ability bonuses
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_Strength_ (STR), _Dexterity_ (DEX), _Constitution_ (CON), _Intelligence_ (INT), _Wisdom_ (WIS)
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and _Charisma_ (CHA). These are rated from `+1` to `+10`.
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- Rolls are made with a twenty-sided die (`1d20`), usually adding a suitable Ability bonus to the roll.
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- If you roll _with advantage_, you roll `2d20` and pick the
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_highest_ value, If you roll _with disadvantage_, you roll `2d20` and pick the _lowest_.
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- Rolling a natural `1` is a _critical failure_. A natural `20` is a _critical success_.
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- A _saving throw_ (trying to succeed against the environment) means making a roll to beat `15` (always).
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So if you are lifting a heavy stone and have a strength of `+2`, you'd roll `1d20 + 2` and hope the result
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is higher than `15`.
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- An _opposed saving throw_ means beating the enemy's suitable Ability 'defense', which is always their
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`Ability bonus + 10`. So if you have STR `+1` and are arm wrestling someone with STR `+2`, you roll
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`1d20 + 1` and hope to roll higher than `2 + 10 = 12`.
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- A special bonus is _Armor_, which is given by equipment. Melee attacks test STR versus the _Armor_
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defense value while ranged attacks uses WIS vs Armor.
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- _Knave_ have no skills or classes. Everyone can use all items and using magic means having a special
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'rune stone' in your hands; one spell per stone and day.
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- A character has CON + 10 carry 'slots'. Most normal items uses one slot, armor and large weapons uses
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two or three.
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- Healing is random, usually `1d8` health healed roll after food and sleep.
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- Monsters have a _morale rating_. When things go bad, they have a chance to panic and flee if
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rolling `2d6` gives a value over their morale rating.
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- All Characters in _Knave_ are mostly randomly generated. Normally HP is `1d8`, but we will start HP at
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max value. We will also give everyone an even Ability bonus distribution to avoid people re-rolling
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their characters over and over until happy.
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- _Knave_ also have some random tables, such as for starting equipment and to see if dying when
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hitting 0. Death, if it happens, is permanent.
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## Making a rule module
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> Create a new module mygame/evadventure/rules.py
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```{sidebar}
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A complete version of the rule module is found in
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[evennia/contrib/tutorials/evadventure/rules.py](evennia.contrib.tutorials.evadventure.rules).
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```
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There are three broad sets of rules for most RPGS:
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- Character generation rules, often only used during character creation
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- Regular gameplay rules - rolling dice and resolving game situations
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- Character improvement - getting and spending experience to improve the character
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We want our `rules` module to cover as many aspeects of what we'd otherwise would have to look up
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in a rulebook.
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## Rolling dice
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We will start by making a dice roller. Let's group all of our dice rolling into a structure like this
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(not functional code yet):
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```python
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class EvAdventureRollEngine:
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def roll(...):
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# get result of one generic roll, for any type and number of dice
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def roll_with_advantage_or_disadvantage(...)
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# get result of normal d20 roll, with advantage/disadvantage (or not)
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def saving_throw(...):
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# do a saving throw against a specific target number
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def opposed_saving_throw(...):
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# do an opposed saving throw against a target's defense
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def roll_random_table(...):
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# make a roll against a random table (loaded elsewere)
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def morale_check(...):
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# roll a 2d6 morale check for a target
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def heal_from_rest(...):
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# heal 1d8 when resting+eating, but not more than max value.
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def roll_death(...):
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# roll to determine penalty when hitting 0 HP.
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dice = EvAdventureRollEngine()
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```
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```{sidebar}
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This groups all dice-related code into one 'container' that is easy to import. But it's mostly a matter
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of taste. You _could_ also break up the class' methods into normal functions at the top-level of the
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module if you wanted.
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```
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This structure (called a _singleton_) means we group all dice rolls into one class that we then initiate
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into a variable `dice` at the end of the module. This means that we can do the following from other
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modules:
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```python
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from .rules import dice
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dice.roll("1d8")
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```
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### Generic dice roller
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We want to be able to do `roll("1d20")` and get a random result back from the roll.
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```python
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# in mygame/evadventure/rules.py
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from random import randint
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class EvAdventureRollEngine:
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def roll(self, roll_string):
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"""
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Roll XdY dice, where X is the number of dice
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and Y the number of sides per die.
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Args:
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roll_string (str): A dice string on the form XdY.
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Returns:
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int: The result of the roll.
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"""
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# split the XdY input on the 'd' one time
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number, diesize = roll_string.split("d", 1)
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# convert from string to integers
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number = int(number)
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diesize = int(diesize)
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# make the roll
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return sum(randint(1, diesize) for _ in range(number))
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```
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```{sidebar}
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For this tutorial we have opted to not use any contribs, so we create
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our own dice roller. But normally you could instead use the [dice](../../../Contribs/Contrib-Dice.md) contrib for this.
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We'll point out possible helpful contribs in sidebars as we proceed.
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```
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The `randint` standard Python library module produces a random integer
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in a specific range. The line
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```python
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sum(randint(1, diesize) for _ in range(number))
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```
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works like this:
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- For a certain `number` of times ...
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- ... create a random integer between `1` and `diesize` ...
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- ... and `sum` all those integers together.
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You could write the same thing less compactly like this:
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```python
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rolls = []
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for _ in range(number):
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random_result = randint(1, diesize)
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rolls.append(random_result)
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return sum(rolls)
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```
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```{sidebar}
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Note that `range` generates a value `0...number-1`. We use `_` in the `for` loop to
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indicate we don't really care what this value is - we just want to repeat the loop
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a certain amount of times.
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```
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We don't ever expect end users to call this method; if we did, we would have to validate the inputs
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much more - We would have to make sure that `number` or `diesize` are valid inputs and not
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crazy big so the loop takes forever!
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### Rolling with advantage
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Now that we have the generic roller, we can start using it to do a more complex roll.
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```
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# in mygame/evadventure/rules.py
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# ...
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class EvAdventureRollEngine:
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def roll(roll_string):
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# ...
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def roll_with_advantage_or_disadvantage(self, advantage=False, disadvantage=False):
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if not (advantage or disadvantage) or (advantage and disadvantage):
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# normal roll - advantage/disadvantage not set or they cancel
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# each other out
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return self.roll("1d20")
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elif advantage:
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# highest of two d20 rolls
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return max(self.roll("1d20"), self.roll("1d20"))
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else:
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# disadvantage - lowest of two d20 rolls
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return min(self.roll("1d20"), self.roll("1d20"))
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```
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The `min()` and `max()` functions are standard Python fare for getting the biggest/smallest
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of two arguments.
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### Saving throws
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We want the saving throw to itself figure out if it succeeded or not. This means it needs to know
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the Ability bonus (like STR `+1`). It would be convenient if we could just pass the entity
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doing the saving throw to this method, tell it what type of save was needed, and then
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have it figure things out:
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```python
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result, quality = dice.saving_throw(character, Ability.STR)
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```
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The return will be a boolean `True/False` if they pass, as well as a `quality` that tells us if
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a perfect fail/success was rolled or not.
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To make the saving throw method this clever, we need to think some more about how we want to store our
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data on the character.
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For our purposes it sounds reasonable that we will be using [Attributes](../../../Components/Attributes.md) for storing
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the Ability scores. To make it easy, we will name them the same as the
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[Enum values](./Beginner-Tutorial-Utilities.md#enums) we set up in the previous lesson. So if we have
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an enum `STR = "strength"`, we want to store the Ability on the character as an Attribute `strength`.
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From the Attribute documentation, we can see that we can use `AttributeProperty` to make it so the
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Attribute is available as `character.strength`, and this is what we will do.
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So, in short, we'll create the saving throws method with the assumption that we will be able to do
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`character.strength`, `character.constitution`, `character.charisma` etc to get the relevant Abilities.
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```python
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# in mygame/evadventure/rules.py
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# ...
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from .enums import Ability
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class EvAdventureRollEngine:
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def roll(...)
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# ...
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def roll_with_advantage_or_disadvantage(...)
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# ...
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def saving_throw(self, character, bonus_type=Ability.STR, target=15,
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advantage=False, disadvantage=False):
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"""
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Do a saving throw, trying to beat a target.
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Args:
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character (Character): A character (assumed to have Ability bonuses
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stored on itself as Attributes).
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bonus_type (Ability): A valid Ability bonus enum.
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target (int): The target number to beat. Always 15 in Knave.
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advantage (bool): If character has advantage on this roll.
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disadvantage (bool): If character has disadvantage on this roll.
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Returns:
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tuple: A tuple (bool, Ability), showing if the throw succeeded and
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the quality is one of None or Ability.CRITICAL_FAILURE/SUCCESS
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"""
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# make a roll
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dice_roll = self.roll_with_advantage_or_disadvantage(advantage, disadvantage)
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# figure out if we had critical failure/success
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quality = None
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if dice_roll == 1:
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quality = Ability.CRITICAL_FAILURE
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elif dice_roll == 20:
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quality = Ability.CRITICAL_SUCCESS
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# figure out bonus
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bonus = getattr(character, bonus_type.value, 1)
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# return a tuple (bool, quality)
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return (dice_roll + bonus) > target, quality
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```
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The `getattr(obj, attrname, default)` function is a very useful Python tool for getting an attribute
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off an object and getting a default value if the attribute is not defined.
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### Opposed saving throw
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With the building pieces we already created, this method is simple. Remember that the defense you have
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to beat is always the relevant bonus + 10 in _Knave_. So if the enemy defends with `STR +3`, you must
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roll higher than `13`.
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```python
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# in mygame/evadventure/rules.py
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from .enums import Ability
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class EvAdventureRollEngine:
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def roll(...):
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# ...
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def roll_with_advantage_or_disadvantage(...):
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# ...
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def saving_throw(...):
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# ...
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def opposed_saving_throw(self, attacker, defender,
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attack_type=Ability.STR, defense_type=Ability.ARMOR,
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advantage=False, disadvantage=False):
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defender_defense = getattr(defender, defense_type.value, 1) + 10
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result, quality = self.saving_throw(attacker, bonus_type=attack_type,
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target=defender_defense,
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advantage=advantave, disadvantage=disadvantage)
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return result, quality
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```
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### Morale check
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We will make the assumption that the `morale` value is available from the creature simply as
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`monster.morale` - we need to remember to make this so later!
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In _Knave_, a creature have roll with `2d6` equal or under its morale to not flee or surrender
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when things go south. The standard morale value is 9.
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```python
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# in mygame/evadventure/rules.py
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class EvAdventureRollEngine:
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# ...
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def morale_check(self, defender):
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return self.roll("2d6") <= getattr(defender, "morale", 9)
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```
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### Roll for Healing
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To be able to handle healing, we need to make some more assumptions about how we store
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health on game entities. We will need `hp_max` (the total amount of available HP) and `hp`
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(the current health value). We again assume these will be available as `obj.hp` and `obj.hp_max`.
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According to the rules, after consuming a ration and having a full night's sleep, a character regains
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`1d8 + CON` HP.
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```python
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# in mygame/evadventure/rules.py
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from .enums import Ability
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class EvAdventureRollEngine:
|
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|
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# ...
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def heal(character, amount):
|
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"""
|
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Heal a certain amount of health, but not more
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than character's `hp_max`.
|
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|
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"""
|
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hp = character.hp
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hp_max = character.hp_max
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|
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damage = hp_max - hp
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character.hp += min(damage, amount)
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|
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def heal_from_rest(self, character):
|
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"""
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A night's rest retains 1d8 + CON HP
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|
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"""
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con_bonus = getattr(character, Ability.CON.value, 1)
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self.heal(character, self.roll("1d8") + con_bonus)
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```
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By splitting this into two methods, we get a free convenient `heal` method we can use for healing
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also outside of sleeping.
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### Rolling on a table
|
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|
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We occasionally need to roll on a 'table' - a selection of choices. There are two main table-types
|
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we need to support:
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Simply one element per row of the table (same odds to get each result).
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|
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| Result |
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|:------:|
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| item1 |
|
||||
| item2 |
|
||||
| item3 |
|
||||
| item4 |
|
||||
|
||||
This we will simply represent as a plain list
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||||
|
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```python
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["item1", "item2", "item3", "item4"]
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```
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||||
|
||||
Ranges per item (varying odds per result):
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||||
| Range | Result |
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||||
|:-----:|:------:|
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| 1-5 | item1 |
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| 6-15 | item2 |
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| 16-19 | item3 |
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| 20 | item4 |
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This we will represent as a list of tuples:
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```python
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[("1-5", "item1"), ("6-15", "item2"), ("16-19", "item4"), ("20", "item5")]
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```
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||||
|
||||
We also need to know what die to roll to get a result on the table (it may not always
|
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be obvious, and in some games you could be asked to roll a lower dice to only get
|
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early table results, for example).
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||||
|
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```python
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# in mygame/evadventure/rules.py
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||||
|
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from random import randint, choice
|
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|
||||
class EvAdventureRollEngine:
|
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|
||||
# ...
|
||||
|
||||
def roll_random_table(self, dieroll, table_choices):
|
||||
"""
|
||||
Args:
|
||||
dieroll (str): A die roll string, like "1d20".
|
||||
table_choices (iterable): A list of either single elements or
|
||||
of tuples.
|
||||
Returns:
|
||||
Any: A random result from the given list of choices.
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||||
|
||||
Raises:
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||||
RuntimeError: If rolling dice giving results outside the table.
|
||||
|
||||
"""
|
||||
roll_result = self.roll(dieroll)
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|
||||
if isinstance(table_choices[0], (tuple, list)):
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||||
# the first element is a tuple/list; treat as on the form [("1-5", "item"),...]
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||||
for (valrange, choice) in table_choices:
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minval, *maxval = valrange.split("-", 1)
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minval = abs(int(minval))
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||||
maxval = abs(int(maxval[0]) if maxval else minval)
|
||||
|
||||
if minval <= roll_result <= maxval:
|
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return choice
|
||||
|
||||
# if we get here we must have set a dieroll producing a value
|
||||
# outside of the table boundaries - raise error
|
||||
raise RuntimeError("roll_random_table: Invalid die roll")
|
||||
else:
|
||||
# a simple regular list
|
||||
roll_result = max(1, min(len(table_choices), roll_result))
|
||||
return table_choices[roll_result - 1]
|
||||
```
|
||||
Check that you understand what this does.
|
||||
|
||||
This may be confusing:
|
||||
```python
|
||||
minval, *maxval = valrange.split("-", 1)
|
||||
minval = abs(int(minval))
|
||||
maxval = abs(int(maxval[0]) if maxval else minval)
|
||||
```
|
||||
|
||||
If `valrange` is the string `1-5`, then `valrange.split("-", 1)` would result in a tuple `("1", "5")`.
|
||||
But if the string was in fact just `"20"` (possible for a single entry in an RPG table), this would
|
||||
lead to an error since it would only split out a single element - and we expected two.
|
||||
|
||||
By using `*maxval` (with the `*`), `maxval` is told to expect _0 or more_ elements in a tuple.
|
||||
So the result for `1-5` will be `("1", ("5",))` and for `20` it will become `("20", ())`. In the line
|
||||
|
||||
```python
|
||||
maxval = abs(int(maxval[0]) if maxval else minval)
|
||||
```
|
||||
|
||||
we check if `maxval` actually has a value `("5",)` or if its empty `()`. The result is either
|
||||
`"5"` or the value of `minval`.
|
||||
|
||||
|
||||
### Roll for death
|
||||
|
||||
While original Knave suggests hitting 0 HP means insta-death, we will grab the optional "death table"
|
||||
from the "prettified" Knave's optional rules to make it a little less punishing. We also changed the
|
||||
result of `2` to 'dead' since we don't simulate 'dismemberment' in this tutorial:
|
||||
|
||||
| Roll | Result | -1d4 Loss of Ability |
|
||||
|:---: |:--------:|:--------------------:|
|
||||
| 1-2 | dead | -
|
||||
| 3 | weakened | STR |
|
||||
|4 | unsteady | DEX |
|
||||
| 5 | sickly | CON |
|
||||
| 6 | addled | INT |
|
||||
| 7 | rattled | WIS |
|
||||
| 8 | disfigured | CHA |
|
||||
|
||||
All the non-dead values map to a loss of 1d4 in one of the six Abilities (but you get HP back).
|
||||
We need to map back to this from the above table. One also cannot have less than -10 Ability bonus,
|
||||
if you do, you die too.
|
||||
|
||||
```python
|
||||
# in mygame/evadventure/rules.py
|
||||
|
||||
death_table = (
|
||||
("1-2", "dead"),
|
||||
("3": "strength",
|
||||
("4": "dexterity"),
|
||||
("5": "constitution"),
|
||||
("6": "intelligence"),
|
||||
("7": "wisdom"),
|
||||
("8": "charisma"),
|
||||
)
|
||||
|
||||
|
||||
class EvAdventureRollEngine:
|
||||
|
||||
# ...
|
||||
|
||||
def roll_random_table(...)
|
||||
# ...
|
||||
|
||||
def roll_death(self, character):
|
||||
ability_name = self.roll_random_table("1d8", death_table)
|
||||
|
||||
if ability_name == "dead":
|
||||
# TODO - kill the character!
|
||||
pass
|
||||
else:
|
||||
loss = self.roll("1d4")
|
||||
|
||||
current_ability = getattr(character, ability_name)
|
||||
current_ability -= loss
|
||||
|
||||
if current_ability < -10:
|
||||
# TODO - kill the character!
|
||||
pass
|
||||
else:
|
||||
# refresh 1d4 health, but suffer 1d4 ability loss
|
||||
self.heal(character, self.roll("1d4")
|
||||
setattr(character, ability_name, current_ability)
|
||||
|
||||
character.msg(
|
||||
"You survive your brush with death, and while you recover "
|
||||
f"some health, you permanently lose {loss} {ability_name} instead."
|
||||
)
|
||||
|
||||
dice = EvAdventureRollEngine()
|
||||
```
|
||||
|
||||
Here we roll on the 'death table' from the rules to see what happens. We give the character
|
||||
a message if they survive, to let them know what happened.
|
||||
|
||||
We don't yet know what 'killing the character' technically means, so we mark this as `TODO` and
|
||||
return to it in a later lesson. We just know that we need to do _something_ here to kill off the
|
||||
character!
|
||||
|
||||
## Summary
|
||||
|
||||
This concludes all the core rule mechanics of _Knave_ - the rules used during play. We noticed here
|
||||
that we are going to soon need to establish how our _Character_ actually stores data. So we will
|
||||
address that next, before we get to the character generation itself.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -119,9 +119,6 @@ class Ability(Enum):
|
|||
CHA = "charisma"
|
||||
|
||||
ARMOR = "armor"
|
||||
HP = "hp"
|
||||
LEVEL = "level"
|
||||
XP = "xp"
|
||||
|
||||
CRITICAL_FAILURE = "critical_failure"
|
||||
CRITICAL_SUCCESS = "critical_success"
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue