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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: 11,229
Threads: 648
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...
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...)
Above are clickable links
Posts: 422
Threads: 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: 11,229
Threads: 648
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: 422
Threads: 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: 11,229
Threads: 648
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: 422
Threads: 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: 11,229
Threads: 648
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
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