A one click character creator that generates a complete level one character for D&D 5th Edition.
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import random
import json
# TODO AC? Or Gold Start no AC?
# TODO Feats?
VOWELS = ["A", "E", "I", "O", "U"]
SKILL_LIST = ["acrobatics", "animal_handling", "arcana", "athletics", "deception", "history", "insight", "intimidation",
"investigation", "medicine", "nature", "perception", "performance", "persuasion", "religion",
"sleight_of_hand", "stealth", "survival"]
ATTRIBUTE_LIST = ["strength", "dexterity", "wisdom", "constitution", "intelligence", "charisma"]
CLASS_LIST = ["Artificer", "Barbarian", "Bard", "Cleric", "Druid", "Fighter", "Monk", "Paladin",
"Ranger", "Rogue", "Sorcerer", "Warlock", "Wizard", "Blood Hunter"]
BACKGROUND_LIST = ["Acolyte", "Charlatan", "Criminal / Spy", "Entertainer", "Folk Hero", "Gladiator",
"Guild Artisan / Guild Merchant", "Hermit", "Knight", "Noble", "Outlander", "Pirate", "Sage",
"Sailor", "Soldier", "Urchin", ]
instrument_list = ["Bagpipes", "Birdpipes", "Clarinet", "Drum", "Dulcimer", "Fiddle", "Flute", "Glaur", "Hand Drum",
"Harp", "Horn", "Longhorn", "Lute", "Lyre", "Pan Flute", "Shawm", "Songhorn", "Tantan", "Thelarr",
"Tocken", "Trumpet", "Viol", "Wargong", "Yarting", "Zulkoon"]
languages = ["Aarakocra", "Abyssal", "Aquan", "Auran", "Celestial", "Deep Speech", "Draconic", "Dwarvish", "Elvish",
"Giant",
"Gith", "Gnomish", "Goblin", "Halfling", "Infernal", "Orc", "Primordial", "Sylvan", "Undercommon",
"Vedalken"]
known_language_list = ["Common"]
GAMING_SETS = ["Bowls", "Darts", "Dice Set", "Dragonchess Set", "Playing Card Set", "Quoits", "Three-Dragon Ante Set"]
ARTISANS_TOOLS = ["Alchemist's Supplies", "Brewer's Supplies", "Calligrapher's Supplies", "Carpenter's Tools",
"Cartographer's Tools", "Cobbler's Tools", "Cook's Utensils", "Glassblower's Tools",
"Jeweler's Tools", "Leatherworker's Tools", "Mason's Tools", "Painter's Supplies", "Potter's Tools",
"Smith's Tools", "Tinker's Tools", "Weaver's Tools", "Woodcarver's Tools"]
CLERIC_SUBCLASSES = ["Life Domain", "Knowledge Domain", "Light Domain", "Nature Domain", "Tempest Domain",
"Trickery Domain", "War Domain", "Death Domain", "Arcana Domain", "Forge Domain", "Grave Domain",
"Twilight Domain", "Peace Domain", "Order Domain"]
SORCERER_SUBCLASSES = ["Aberrant Mind", "Clockwork Soul", "Divine Soul", "Draconic Bloodline", "Lunar Sorcery",
"Shadow Magic", "Storm Sorcery", "Wild Magic"]
WIZARD_SUBCLASSES = ["Bladesinging", "Chronurgy Magic", "Graviturgy Magic", "Order of Scribes", "School of Abjuration",
"School of Conjuration", "School of Divination", "School of Enchantment", "School of Evocation",
"School of Illusion", "School of Necromancy", "School of Transmutation", "War Magic"]
class HeroCreation:
def __init__(self):
self.name_generation()
self.race_selection()
self.race = self.race_string["Race"]
# 'job' is used in place of 'class' to avoid a function conflict
self.job = random.choice(CLASS_LIST)
self.job_characteristics()
self.background = random.choice(BACKGROUND_LIST)
self.stat_rolls()
self.racial_bonuses()
self.speed = self.race_string["Speed"]
self.article = self.grammar()
self.skill_generation()
self.skill_proficiency()
self.instruments = "None"
self.artisan_tools = "None"
self.additional_tools = "None"
self.armor_proficiency = "None"
self.race_proficiencies()
self.job_proficiencies()
self.background_proficiencies()
self.finalize_languages()
self.apply_skill_modifiers("dexterity", "initiative")
self.whoami()
self.stat_block = (f"Stat Block\n----------\nCharisma: {self.charisma}\nConstitution: {self.constitution}\n"
f"Dexterity: {self.dexterity}\nIntelligence: {self.intelligence}\n"
f"Strength: {self.strength}\nWisdom: {self.wisdom}\n")
self.saves = (f"Saving Throws\n----------\nCharisma Save: {self.charisma_save}\n"
f"Constitution Save: {self.constitution_save}\n"
f"Dexterity Save: {self.dexterity_save}\n"
f"Intelligence Save: {self.intelligence_save}\n"
f"Strength Save: {self.strength_save}\n"
f"Wisdom Save: {self.wisdom_save}\n")
self.additional_stats = (
f"Additional Stats\n----------\nStarting HP: {self.starting_hp}\nHit Die: {self.hit_die}\n"
f"Initiative Bonus: {self.initiative}\nSpeed: {self.speed}\n")
self.skill_bonuses = (
f"Skill Bonuses\n----------\nAcrobatics: {self.acrobatics}\nAnimal Handling: {self.animal_handling}"
f"\nArcana: {self.arcana}\nAthletics: {self.athletics}\nDeception: {self.deception}"
f"\nHistory: {self.history}\nInsight: {self.insight}\nIntimidation: {self.intimidation}"
f"\nInvestigation: {self.investigation}\nMedicine: {self.medicine}\nNature: {self.nature}"
f"\nPerception: {self.perception}\nPerformance: {self.performance}\nPersuasion: {self.persuasion}"
f"\nReligion: {self.religion}\nSleight of Hand: {self.sleight_of_hand}"
f"\nStealth: {self.stealth}\nSurvival: {self.survival}\n")
self.other_proficiencies = (f"Additional Proficiencies\n----------\n"
f"Languages: {self.languages}\n"
f"Instruments: {self.instruments}\n"
f"Artisan's Tools: {self.artisan_tools}\nAdditional Tools: "
f"{self.additional_tools}\n"
f"Weapon Proficiencies: {self.weapon_proficiency}\n"
f"Armor Proficiencies: {self.armor_proficiency}\n")
# Assign the correct a/an article in the 'whoami' attr
def grammar(self):
if self.race[0] in VOWELS:
return "an"
else:
return "a"
def race_selection(self):
with open('races.json') as json_file:
race_data = json.load(json_file)
chosen_race = random.choice(race_data)
setattr(self, "race_string", chosen_race)
def stat_rolls(self):
# Configured to "Re-roll" 1s
# To include 1s, increase the randint range to 1,6
for attribute in ATTRIBUTE_LIST:
roll_list = []
for each in range(4):
roll_list.append(random.randint(2, 6))
roll_list.remove(min(roll_list))
stat_total = sum(roll_list)
setattr(self, f"{attribute}", stat_total)
# Assign racial stat bonuses
def racial_bonuses(self):
self.charisma += self.race_string["Charisma"]
self.constitution += self.race_string["Constitution"]
self.dexterity += self.race_string["Dexterity"]
self.intelligence += self.race_string["Intelligence"]
self.strength += self.race_string["Strength"]
self.wisdom += self.race_string["Wisdom"]
def name_generation(self):
with open("names.txt", "r") as f:
name_list = f.read().splitlines()
first_name = random.choice(name_list)
sur_name = random.choice(name_list)
combined_name = f"{first_name} {sur_name}"
setattr(self, "name", combined_name)
# Created skill attributes and save attributes with a base value of +0 to the roll
def skill_generation(self):
for skill in SKILL_LIST:
setattr(self, skill, 0)
if skill == "athletics":
self.apply_skill_modifiers("strength", skill)
elif skill in ["acrobatics", "sleight_of_hand", "stealth"]:
self.apply_skill_modifiers("dexterity", skill)
elif skill in ["arcana", "history", "investigation", "nature", "religion"]:
self.apply_skill_modifiers("intelligence", skill)
elif skill in ["animal_handling", "insight", "medicine", "perception", "survival"]:
self.apply_skill_modifiers("wisdom", skill)
elif skill in ["deception", "intimidation", "performance", "persuasion"]:
self.apply_skill_modifiers("charisma", skill)
# Initialization of saving throw modifiers
for attribute in ATTRIBUTE_LIST:
save_name = f"{attribute}_save"
setattr(self, save_name, 0)
self.apply_skill_modifiers(attribute, save_name)
def apply_skill_modifiers(self, attribute_name, skill_name):
attribute = getattr(self, attribute_name)
if attribute == 1:
modifier = -5
elif attribute in [2, 3]:
modifier = -4
elif attribute in [4, 5]:
modifier = -3
elif attribute in [6, 7]:
modifier = -2
elif attribute in [8, 9]:
modifier = -1
elif attribute in [10, 11]:
modifier = 0
elif attribute in [12, 13]:
modifier = 1
elif attribute in [14, 15]:
modifier = 2
elif attribute in [16, 17]:
modifier = 3
elif attribute in [18, 19]:
modifier = 4
elif attribute in [20, 21]:
modifier = 5
else:
modifier = 0
setattr(self, skill_name, modifier)
def skill_proficiency(self):
with open('backgrounds.json') as json_file:
background_data = json.load(json_file)
# Is this actually a dict?
background_dict = background_data[self.background]["Skills"]
for skill in background_dict:
current_score = getattr(self, skill)
new_score = str(current_score + 2)
setattr(self, skill, f"{new_score} (Prof)")
with open('jobs.json') as json_file:
job_data = json.load(json_file)
# Is this actually a dict?
job_dict = job_data[self.job]
proficiencies = job_dict["Proficiencies"]
job_skill_list = job_dict["Skills"]
for skill in background_dict:
if skill in job_skill_list:
job_skill_list.remove(skill)
# rogue list for expertise calculation
rogue_proficient_list = []
for each in range(proficiencies):
proficient_skill = random.choice(job_skill_list)
if self.job == "Rogue":
rogue_proficient_list.append(proficient_skill)
job_skill_list.remove(proficient_skill)
current_score = getattr(self, proficient_skill)
setattr(self, f"{proficient_skill}_base_value", current_score)
new_score = str(current_score + 2)
setattr(self, proficient_skill, f"{new_score} (Prof)")
if self.job == "Rogue":
expertise_skill = random.choice(rogue_proficient_list)
score_value = getattr(self, f"{expertise_skill}_base_value")
new_score = score_value + 4
setattr(self, expertise_skill, f"{new_score} (Expertise)")
def job_characteristics(self):
with open('jobs.json') as json_file:
job_data = json.load(json_file)
hit_die_value = job_data[self.job]["Hit Die"]
setattr(self, "hit_die", hit_die_value)
starting_hp_value = job_data[self.job]["Starting HP"]
setattr(self, "starting_hp", starting_hp_value)
def job_proficiencies(self):
with open('jobs.json') as json_file:
job_data = json.load(json_file)
if self.job == "Monk":
tool_choice = random.randint(0, 1)
if tool_choice == 0:
instrument_value = 1
else:
artisan_tool_value = 1
else:
try:
instrument_value = job_data[self.job]["Instruments"]
except KeyError:
pass
try:
artisan_tool_value = job_data[self.job]["Artisan's Tools"]
except KeyError:
pass
instrument_prof_list = []
artisan_prof_list = []
try:
for value in range(0, instrument_value):
new_instrument = random.choice(instrument_list)
instrument_list.remove(new_instrument)
instrument_prof_list.append(new_instrument)
instrument_string = ", ".join(instrument_prof_list)
setattr(self, "instruments", str(instrument_string))
except UnboundLocalError:
pass
try:
for value in range(0, artisan_tool_value):
new_tool = random.choice(ARTISANS_TOOLS)
ARTISANS_TOOLS.remove(new_tool)
artisan_prof_list.append(new_tool)
artisan_tool_string = ", ".join(artisan_prof_list)
setattr(self, "artisan_tools", str(artisan_tool_string))
except UnboundLocalError:
pass
try:
additional_tool_list = job_data[self.job]["Additional Tools"]
additional_tool_string = ", ".join(additional_tool_list)
setattr(self, "additional_tools", str(additional_tool_string))
except KeyError:
pass
armor_prof_list = job_data[self.job]["Armor Proficiency"]
if not armor_prof_list:
setattr(self, "armor_proficiency", "None")
else:
armor_prof_string = ", ".join(armor_prof_list)
setattr(self, "armor_proficiency", armor_prof_string)
weapon_prof_list = job_data[self.job]["Weapon Proficiency"]
weapon_prof_string = ", ".join(weapon_prof_list)
setattr(self, "weapon_proficiency", weapon_prof_string)
for attribute in job_data[self.job]["Saving Throws"]:
current_score = getattr(self, f"{attribute}_save")
new_score = str(current_score + 2)
setattr(self, f"{attribute}_save", f"{new_score} (Prof)")
def background_proficiencies(self):
global known_language_list
with open('backgrounds.json') as json_file:
background_data = json.load(json_file)
# background instrument proficiencies
try:
instrument_value = background_data[self.background]["Additional Proficiencies"]["Instrument"]
except KeyError or UnboundLocalError:
pass
for value in range(0, instrument_value):
new_instrument = random.choice(instrument_list)
current_instruments = getattr(self, "instruments")
if current_instruments == "None":
setattr(self, "instruments", f"{new_instrument}")
else:
setattr(self, "instruments", current_instruments + f", {new_instrument}")
# background artisan's tools proficiencies
try:
tool_value = background_data[self.background]["Additional Proficiencies"]["Artisan's Tool"]
except KeyError or UnboundLocalError:
pass
for value in range(0, tool_value):
new_tool = random.choice(ARTISANS_TOOLS)
current_tools = getattr(self, "artisan_tools")
if current_tools == "None":
setattr(self, "artisan_tools", f"{new_tool}")
else:
setattr(self, "artisan_tools", current_tools + f", {new_tool}")
# language proficiencies
try:
language_value = background_data[self.background]["Additional Proficiencies"]["Languages"]
except UnboundLocalError:
pass
for value in range(0, language_value):
try:
new_language = random.choice(languages)
known_language_list.append(new_language)
languages.remove(new_language)
except IndexError:
pass
# additional tool proficiencies
additional_tool_list = background_data[self.background]["Additional Proficiencies"]["Additional Tools"]
if not additional_tool_list:
pass
else:
current_tools = getattr(self, "additional_tools")
if current_tools == "None":
setattr(self, "additional_tools", ", ".join(additional_tool_list))
else:
for tool in additional_tool_list:
if tool in current_tools:
pass
else:
new_tool_list = getattr(self, "additional_tools") + f", {tool}"
setattr(self, "additional_tools", new_tool_list)
def race_proficiencies(self):
global known_language_list
try:
known_languages = self.race_string["Languages"]
for language in known_languages:
known_language_list.append(language)
print(language)
languages.remove(language)
except KeyError:
pass
for value in range(0, self.race_string["AdditionalLanguages"]):
try:
new_language = random.choice(languages)
known_language_list.append(new_language)
languages.remove(new_language)
except IndexError:
pass
def finalize_languages(self):
global known_language_list
language_string = ", ".join(known_language_list)
setattr(self, "languages", language_string)
def whoami(self):
if self.job == "Cleric":
subclass = random.choice(CLERIC_SUBCLASSES)
setattr(self,"subclass",subclass)
print(f"Your new character is {self.name}, {self.article} {self.race} {self.job}, with the "
f"{self.background} background and the {self.subclass} subclass.\n")
elif self.job == "Sorcerer":
subclass = random.choice(SORCERER_SUBCLASSES)
setattr(self, "subclass", subclass)
print(f"Your new character is {self.name}, {self.article} {self.race} {self.job}, with the "
f"{self.background} background and the {self.subclass} subclass.\n")
elif self.job == "Wizard":
subclass = random.choice(WIZARD_SUBCLASSES)
setattr(self, "subclass", subclass)
print(f"Your new character is {self.name}, {self.article} {self.race} {self.job}, with the "
f"{self.background} background and the {self.subclass} subclass.\n")
else:
print(f"Your new character is {self.name}, {self.article} {self.race} {self.job}, with the "
f"{self.background} background.\n")
# Used for interactively moving around stats in case of a bad allocation.
# Disabling for now, as this project is intended to be one-command and self-contained
# def stat_moves(self):
# finished = False
# while not finished:
# move_request = input("Would you like to move any of these stats around? (y/n)").lower()
# if move_request == "y":
# stat_1 = input("What is the first stat you would like to move? Please enter the full stat
# name.").lower()
# stat_2 = input("What is the second stat you would like to move? Please enter the full stat
# name.").lower()
# if hasattr(self, stat_1) and hasattr(self, stat_2):
# stat_1_value = getattr(self, stat_1)
# stat_2_value = getattr(self, stat_2)
# setattr(self, stat_1, stat_2_value)
# setattr(self, stat_2, stat_1_value)
# self.update_stat_block()
# print(self.whoami)
# print(self.stat_block)
# elif move_request == "n":
# finished = True
# Currently only used for the stat_moves functionality. Disabling for now
# def update_stat_block(self):
# self.stat_block = (f"Stat Block\n---------\nCharisma: {self.charisma}\nConstitution: {self.constitution}\n"
# f"Dexterity: {self.dexterity}\nIntelligence: {self.intelligence}\n"
# f"Strength: {self.strength}\nWisdom: {self.wisdom}")