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Nerf spell accuracy
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parent
1b848cb5ea
commit
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1 changed files with 11 additions and 38 deletions
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@ -6,23 +6,25 @@ s = strings.safely_format_string
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class Spell:
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version = "3.0"
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version = "3.1"
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dice_type_distribution = ([4] * 1) +\
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([6] * 6) +\
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([8] * 24) +\
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([10] * 38) +\
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([12] * 24) +\
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dice_type_distribution = ([4] * 7) +\
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([6] * 12) +\
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([8] * 32) +\
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([10] * 30) +\
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([12] * 12) +\
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([20] * 6) +\
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([100] * 1)
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all_damage_types = ["da fuoco", "da freddo", "elettrici", "sonici", "necrotici", "magici",
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"da acido", "divini", "nucleari", "psichici", "fisici", "puri", "da taglio",
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"da perforazione", "da impatto", "da caduta", "gelato", "onnipotenti", "oscuri",
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"di luce", "da velocità", "da cactus", "meta", "dannosi", "da radiazione",
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"di luce", "da velocità", "da cactus", "dannosi", "da radiazione",
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"tuamammici", "da maledizione", "pesanti", "leggeri", "immaginari", "da laser",
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"da neutrini", "galattici", "cerebrali", "ritardati", "ritardanti", "morali", "materiali",
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"energetici", "esplosivi"]
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"energetici", "esplosivi", "energetici", "finanziari", "radianti", "sonori", "spaggiaritici",
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"interiori", "endocrini", "invisibili", "inesistenti", "eccellenti", "bosonici",
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"gellificanti", "terminali"]
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repeat_distribution = ([1] * 8) +\
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([2] * 1) +\
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@ -40,7 +42,7 @@ class Spell:
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self.dice_number = random.randrange(1, 21)
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self.dice_type = random.sample(self.dice_type_distribution, 1)[0]
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self.constant = random.randrange(math.floor(-self.dice_type / 4), math.ceil(self.dice_type / 4) + 1)
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self.miss_chance = random.randrange(80, 101)
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self.miss_chance = random.randrange(50, 101)
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self.repeat = random.sample(self.repeat_distribution, 1)[0]
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self.damage_types_qty = random.sample(self.damage_types_distribution, 1)[0]
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self.damage_types = random.sample(self.all_damage_types, self.damage_types_qty)
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@ -63,32 +65,3 @@ class Spell:
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if self.repeat > 1:
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string += s(strings.SPELL.REPEAT, words={"repeat": str(self.repeat)})
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return string
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class Hit:
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def __init__(self, spell: Spell):
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random.seed()
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self.hit_roll = random.randrange(0, 101)
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self.damage = 0
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self.crit_multiplier = 1
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self.damage_type = random.sample(spell.damage_types, 1)[0]
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if self.hit_roll > spell.miss_chance:
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return
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for _ in range(spell.dice_number):
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self.damage += random.randrange(1, spell.dice_type + 1)
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self.damage += spell.constant
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if self.damage < 0:
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self.damage = 0
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while random.randrange(1, 21) == 20:
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self.crit_multiplier *= 2
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@property
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def total_damage(self):
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return self.damage * self.crit_multiplier
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class Cast:
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def __init__(self, spell: Spell):
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self.hits = []
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for _ in spell.repeat:
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self.hits.append(Hit(spell))
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