| 
		
	
	
	
		
	Posts: 12Threads: 4
 Joined: May 2009
 
	
	
		I'm working on building a D&D styled battle system, and i need to know how to call random numbers from a specific range. for example, to hit with an attack, the basic formula goes like this:
 if d20 + Actor strength mod + BAB > target AC
 Hit
 Else
 Miss
 
 I know this isn't proper code, but i'm still working on it. anyways, where it says d20, i need it to call a random number from 1-20. i'll add Critical functionality later, but for now, this is it.
 
 
 
	
	
	
		
	Posts: 11,566Threads: 672
 Joined: May 2009
 
	
	
		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.
   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...
 * Meh, I need my old Dungeon Master's Guide to be accurate. What the heck is BAB ??
orCode: hit_result = falsehit_result = true if Dice.d20 + attacker.str > target.ac
The Dice.d20 command generates your d20 dice roll, and the Dice.d6(3) is equivalent to rolling 3 six-sidersCode: strength_roll = Dice.d6(3)
 
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
  Above are clickable links 
	
	
	
		
	Posts: 422Threads: 23
 Joined: Aug 2011
 
	
	
		If you had read the RPGm XP help manual you would have known that rand(n) function can do exactly what you want. Well almost.    
And VVulfy, that is a little too much computational overhead for my tastes (and I've never seen a die numbered 0 to sides-1). I'd do it like this:
 Code: module Roll#--------------------------------------------------------------------------
 # d - simulates a dice roll (num: 1 to sides)
 #    *sides : how many sides the dice has
 #---------------------------------------------------------------------------
 def d(sides)
 return rand(sides)+1
 end
 end
Then rolls are just:  Code: strength_roll = Roll.d(20)
 
	
	
	
		
	Posts: 11,566Threads: 672
 Joined: May 2009
 
	
	
		Given that he requested one for a Dungeons and Dragons styled system, he would be more familiar with 4sided dice, 6 siders, 8siders and so forth.  Hence, my version was designed to use method names that replicated the AD&D dice rolls, and include the number of dice at the same time.    The call of ... Code: strength_roll = Dice.dice_roll(6, 3)
...would match that of the Dice.d6(3) .  It rolls a six-sided die 3 times.  But the Dice.d6 command (and others included) are meant to make it easier to use.  I went with an easy-to-use gamer mentality for d4, d6, d8, d10, d12 and d20 rolls.
 
And call it an old-school methodology that I grew up with that reinitialized values ( the result = 0  ) as well as a mentality to include failsafe routines.
	
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
  Above are clickable links 
	
	
	
		
	Posts: 422Threads: 23
 Joined: Aug 2011
 
	
	
		I personally think  Code: thing = Roll.d(20) + Roll.d(20)
 makes more sense. It's self-documenting.
 
Plus, no matter what way you do it, it is still 'rand(n)+1' and not 'rand(n)' to get a dice roll. For example, rand(6) returns a number from 0-5. rand(6)+1 returns a number from 1-6 as required by dice.
	 
	
	
	
		
	Posts: 11,566Threads: 672
 Joined: May 2009
 
	
	
		Oh, I see what you mean about rand +1. Um, I caught that at 1-ish (about when you posted. I changed it in the script to  Code: result += rand(dice)+1
.... I guess about the time you posted.    
And wouldn't that be
 Code: thing = Roll.d(20) + (Roll.d(20) +2
 for two values of 1-20 added together?
 
With mine, it would be  Shorter over the long run.
	
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
  Above are clickable links 
	
	
	
		
	Posts: 422Threads: 23
 Joined: Aug 2011
 
	
	
		Nope! Just  Code: thing = Roll.d(20) + Roll.d(20)
 Because I defined d to be a random number from 1 to n.
 
Either way works.
	 
	
	
	
		
	Posts: 11,566Threads: 672
 Joined: May 2009
 
	
	
		Oooh.  Guess I mis-saw yours just as you musta seen my pre-edit version (ironically when I was editing it?). :P
	 
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
  Above are clickable links |