Calling Random Numbers
#2
HOWL!!!!

Heyoo, it's the Resident Werewolf to offer the Resident Wiccan a little dice script. And it has all your classic bag o' dice values from the 4-sider right up to the full 20 sided die.Winking


Code:
#==============================================================================
# ** The Dice Module
#------------------------------------------------------------------------------
#    by DerVVulfman
#    version 1.0
#    09-06-2013
#    RGSS / RPGMaker XP
#------------------------------------------------------------------------------
#
#  To use as a basic call, use the command:   result = Dice.d20(3)  to generate
#  a dice_roll of 3 20-sided dice.
#
#  Or, you may wish  to include this entire module  within a class  such as the
#  Game_Battler class.   To do so,  you would use an include statement to allow
#  all methods within to be used with ease.  This would appear as:
#
#      class Game_Battler
#        include Dice
#        #--------------------------------------------------------------------
#        # * Public Instance Variables
#        #--------------------------------------------------------------------
#        attr_reader   :battler_name             # battler file name
#
#  After that,  your calls within that class  would be simple indeed.  It would
#  merely be a case of using     result = d6(3)    to generate a classic '3-18'
#  bell curve common to Advanced Dungeons and Dragons games.
#
#==============================================================================


module Dice
  # Make methods within function
  module_function
  #--------------------------------------------------------------------------
  # * d4
  #     qty : quantity of dice rolled
  #--------------------------------------------------------------------------  
  def d4(qty=1)
    return dice_roll(4, qty)
  end
  #--------------------------------------------------------------------------
  # * d6
  #     qty : quantity of dice rolled
  #--------------------------------------------------------------------------  
  def d6(qty=1)
    return dice_roll(6, qty)
  end
  #--------------------------------------------------------------------------
  # * d8
  #     qty : quantity of dice rolled
  #--------------------------------------------------------------------------  
  def d8(qty=1)
    return dice_roll(8, qty)
  end
  #--------------------------------------------------------------------------
  # * d10
  #     qty : quantity of dice rolled
  #--------------------------------------------------------------------------  
  def d10(qty=1)
    return dice_roll(10, qty)
  end
  #--------------------------------------------------------------------------
  # * d12
  #     qty : quantity of dice rolled
  #--------------------------------------------------------------------------  
  def d12(qty=1)
    return dice_roll(12, qty)
  end
  #--------------------------------------------------------------------------
  # * d20
  #     qty : quantity of dice rolled
  #--------------------------------------------------------------------------  
  def d20(qty=1)
    return dice_roll(20, qty)
  end
  #--------------------------------------------------------------------------
  # * Rolling the Dice
  #     dice : type of dice rolled
  #     qty  : quantity of dice rolled
  #--------------------------------------------------------------------------  
  def dice_roll(dice, qty)
    # Reset the result
    result = 0
    # Ensure no value less than 1
    qty = 1 if qty < 1
    # Cycle through the dice
    for i in 1..qty.to_i
      # Add the random dice rolls
      result += rand(dice)+1
    end
    # Return the result
    return result
  end
end

I hope you like it. Now you have little commands to actually make a thing like...


Code:
hit_result = false
hit_result = true if Dice.d20 + attacker.str > target.ac
* Meh, I need my old Dungeon Master's Guide to be accurate. What the heck is BAB ??

or

Code:
strength_roll = Dice.d6(3)

The Dice.d20 command generates your d20 dice roll, and the Dice.d6(3) is equivalent to rolling 3 six-siders
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }


Messages In This Thread
Calling Random Numbers - by Alistor - 09-06-2013, 07:46 PM
RE: Calling Random Numbers - by DerVVulfman - 09-07-2013, 03:14 AM
RE: Calling Random Numbers - by MechanicalPen - 09-07-2013, 06:09 PM
RE: Calling Random Numbers - by DerVVulfman - 09-08-2013, 12:27 AM
RE: Calling Random Numbers - by MechanicalPen - 09-08-2013, 01:02 AM
RE: Calling Random Numbers - by DerVVulfman - 09-08-2013, 03:09 AM
RE: Calling Random Numbers - by MechanicalPen - 09-08-2013, 06:16 PM
RE: Calling Random Numbers - by DerVVulfman - 09-08-2013, 08:41 PM

Possibly Related Threads…
Thread Author Replies Views Last Post
   Making Forest Maps with the Random Map Generator ShadowIce 16 21,992 02-02-2014, 08:18 PM
Last Post: ShadowIce
   Help Making Random Maps ShadowIce 0 3,263 02-02-2010, 03:28 PM
Last Post: ShadowIce
   Calling Scripts aistinger 3 5,894 12-03-2009, 01:41 AM
Last Post: aistinger
   Random Monster Groups Yin 25 31,077 08-18-2009, 06:04 AM
Last Post: DerVVulfman



Users browsing this thread: 3 Guest(s)