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@ -62,33 +62,22 @@ want to check. That is, you want something similar to this:
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result = rules.roll_challenge(character1, character2, "swords")
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```
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You might need to make these functions more or less complex depending on your game. For example the
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properties of the room might matter to the outcome of a roll (if the room is dark, burning etc).
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Establishing just what you need to send into your game mechanic module is a great way to also get a
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feel for what you need to add to your engine.
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You might need to make these functions more or less complex depending on your game. For example the properties of the room might matter to the outcome of a roll (if the room is dark, burning etc). Establishing just what you need to send into your game mechanic module is a great way to also get a feel for what you need to add to your engine.
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## Coded systems
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Inspired by tabletop role playing games, most game systems mimic some sort of die mechanic. To this
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end Evennia offers a full [dice
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roller](https://github.com/evennia/evennia/blob/master/evennia/contrib/dice.py) in its `contrib`
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folder. For custom implementations, Python offers many ways to randomize a result using its in-built
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`random` module. No matter how it's implemented, we will in this text refer to the action of
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determining an outcome as a "roll".
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Inspired by tabletop role playing games, most game systems mimic some sort of die mechanic. To this end Evennia offers a full [dice roller](https://github.com/evennia/evennia/blob/master/evennia/contrib/dice.py) in its `contrib`
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folder. For custom implementations, Python offers many ways to randomize a result using its in-built `random` module. No matter how it's implemented, we will in this text refer to the action of determining an outcome as a "roll".
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In a freeform system, the result of the roll is just compared with values and people (or the game
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master) just agree on what it means. In a coded system the result now needs to be processed somehow.
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There are many things that may happen as a result of rule enforcement:
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master) just agree on what it means. In a coded system the result now needs to be processed somehow. There are many things that may happen as a result of rule enforcement:
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- Health may be added or deducted. This can effect the character in various ways.
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- Experience may need to be added, and if a level-based system is used, the player might need to be
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informed they have increased a level.
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- Experience may need to be added, and if a level-based system is used, the player might need to be informed they have increased a level.
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- Room-wide effects need to be reported to the room, possibly affecting everyone in the room.
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There are also a slew of other things that fall under "Coded systems", including things like
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weather, NPC artificial intelligence and game economy. Basically everything about the world that a
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Game master would control in a tabletop role playing game can be mimicked to some level by coded
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systems.
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weather, NPC artificial intelligence and game economy. Basically everything about the world that a Game master would control in a tabletop role playing game can be mimicked to some level by coded systems.
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## Example of Rule module
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@ -96,24 +85,17 @@ systems.
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Here is a simple example of a rule module. This is what we assume about our simple example game:
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- Characters have only four numerical values:
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- Their `level`, which starts at 1.
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- A skill `combat`, which determines how good they are at hitting things. Starts between 5 and
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10.
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- A skill `combat`, which determines how good they are at hitting things. Starts between 5 and 10.
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- Their Strength, `STR`, which determine how much damage they do. Starts between 1 and 10.
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- Their Health points, `HP`, which starts at 100.
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- When a Character reaches `HP = 0`, they are presumed "defeated". Their HP is reset and they get a
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failure message (as a stand-in for death code).
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- When a Character reaches `HP = 0`, they are presumed "defeated". Their HP is reset and they get a failure message (as a stand-in for death code).
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- Abilities are stored as simple Attributes on the Character.
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- "Rolls" are done by rolling a 100-sided die. If the result is below the `combat` value, it's a
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success and damage is rolled. Damage is rolled as a six-sided die + the value of `STR` (for this
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example we ignore weapons and assume `STR` is all that matters).
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- Every successful `attack` roll gives 1-3 experience points (`XP`). Every time the number of `XP`
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reaches `(level + 1) ** 2`, the Character levels up. When leveling up, the Character's `combat`
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value goes up by 2 points and `STR` by one (this is a stand-in for a real progression system).
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- "Rolls" are done by rolling a 100-sided die. If the result is below the `combat` value, it's a success and damage is rolled. Damage is rolled as a six-sided die + the value of `STR` (for this example we ignore weapons and assume `STR` is all that matters).
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- Every successful `attack` roll gives 1-3 experience points (`XP`). Every time the number of `XP` reaches `(level + 1) ** 2`, the Character levels up. When leveling up, the Character's `combat` value goes up by 2 points and `STR` by one (this is a stand-in for a real progression system).
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### Character
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The Character typeclass is simple. It goes in `mygame/typeclasses/characters.py`. There is already
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an empty `Character` class there that Evennia will look to and use.
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The Character typeclass is simple. It goes in `mygame/typeclasses/characters.py`. There is already an empty `Character` class there that Evennia will look to and use.
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```python
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from random import randint
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