RPG attributes generator: Difference between revisions

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Content added Content deleted
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Total = 83
Total = 83
Values above 15 = 2
Values above 15 = 2
</pre>

=={{header|Action!}}==
<lang Action!>TYPE Result=[BYTE success,sum,highCount]
BYTE FUNC GenerateAttrib()
BYTE i,v,min,sum

min=255 sum=0
FOR i=0 TO 3
DO
v=Rand(6)+1
IF v<min THEN
min=v
FI
sum==+v
OD
RETURN (sum-min)

PROC Generate(BYTE ARRAY a BYTE len Result POINTER res)
BYTE i,v,count
res.highCount=0 res.sum=0
FOR i=0 TO len-1
DO
v=GenerateAttrib()
IF v>=15 THEN
res.highCount==+1
FI
res.sum==+v
a(i)=v
OD
IF res.highCount<2 OR res.sum<75 THEN
res.success=0
ELSE
res.success=1
FI
RETURN

PROC Main()
DEFINE count="6"
BYTE ARRAY a(count)
Result res
BYTE i

res.success=0
WHILE res.success=0
DO
Generate(a,count,res)
Print("attribs: ")
FOR i=0 TO count-1
DO
PrintB(a(i))
IF i<count-1 THEN
Put(',)
FI
OD
PrintF(" sum=%B highCount=%B ",res.sum,res.highCount)
IF res.success THEN
PrintE("success")
ELSE
PrintE("failed")
FI
OD
RETURN</lang>
{{out}}
[https://gitlab.com/amarok8bit/action-rosetta-code/-/raw/master/images/RPG_attributes_generator.png Screenshot from Atari 8-bit computer]
<pre>
attribs: 13,12,13,13,14,16 sum=81 highCount=1 failed
attribs: 10,10,15,9,16,8 sum=68 highCount=2 failed
attribs: 14,10,7,9,12,12 sum=64 highCount=0 failed
attribs: 12,13,16,16,18,16 sum=91 highCount=4 success
</pre>
</pre>



Revision as of 22:37, 30 November 2021

Task
RPG attributes generator
You are encouraged to solve this task according to the task description, using any language you may know.

RPG   =   Role Playing Game.


You're running a tabletop RPG, and your players are creating characters.

Each character has six core attributes: strength, dexterity, constitution, intelligence, wisdom, and charisma.

One way of generating values for these attributes is to roll four, 6-sided dice (d6) and sum the three highest rolls, discarding the lowest roll.

Some players like to assign values to their attributes in the order they're rolled.

To ensure generated characters don't put players at a disadvantage, the following requirements must be satisfied:

  • The total of all character attributes must be at least 75.
  • At least two of the attributes must be at least 15.

However, this can require a lot of manual dice rolling. A programatic solution would be much faster.


Task

Write a program that:

  1. Generates 4 random, whole values between 1 and 6.
  2. Saves the sum of the 3 largest values.
  3. Generates a total of 6 values this way.
  4. Displays the total, and all 6 values once finished.

  • The order in which each value was generated must be preserved.
  • The total of all 6 values must be at least 75.
  • At least 2 of the values must be 15 or more.

8086 Assembly

<lang asm> bits 16 cpu 8086 putch: equ 2h time: equ 2ch org 100h section .text mov ah,time ; Retrieve system time from MS-DOS int 21h call rseed ; Seed the RNG rolls: xor ah,ah ; AH=0 (running total) mov dx,6 ; DH=0 (amount >=15), DL=6 (counter) mov di,attrs attr: call roll4 ; Roll an attribute mov al,14 cmp al,bh ; Set carry if BH=15 or more mov al,bh ; AL = roll sbb bh,bh ; BH=0 if no carry, -1 if carry sub dh,bh ; DH+=1 if >=15 add ah,al ; Add to running total mov [di],al ; Save roll inc di ; Next memory address dec dl ; One fewer roll left jnz attr cmp ah,75 ; Rolling total < 75? jb rolls ; Then roll again. cmp dh,2 ; Fewer than 2 attrs < 15? jb rolls ; Then roll again. ;;; Print the attributes mov cx,6 ; 6 attributes p2: mov bl,10 ; divide by 10 to get digits mov di,attrs print: xor ah,ah ; AX = attribute mov al,[di] div bl ; divide by 10 add ax,3030h ; add '0' to quotient (AH) and remainder (AL) mov dx,ax mov ah,putch int 21h ; print quotient first mov dl,dh ; then remainder int 21h mov dl,' ' ; then a space int 21h inc di ; Next attribute loop print ret ; Back to DOS ;;; Do 4 rolls, and get result of max 3 roll4: xor bx,bx ; BH = running total dec bl ; BL = lowest value mov cx,4 ; Four times .roll: call d6 ; Roll D6 cmp al,bl ; Lower than current lowest value? jnb .high ; If so, mov bl,al ; Set new lowest value .high: add bh,al ; Add to running total loop .roll ; If not 4 rolls yet, loop back sub bh,bl ; Subtract lowest value (giving sum of high 3) ret ;;; Roll a D6 d6: call rand ; Get random number and al,7 ; Between 0 and 7 cmp al,6 ; If 6 or higher, jae d6 ; Then get new random number inc al ; [1..6] instead of [0..5] ret ;;; Seed the random number generator with 4 bytes rseed: xor [rnddat],cx xor [rnddat+2],dx ;;; "X ABC" random number generator ;;; Generates 8-bit random number in AL rand: push cx ; Keep registers push dx mov cx,[rnddat] ; CL=X CH=A mov dx,[rnddat+2] ; DL=B DH=C xor ch,dh ; A ^= C xor ch,cl ; A ^= X add dl,ch ; B += A mov al,dl ; R = B shr al,1 ; R >>= 1 xor al,ch ; R ^= A add al,dh ; R += C mov dh,al ; C = R mov [rnddat],cx ; Store new state mov [rnddat+2],dx pop dx ; Restore registers pop cx ret section .bss rnddat: resb 4 ; RNG state attrs: resb 6 ; Rolled attributes</lang>

Output:
C:\>roll
13 17 09 17 13 14 
C:\>roll
17 15 12 14 18 13 
C:\>roll
16 12 17 10 11 13 
C:\>roll
11 10 16 14 17 14 

AArch64 Assembly

Works with: as version Raspberry Pi 3B version Buster 64 bits

<lang AArch64 Assembly> /* ARM assembly AARCH64 Raspberry PI 3B */ /* program rpg64.s */

/*******************************************/ /* Constantes file */ /*******************************************/ /* for this file see task include a file in language AArch64 assembly*/ .include "../includeConstantesARM64.inc"

.equ NBTIRAGES, 4 .equ NBTIRAGESOK, 3 .equ NBVALUES, 6 .equ TOTALMIN, 75 .equ MAXVALUE, 15 .equ NBMAXVALUE, 2

/*********************************/ /* Initialized data */ /*********************************/ .data sMessResult: .asciz "Value = @ \n" szCarriageReturn: .asciz "\n" sMessResultT: .asciz "Total = @ \n" sMessResultQ: .asciz "Values above 15 = @ \n"


.align 4 qGraine: .quad 123456789

/*********************************/ /* UnInitialized data */ /*********************************/ .bss tqTirages: .skip 8 * NBTIRAGES tqValues: .skip 8 * NBVALUES

sZoneConv: .skip 24 /*********************************/ /* code section */ /*********************************/ .text .global main main: // entry of program

1: // begin loop 1

   mov x2,0                           // counter value >15
   mov x4,0                           // loop indice
   mov x5,0                           // total
   ldr x3,qAdrtqValues                // table values address

2:

   bl genValue                        // call generate value 
   str x0,[x3,x4,lsl 3]               // store in table
   add x5,x5,x0                       // compute total
   cmp x0,MAXVALUE                    // count value >= 15
   add x6,x2,1
   csel x2,x6,x2,ge
   add x4,x4,1                        // increment indice
   cmp x4,NBVALUES                    // end ?
   blt 2b
   cmp x5,TOTALMIN                    // compare 75
   blt 1b                             // < loop
   cmp x2,#NBMAXVALUE                 // compare value > 15
   blt 1b                             // < loop
   ldr x0,qAdrtqValues                // display values
   bl displayTable
   mov x0,x5                          // total
   ldr x1,qAdrsZoneConv               // display value
   bl conversion10                    // call conversion decimal
   ldr x0,qAdrsMessResultT
   ldr x1,qAdrsZoneConv   
   bl strInsertAtCharInc              // insert result at @ character
   bl affichageMess                   // display message

    mov x0,x2                         // counter value > 15
   ldr x1,qAdrsZoneConv               // display value
   bl conversion10                    // call conversion decimal
   ldr x0,qAdrsMessResultQ
   ldr x1,qAdrsZoneConv       
   bl strInsertAtCharInc              // insert result at @ character
   bl affichageMess                   // display message

100: // standard end of the program

   mov x0,0                           // return code
   mov x8,EXIT                        // request to exit program
   svc 0                              // perform the system call

qAdrsZoneConv: .quad sZoneConv qAdrszCarriageReturn: .quad szCarriageReturn qAdrsMessResult: .quad sMessResult qAdrsMessResultT: .quad sMessResultT qAdrsMessResultQ: .quad sMessResultQ qAdrtqValues: .quad tqValues /******************************************************************/ /* generate value */ /******************************************************************/ /* x0 returns the value */ genValue:

   stp x1,lr,[sp,-16]!            // save  registers
   stp x2,x3,[sp,-16]!            // save  registers
   mov x3,0                       // indice loop
   ldr x1,qAdrtqTirages           // table tirage address

1:

   mov x0,6
   bl genereraleas                // result 0 to 5
   add x0,x0,#1                   // for 1 to 6
   str x0,[x1,x3,lsl 3]           // store tirage
   add x3,x3,1                    // increment indice
   cmp x3,NBTIRAGES               // end ?
   blt 1b                         // no -> loop
   ldr x0,qAdrtqTirages           // table tirage address
   mov x1,#0                      // first item
   mov x2,#NBTIRAGES              // number of tirages
   bl shellSort                   // sort table decreasing
   mov x3,#0                      // raz indice loop
   mov x0,#0                      // total
   ldr x1,qAdrtqTirages           // table tirage address

2:

   ldr x2,[x1,x3,lsl 3]           // read tirage
   add x0,x0,x2                   // compute sum
   add x3,x3,1                    // increment indice
   cmp x3,NBTIRAGESOK             // end ?
   blt 2b

100:

   ldp x2,x3,[sp],16              // restaur  2 registers
   ldp x1,lr,[sp],16              // restaur  2 registers
   ret                            // return to address lr x30

qAdrtqTirages: .quad tqTirages /***************************************************/ /* shell Sort decreasing */ /***************************************************/ /* x0 contains the address of table */ /* x1 contains the first element but not use !! */ /* this routine use first element at index zero !!! */ /* x2 contains the number of element */ shellSort:

   stp x1,lr,[sp,-16]!          // save  registers
   stp x2,x3,[sp,-16]!          // save  registers
   stp x4,x5,[sp,-16]!          // save  registers
   stp x6,x7,[sp,-16]!          // save  registers
   stp x8,x9,[sp,-16]!          // save  registers
   sub x2,x2,1                     // index last item
   mov x1,x2                    // init gap = last item

1: // start loop 1

   lsr x1,x1,1                 // gap = gap / 2
   cbz x1,100f                     // if gap = 0 -> end
   mov x3,x1                    // init loop indice 1 

2: // start loop 2

   ldr x4,[x0,x3,lsl 3]         // load first value
   mov x5,x3                    // init loop indice 2

3: // start loop 3

   cmp x5,x1                    // indice < gap
   blt 4f                       // yes -> end loop 2
   sub x6,x5,x1                 // index = indice - gap
   ldr x8,[x0,x6,lsl 3]         // load second value
   cmp x4,x8                    // compare values
   ble 4f
   str x8,[x0,x5,lsl 3]         // store if >
   sub x5,x5,x1                    // indice = indice - gap
   b 3b                         // and loop

4: // end loop 3

   str x4,[x0,x5,lsl 3]         // store value 1 at indice 2
   add x3,x3,1                  // increment indice 1
   cmp x3,x2                    // end ?
   ble 2b                       // no -> loop 2
   b 1b                         // yes loop for new gap

100: // end function

   ldp x8,x9,[sp],16            // restaur  2 registers
   ldp x6,x7,[sp],16            // restaur  2 registers
   ldp x4,x5,[sp],16            // restaur  2 registers
   ldp x2,x3,[sp],16            // restaur  2 registers
   ldp x1,lr,[sp],16            // restaur  2 registers
   ret                          // return to address lr x30

/******************************************************************/ /* Display table elements */ /******************************************************************/ /* x0 contains the address of table */ displayTable:

   stp x1,lr,[sp,-16]!            // save  registers
   stp x2,x3,[sp,-16]!            // save  registers
   mov x2,x0                      // table address
   mov x3,0

1: // loop display table

   ldr x0,[x2,x3,lsl 3]
   ldr x1,qAdrsZoneConv           // display value
   bl conversion10                // call function
   ldr x0,qAdrsMessResult
   ldr x1,qAdrsZoneConv  
   bl strInsertAtCharInc          // insert result at @ character
   bl affichageMess               // display message
   add x3,x3,1
   cmp x3,NBVALUES - 1
   ble 1b
   ldr x0,qAdrszCarriageReturn
   bl affichageMess

100:

   ldp x2,x3,[sp],16              // restaur  2 registers
   ldp x1,lr,[sp],16              // restaur  2 registers
   ret                            // return to address lr x30

/***************************************************/ /* Generation random number */ /* algo xorshift (see wikipedia) */ /***************************************************/ /* x0 contains limit */ genereraleas:

   stp x1,lr,[sp,-16]!            // save  registers
   stp x2,x3,[sp,-16]!            // save  registers
   cbz x0,100f
   mov x3,x0           // maxi value
   ldr x0,qAdrqGraine  // graine
   ldr x2,[x0]
   lsl x1,x2,13
   eor x2,x2,x1
   lsr x1,x2,7
   eor x2,x2,x1
   lsl x1,x2,17
   eor x1,x2,x1
   str x1,[x0]         // sauver graine
   udiv x2,x1,x3       // 
   msub x0,x2,x3,x1    // compute result modulo limit

100: // end function

   ldp x2,x3,[sp],16              // restaur  2 registers
   ldp x1,lr,[sp],16              // restaur  2 registers
   ret                            // return to address lr x30

/*****************************************************/ qAdrqGraine: .quad qGraine /********************************************************/ /* File Include fonctions */ /********************************************************/ /* for this file see task include a file in language AArch64 assembly */ .include "../includeARM64.inc" </lang>

Output:
Value  = 11
Value  = 13
Value  = 16
Value  = 11
Value  = 14
Value  = 18

Total  = 83
Values above 15  = 2

Action!

<lang Action!>TYPE Result=[BYTE success,sum,highCount] BYTE FUNC GenerateAttrib()

 BYTE i,v,min,sum
 min=255 sum=0
 FOR i=0 TO 3
 DO
   v=Rand(6)+1
   IF v<min THEN
     min=v
   FI
   sum==+v
 OD

RETURN (sum-min)

PROC Generate(BYTE ARRAY a BYTE len Result POINTER res)

 BYTE i,v,count
 
 res.highCount=0 res.sum=0
 FOR i=0 TO len-1
 DO
   v=GenerateAttrib()
   IF v>=15 THEN
     res.highCount==+1
   FI
   res.sum==+v
   a(i)=v
 OD
 IF res.highCount<2 OR res.sum<75 THEN
   res.success=0
 ELSE
   res.success=1
 FI

RETURN

PROC Main()

 DEFINE count="6"
 BYTE ARRAY a(count)
 Result res
 BYTE i
 res.success=0
 WHILE res.success=0
 DO
   Generate(a,count,res)
   Print("attribs: ")
   FOR i=0 TO count-1
   DO
     PrintB(a(i))
     IF i<count-1 THEN
       Put(',)
     FI
   OD
   PrintF(" sum=%B highCount=%B ",res.sum,res.highCount)
   IF res.success THEN
     PrintE("success")
   ELSE
     PrintE("failed")
   FI
 OD

RETURN</lang>

Output:

Screenshot from Atari 8-bit computer

attribs: 13,12,13,13,14,16 sum=81 highCount=1 failed
attribs: 10,10,15,9,16,8 sum=68 highCount=2 failed
attribs: 14,10,7,9,12,12 sum=64 highCount=0 failed
attribs: 12,13,16,16,18,16 sum=91 highCount=4 success

APL

Works with: Dyalog APL

<lang APL>roll←{(+/-⌊/)¨?¨5/⊂4/6}⍣{(75≤+/⍺)∧2≤+/⍺≥15}</lang>

Output:
      roll''
15 15 17 15 18
      roll''
18 15 15 13 16
      roll''
14 17 15 16 15
      roll''
18 13 17 17 14
      roll''
13 18 16 16 14

ARM Assembly

Works with: as version Raspberry Pi

<lang ARM Assembly>

/* ARM assembly Raspberry PI */ /* program rpg.s */

/************************************/ /* Constantes */ /************************************/ .equ STDOUT, 1 @ Linux output console .equ EXIT, 1 @ Linux syscall .equ WRITE, 4 @ Linux syscall

.equ NBTIRAGES, 4 .equ NBTIRAGESOK, 3 .equ NBVALUES, 6 .equ TOTALMIN, 75 .equ MAXVALUE, 15 .equ NBMAXVALUE, 2 /*******************************************/ /* Fichier des macros */ /********************************************/ .include "../../ficmacros.s"

/*********************************/ /* Initialized data */ /*********************************/ .data sMessResult: .ascii "Value = " sMessValeur: .fill 11, 1, ' ' @ size => 11 szCarriageReturn: .asciz "\n" sMessResultT: .ascii "Total = " sMessValeurT: .fill 11, 1, ' ' @ size => 11

                   .asciz "\n"

sMessResultQ: .ascii "Values above 15 = " sMessValeurQ: .fill 11, 1, ' ' @ size => 11

                   .asciz "\n"

.align 4 iGraine: .int 123456

/*********************************/ /* UnInitialized data */ /*********************************/ .bss tiTirages: .skip 4 * NBTIRAGES tiValues: .skip 4 * NBVALUES /*********************************/ /* code section */ /*********************************/ .text .global main main: @ entry of program

1: @ begin loop 1

   mov r2,#0                                     @ counter value >15
   mov r4,#0                                     @ loop indice
   mov r5,#0                                     @ total
   ldr r3,iAdrtiValues                           @ table values address

2:

   bl genValue                                   @ call generate value 
   str r0,[r3,r4,lsl #2]                         @ store in table
   add r5,r0                                     @ compute total
   cmp r0,#MAXVALUE                                    @ count value > 15
   addge r2,#1
   add r4,#1                                     @ increment indice
   cmp r4,#NBVALUES                              @ end ?
   blt 2b
   cmp r5,#TOTALMIN                              @ compare 75
   blt 1b                                        @ < loop
   cmp r2,#NBMAXVALUE                                     @ compare value > 15
   blt 1b                                        @ < loop
   ldr r0,iAdrtiValues                           @ display values
   bl displayTable
   mov r0,r5                                     @ total
   ldr r1,iAdrsMessValeurT                       @ display value
   bl conversion10                               @ call conversion decimal
   ldr r0,iAdrsMessResultT
   bl affichageMess                              @ display message
    mov r0,r2                                    @ counter value > 15
   ldr r1,iAdrsMessValeurQ                       @ display value
   bl conversion10                               @ call conversion decimal
   ldr r0,iAdrsMessResultQ
   bl affichageMess                              @ display message

100: @ standard end of the program

   mov r0, #0                                    @ return code
   mov r7, #EXIT                                 @ request to exit program
   svc #0                                        @ perform the system call

iAdrsMessValeur: .int sMessValeur iAdrszCarriageReturn: .int szCarriageReturn iAdrsMessResult: .int sMessResult iAdrsMessValeurT: .int sMessValeurT iAdrsMessResultT: .int sMessResultT iAdrsMessValeurQ: .int sMessValeurQ iAdrsMessResultQ: .int sMessResultQ iAdrtiValues: .int tiValues /******************************************************************/ /* generate value */ /******************************************************************/ /* r0 returns the value */ genValue:

   push {r1-r4,lr}                           @ save registers
   mov r4,#0                                 @ indice loop
   ldr r1,iAdrtiTirages                      @ table tirage address

1:

   mov r0,#6
   bl genereraleas                           @ result 0 to 5
   add r0,#1                                 @ for 1 to 6
   str r0,[r1,r4,lsl #2]                     @ store tirage
   add r4,#1                                 @ increment indice
   cmp r4,#NBTIRAGES                         @ end ?
   blt 1b                                    @ no -> loop
   ldr r0,iAdrtiTirages                      @ table tirage address
   mov r1,#0                                 @ first item
   mov r2,#NBTIRAGES                         @ number of tirages
   bl shellSort                              @ sort table decreasing
   mov r4,#0                                 @ raz indice loop
   mov r0,#0                                 @ total
   ldr r1,iAdrtiTirages                      @ table tirage address

2:

   ldr r2,[r1,r4,lsl #2]                     @ read tirage
   add r0,r2                                 @ compute sum
   add r4,#1                                 @ inrement indice
   cmp r4,#NBTIRAGESOK                       @ end ?
   blt 2b

100:

   pop {r1-r4,lr}
   bx lr                                     @ return 

iAdrtiTirages: .int tiTirages /***************************************************/ /* shell Sort decreasing */ /***************************************************/ /* r0 contains the address of table */ /* r1 contains the first element but not use !! */ /* this routine use first element at index zero !!! */ /* r2 contains the number of element */ shellSort:

   push {r0-r7,lr}              @save registers
   sub r2,#1                    @ index last item
   mov r1,r2                    @ init gap = last item

1: @ start loop 1

   lsrs r1,#1                   @ gap = gap / 2
   beq 100f                     @ if gap = 0 -> end
   mov r3,r1                    @ init loop indice 1 

2: @ start loop 2

   ldr r4,[r0,r3,lsl #2]        @ load first value
   mov r5,r3                    @ init loop indice 2

3: @ start loop 3

   cmp r5,r1                    @ indice < gap
   blt 4f                       @ yes -> end loop 2
   sub r6,r5,r1                 @ index = indice - gap
   ldr r7,[r0,r6,lsl #2]        @ load second value
   cmp r4,r7                    @ compare values
   strgt r7,[r0,r5,lsl #2]      @ store if >
   subgt r5,r1                  @ indice = indice - gap
   bgt 3b                       @ and loop

4: @ end loop 3

   str r4,[r0,r5,lsl #2]        @ store value 1 at indice 2
   add r3,#1                    @ increment indice 1
   cmp r3,r2                    @ end ?
   ble 2b                       @ no -> loop 2
   b 1b                         @ yes loop for new gap

100: @ end function

   pop {r0-r7,lr}               @ restaur registers
   bx lr                        @ return 


/******************************************************************/ /* Display table elements */ /******************************************************************/ /* r0 contains the address of table */ displayTable:

   push {r0-r3,lr}                                    @ save registers
   mov r2,r0                                          @ table address
   mov r3,#0

1: @ loop display table

   ldr r0,[r2,r3,lsl #2]
   ldr r1,iAdrsMessValeur                             @ display value
   bl conversion10                                    @ call function
   ldr r0,iAdrsMessResult
   bl affichageMess                                   @ display message
   add r3,#1
   cmp r3,#NBVALUES - 1
   ble 1b
   ldr r0,iAdrszCarriageReturn
   bl affichageMess

100:

   pop {r0-r3,lr}
   bx lr

/******************************************************************/ /* display text with size calculation */ /******************************************************************/ /* r0 contains the address of the message */ affichageMess:

   push {r0,r1,r2,r7,lr}                          @ save  registres
   mov r2,#0                                      @ counter length 

1: @ loop length calculation

   ldrb r1,[r0,r2]                                @ read octet start position + index 
   cmp r1,#0                                      @ if 0 its over 
   addne r2,r2,#1                                 @ else add 1 in the length 
   bne 1b                                         @ and loop 
                                                  @ so here r2 contains the length of the message 
   mov r1,r0                                      @ address message in r1 
   mov r0,#STDOUT                                 @ code to write to the standard output Linux 
   mov r7, #WRITE                                 @ code call system "write" 
   svc #0                                         @ call systeme 
   pop {r0,r1,r2,r7,lr}                           @ restaur des  2 registres */ 
   bx lr                                          @ return  

/******************************************************************/ /* Converting a register to a decimal unsigned */ /******************************************************************/ /* r0 contains value and r1 address area */ /* r0 return size of result (no zero final in area) */ /* area size => 11 bytes */ .equ LGZONECAL, 10 conversion10:

   push {r1-r4,lr}                                 @ save registers 
   mov r3,r1
   mov r2,#LGZONECAL

1: @ start loop

   bl divisionpar10U                               @ unsigned  r0 <- dividende. quotient ->r0 reste -> r1
   add r1,#48                                      @ digit
   strb r1,[r3,r2]                                 @ store digit on area
   cmp r0,#0                                       @ stop if quotient = 0 
   subne r2,#1                                     @ else previous position
   bne 1b                                          @ and loop
                                                   @ and move digit from left of area
   mov r4,#0

2:

   ldrb r1,[r3,r2]
   strb r1,[r3,r4]
   add r2,#1
   add r4,#1
   cmp r2,#LGZONECAL
   ble 2b
                                                     @ and move spaces in end on area
   mov r0,r4                                         @ result length 
   mov r1,#' '                                       @ space

3:

   strb r1,[r3,r4]                                   @ store space in area
   add r4,#1                                         @ next position
   cmp r4,#LGZONECAL
   ble 3b                                            @ loop if r4 <= area size

100:

   pop {r1-r4,lr}                                    @ restaur registres 
   bx lr                                             @return

/***************************************************/ /* division par 10 unsigned */ /***************************************************/ /* r0 dividende */ /* r0 quotient */ /* r1 remainder */ divisionpar10U:

   push {r2,r3,r4, lr}
   mov r4,r0                                          @ save value
   //mov r3,#0xCCCD                                   @ r3 <- magic_number lower  raspberry 3
   //movt r3,#0xCCCC                                  @ r3 <- magic_number higter raspberry 3
   ldr r3,iMagicNumber                                @ r3 <- magic_number    raspberry 1 2
   umull r1, r2, r3, r0                               @ r1<- Lower32Bits(r1*r0) r2<- Upper32Bits(r1*r0) 
   mov r0, r2, LSR #3                                 @ r2 <- r2 >> shift 3
   add r2,r0,r0, lsl #2                               @ r2 <- r0 * 5 
   sub r1,r4,r2, lsl #1                               @ r1 <- r4 - (r2 * 2)  = r4 - (r0 * 10)
   pop {r2,r3,r4,lr}
   bx lr                                              @ leave function 

iMagicNumber: .int 0xCCCCCCCD /***************************************************/ /* Generation random number */ /***************************************************/ /* r0 contains limit */ genereraleas:

   push {r1-r4,lr}                                    @ save registers 
   ldr r4,iAdriGraine
   ldr r2,[r4]
   ldr r3,iNbDep1
   mul r2,r3,r2
   ldr r3,iNbDep1
   add r2,r2,r3
   str r2,[r4]                                        @ maj de la graine pour appel suivant 
   cmp r0,#0
   beq 100f
   mov r1,r0                                          @ divisor
   mov r0,r2                                          @ dividende
   bl division
   mov r0,r3                                          @ résult = remainder
 

100: @ end function

   pop {r1-r4,lr}                                     @ restaur registers
   bx lr                                              @ return

/*****************************************************/ iAdriGraine: .int iGraine iNbDep1: .int 0x343FD iNbDep2: .int 0x269EC3 /***************************************************/ /* integer division unsigned */ /***************************************************/ division:

   /* r0 contains dividend */
   /* r1 contains divisor */
   /* r2 returns quotient */
   /* r3 returns remainder */
   push {r4, lr}
   mov r2, #0                                         @ init quotient
   mov r3, #0                                         @ init remainder
   mov r4, #32                                        @ init counter bits
   b 2f

1: @ loop

   movs r0, r0, LSL #1                                @ r0 <- r0 << 1 updating cpsr (sets C if 31st bit of r0 was 1)
   adc r3, r3, r3                                     @ r3 <- r3 + r3 + C. This is equivalent to r3 ? (r3 << 1) + C 
   cmp r3, r1                                         @ compute r3 - r1 and update cpsr 
   subhs r3, r3, r1                                   @ if r3 >= r1 (C=1) then r3 <- r3 - r1 
   adc r2, r2, r2                                     @ r2 <- r2 + r2 + C. This is equivalent to r2 <- (r2 << 1) + C 

2:

   subs r4, r4, #1                                    @ r4 <- r4 - 1 
   bpl 1b                                             @ if r4 >= 0 (N=0) then loop
   pop {r4, lr}
   bx lr

</lang>

Arturo

<lang rebol>vals: []

while [or? 75 > sum vals

           2 > size select vals => [&>=15]] [
   vals: new []
   while [6 > size vals][
       rands: new map 1..4 => [random 1 6]
       remove 'rands .once (min rands)
       'vals ++ sum rands
   ]

]

print ["values:" vals ] print ["with sum:" sum vals]</lang>

C

Translation of: Go

<lang c>#include <stdio.h>

  1. include <stdlib.h>
  2. include <time.h>

int compareInts(const void *i1, const void *i2) {

   int a = *((int *)i1);
   int b = *((int *)i2);
   return a - b;

}

int main() {

   int i, j, nsum, vsum, vcount, values[6], numbers[4];
   srand(time(NULL));
   for (;;) {
       vsum = 0;
       for (i = 0; i < 6; ++i) {
           for (j = 0; j < 4; ++j) {
               numbers[j] = 1 + rand() % 6;
           }
           qsort(numbers, 4, sizeof(int), compareInts);
           nsum = 0;
           for (j = 1; j < 4; ++j) {
               nsum += numbers[j];
           }
           values[i] = nsum;
           vsum += values[i];
       }
       if (vsum < 75) continue;
       vcount = 0;
       for (j = 0; j < 6; ++j) {
           if (values[j] >= 15) vcount++;
       }
       if (vcount < 2) continue;
       printf("The 6 random numbers generated are:\n");
       printf("[");
       for (j = 0; j < 6; ++j) printf("%d ", values[j]);
       printf("\b]\n");
       printf("\nTheir sum is %d and %d of them are >= 15\n", vsum, vcount);
       break;
   }
   return 0;

}</lang>

Output:

Sample run:

The 6 random numbers generated are:
[9 15 15 17 13 8]

Their sum is 77 and 3 of them are >= 15

C#

Translation of: Visual Basic .NET

<lang csharp>using System; using System.Collections.Generic; using System.Linq;

static class Module1 {

   static Random r = new Random();
   static List<int> getThree(int n)
   {
       List<int> g3 = new List<int>();
       for (int i = 0; i < 4; i++) g3.Add(r.Next(n) + 1);
       g3.Sort(); g3.RemoveAt(0); return g3;
   }
   static List<int> getSix()
   {
       List<int> g6 = new List<int>();
       for (int i = 0; i < 6; i++) g6.Add(getThree(6).Sum());
       return g6;
   }
   static void Main(string[] args)
   {
       bool good = false; do {
           List<int> gs = getSix(); int gss = gs.Sum(); int hvc = gs.FindAll(x => x > 14).Count;
           Console.Write("attribs: {0}, sum={1}, ({2} sum, high vals={3})",
                         string.Join(", ", gs), gss, gss >= 75 ? "good" : "low", hvc);
           Console.WriteLine(" - {0}", (good = gs.Sum() >= 75 && hvc > 1) ? "success" : "failure");
       } while (!good);
   }

}</lang>

Output:

sample outputs:

attribs: 10, 11, 11, 11, 11, 14, sum=68, (low sum, high vals=0) - failure
attribs: 16, 13, 12, 10, 15, 16, sum=82, (good sum, high vals=3) - success
attribs: 16, 8, 9, 15, 16, 12, sum=76, (good sum, high vals=3) - success

C++

GCC 4.9.2, unoptimised. <lang cpp>#include <algorithm>

  1. include <ctime>
  2. include <iostream>
  3. include <cstdlib>
  4. include <string>

using namespace std;

int main() {

   srand(time(0));
   
   unsigned int attributes_total = 0;
   unsigned int count = 0;
   int attributes[6] = {};
   int rolls[4] = {};
   
   while(attributes_total < 75 || count < 2)
   {
       attributes_total = 0;
       count = 0;
       
       for(int attrib = 0; attrib < 6; attrib++)
       {            
           for(int roll = 0; roll < 4; roll++)
           {
               rolls[roll] = 1 + (rand() % 6);
           }
           
           sort(rolls, rolls + 4);
           int roll_total = rolls[1] + rolls[2] + rolls[3];            
                       
           attributes[attrib] = roll_total;
           attributes_total += roll_total;
           
           if(roll_total >= 15) count++;
       }
   }
   
   cout << "Attributes generated : [";
   cout << attributes[0] << ", ";
   cout << attributes[1] << ", ";
   cout << attributes[2] << ", ";
   cout << attributes[3] << ", ";
   cout << attributes[4] << ", ";
   cout << attributes[5];
   
   cout << "]\nTotal: " << attributes_total;
   cout << ", Values above 15 : " << count;
   
   return 0;

}</lang>

Output:

Sample run:

Attributes generated : [13, 13, 17, 14, 10, 16]
Total: 83, Values above 15 : 2

Caché ObjectScript

<lang Caché ObjectScript>RPGGEN

   set attr = $lb("")    ; empty list to start
   write "Rules:",!,"1.) Total of 6 attributes must be at least 75.",!,"2.) At least two scores must be 15 or more.",!
   
   ; loop until valid result
   do {
       ; loop through 6 attributes
       for i = 1:1:6 {
           set (low, dice, keep) = ""
           
           ; roll 4 dice each time
           for j = 1:1:4 {
               set roll = $r(6) + 1
               set dice = dice + roll
               
               if (roll < low) || (low = "") {
                   set low = roll
               }
           }    ; 4 dice rolls per attribute
           
           set keep = (dice - low)
           set $list(attr,i) = keep
       }    ; 6 attributes
       
       ; loop the ending list
       set (tot,bigs) = 0
       for i = 1:1:$listlength(attr) {
           set cur = $listget(attr,i)
           set tot = tot + cur
           
           if (cur >= 15) {
               set bigs = bigs + 1
           }
       }
       
       ; analyze results
       write !,"Scores: "_$lts(attr)
       set result = $select((tot < 75) && (bigs < 2):0,tot < 75:1,bigs < 2:2,1:3)
       write !,?5,$case(result,
                   0:"Total "_tot_" too small and not enough attributes ("_bigs_") >= 15.",
                   1:"Total "_tot_" too small.",
                   2:"Need 2 or more attributes >= 15, only have "_bigs_".",
                   3:"Total "_tot_" and "_bigs_ " attributes >=15 are sufficient.")    
   } while (result '= 3)
   
   quit</lang>
Output:

SAMPLES>do ^RPGGEN Rules: 1.) Total of 6 attributes must be at least 75. 2.) At least two scores must be 15 or more.

Scores: 13,14,12,14,16,14

    Need 2 or more attributes >= 15, only have 1.

Scores: 9,16,13,14,12,16

    Total 80 and 2 attributes >=15 are sufficient.


Commodore BASIC

Except for screen control codes, this is generic enough it could be used for many other 8-bit interpreted BASICs as well. (Applesoft, ZX Spectrum, etc.). Should work on all Commodore models. (Adjustment for screen width may be necessary on VIC-20.)

<lang gwbasic> 10 rem rpg character roller 20 rem rosetta code - commodore basic 100 dim di(4):rem dice 105 dim at(6),at$(6):rem attributes as follows: 110 at$(1)="Strength" 115 at$(2)="Dexterity" 120 at$(3)="Constitution" 125 at$(4)="Intelligence" 130 at$(5)="Wisdom" 135 at$(6)="Charisma" 140 pt=0:sa=0:rem points total and number of strong attributes (15+) 145 print chr$(147);chr$(14);"{right}{down}Rolling..." 150 for ai=1 to 6:rem attribute index 155 for i=1 to 4:di(i)=int(rnd(1)*6)+1:next i 160 gosub 2000 165 ds=0:rem dice sum 170 for i=1 to 3:ds=ds+di(i):next i:rem take top 3 175 at(ai)=ds:pt=pt+ds 180 if ds>=15 then sa=sa+1 185 next ai 190 if pt<75 or sa<2 then goto 140 195 print chr$(147);"Character Attributes:" 200 print 205 for ai=1 to 6 210 print spc(13-len(at$(ai)));at$(ai);":";tab(14);at(ai) 215 next ai 220 print 225 print " Total:";tab(14);pt 230 print 235 print "Do you accept? "; 240 get k$:if k$<>"y" and k$<>"n" then 240 245 print k$ 250 if k$="n" then goto 140 255 print:print "Excellent. Good luck on your adventure!" 260 end

2000 rem sort dice 2005 for x=1 to 3:for y=x+1 to 4 2010 if di(x)<di(y) then di(0)=di(x):di(x)=di(y):di(y)=di(0) 2015 next y,x 2020 return </lang>

Output:
ready.
run

Rolling...

Character Attributes:

     Strength: 8 
    Dexterity: 11 
 Constitution: 16 
 Intelligence: 14 
       Wisdom: 12 
     Charisma: 15 

        Total: 76 

Do you accept? n

Rolling...

Character Attributes:

     Strength: 16 
    Dexterity: 15 
 Constitution: 8 
 Intelligence: 15 
       Wisdom: 11 
     Charisma: 15 

        Total: 80 

Do you accept? y

Excellent. Good luck on your adventure!

ready.
█

Common Lisp

<lang lisp> (defpackage :rpg-generator

 (:use :cl)
 (:export :generate))

(in-package :rpg-generator) (defun sufficient-scores-p (scores)

 (and (>= (apply #'+ scores) 75)
      (>= (count-if #'(lambda (n) (>= n 15)) scores) 2)))

(defun gen-score ()

 (apply #'+ (rest (sort (loop repeat 4 collect (1+ (random 6))) #'<))))

(defun generate ()

 (loop for scores = (loop repeat 6 collect (gen-score))
       until (sufficient-scores-p scores)
       finally (format t "Scores: ~A~%" scores)
               (format t "Total: ~A~%" (apply #'+ scores))
               (format t ">= 15: ~A~%" (count-if (lambda (n) (>= n 15)) scores))
               (return scores)))

</lang>

Cowgol

<lang cowgol>include "cowgol.coh"; include "argv.coh";

  1. There is no random number generator in the standard library (yet?)
  2. There is also no canonical source of randomness, and indeed,
  3. on some target platforms (like CP/M) there is no guaranteed
  4. source of randomness at all. Therefore, I implement the "X ABC"
  5. random number generator, and ask for a seed on the command line.

record RandState is

   x @at(0): uint8;
   a @at(1): uint8;
   b @at(2): uint8;
   c @at(3): uint8;

end record;

sub RandByte(s: [RandState]): (r: uint8) is

   s.x := s.x + 1;
   s.a := s.a ^ s.c ^ s.x;
   s.b := s.b + s.a;
   s.c := s.c + (s.b >> 1) ^ s.a;
   r := s.c;

end sub;

  1. Roll a d6

typedef D6 is int(1, 6); sub Roll(s: [RandState]): (r: D6) is

   var x: uint8;
   loop
       x := RandByte(s) & 7;
       if x < 6 then break; end if;
   end loop;
   r := x + 1;

end sub;

  1. Roll 4 D6es and get the sum of the 3 highest

sub Roll4(s: [RandState]): (r: uint8) is

   r := 0;
   var lowest: uint8 := 0;
   var n: uint8 := 4;
   while n > 0 loop
       var roll := Roll(s);
       r := r + roll;
       if lowest > roll then
           lowest := roll;
       end if;
       n := n - 1;
   end loop;
   r := r - lowest;

end sub;

  1. Read random seed from command line

var randState: RandState;

ArgvInit(); var argmt := ArgvNext(); if argmt == (0 as [uint8]) then

   print("Please give random seed on command line.\n");
   ExitWithError();

end if; ([&randState as [int32]], argmt) := AToI(argmt);

var total: uint8; var attrs: uint8[6]; var i: @indexof attrs; loop

   var at15: uint8 := 0;
   i := 0;
   total := 0;
   
   # generate 6 attributes
   while i < 6 loop
       attrs[i] := Roll4(&randState);
       total := total + attrs[i];
       # count how many are higher than or equal to 15
       if attrs[i] >= 15 then
           at15 := at15 + 1;
       end if;
       i := i + 1;
   end loop;
   
   # if the requirements are met, then stop
   if total >= 75 and at15 >= 2 then
       break;
   end if;

end loop;

  1. Show the generated values

print("Attributes: "); i := 0; while i < 6 loop

   print_i8(attrs[i]);
   print_char(' ');
   i := i + 1;

end loop; print("\nTotal: "); print_i8(total); print_nl();</lang>

Output:
$ ./rpgroll.386 123
Attributes: 14 15 23 13 18 12
Total: 95
$ ./rpgroll.386 124
Attributes: 10 17 11 12 14 17
Total: 81
$ ./rpgroll.386 125
Attributes: 6 21 13 14 23 19
Total: 96

Crystal

<lang Ruby>def roll_stat

 dices = Array(Int32).new(4) { rand(1..6) }
 dices.sum - dices.min

end

def roll_character

 loop do
   stats = Array(Int32).new(6) { roll_stat }
   return stats if stats.sum >= 75 && stats.count(&.>=(15)) >= 2
 end

end

10.times do

 stats = roll_character
 puts "stats: #{stats}, sum is #{stats.sum}"

end</lang>

sample output:

stats: [14, 11, 18, 14, 12, 16], sum is 85
stats: [10, 12, 13, 16, 17, 16], sum is 84
stats: [12, 17, 13, 11, 17, 13], sum is 83
stats: [16, 12, 11, 9, 16, 12], sum is 76
stats: [14, 17, 12, 15, 16, 14], sum is 88
stats: [9, 17, 17, 7, 9, 16], sum is 75
stats: [17, 14, 17, 12, 12, 13], sum is 85
stats: [16, 8, 14, 12, 11, 16], sum is 77
stats: [17, 13, 11, 10, 14, 16], sum is 81
stats: [11, 16, 11, 13, 15, 16], sum is 82

Delphi

Translation of: C#

<lang Delphi> program RPG_Attributes_Generator;

{$APPTYPE CONSOLE}

{$R *.res}

uses

 System.SysUtils,
 System.Generics.Collections;

type

 TListOfInt = class(TList<Integer>)
 public
   function Sum: Integer;
   function FindAll(func: Tfunc<Integer, Boolean>): TListOfInt;
   function Join(const sep: string): string;
 end;

{ TListOfInt }

function TListOfInt.FindAll(func: Tfunc<Integer, Boolean>): TListOfInt; var

 Item: Integer;

begin

 Result := TListOfInt.Create;
 if Assigned(func) then
   for Item in self do
     if func(Item) then
       Result.Add(Item);

end;

function TListOfInt.Join(const sep: string): string; var

 Item: Integer;

begin

 Result := ;
 for Item in self do
   if Result.IsEmpty then
     Result := Item.ToString
   else
     Result := Result + sep + Item.ToString;

end;

function TListOfInt.Sum: Integer; var

 Item: Integer;

begin

 Result := 0;
 for Item in self do
   Inc(Result, Item);

end;

function GetThree(n: integer): TListOfInt; var

 i: Integer;

begin

 Randomize;
 Result := TListOfInt.Create;
 for i := 0 to 3 do
   Result.Add(Random(n) + 1);
 Result.Sort;
 Result.Delete(0);

end;

function GetSix(): TListOfInt; var

 i: Integer;
 tmp: TListOfInt;

begin

 Result := TListOfInt.Create;
 for i := 0 to 5 do
 begin
   tmp := GetThree(6);
   Result.Add(tmp.Sum);
   tmp.Free;
 end;

end;

const

 GOOD_STR: array[Boolean] of string = ('low', 'good');
 SUCCESS_STR: array[Boolean] of string = ('failure', 'success');

var

 good: Boolean;
 gs, hvcList: TListOfInt;
 gss, hvc: Integer;

begin

 good := false;
   repeat
   gs := GetSix();
   gss := gs.Sum;
   hvcList := gs.FindAll(
     function(x: Integer): Boolean
     begin
       result := x > 14;
     end);
   hvc := hvcList.Count;
   hvcList.Free;
   Write(Format('Attribs: %s, sum=%d, (%s sum, high vals=%d)', [gs.Join(', '),
     gss, GOOD_STR[gss >= 75], hvc]));
   good := (gss >= 75) and (hvc > 1);
   Writeln(' - ', SUCCESS_STR[good]);
   gs.Free;
 until good;
 Readln;

end.

</lang>

Output:
Attribs: 8, 15, 15, 16, 14, 10, sum=78, (good sum, high vals=3) - success

Dyalect

Translation of: C#

<lang dyalect>func getThree(n) {

   var g3 = []
   for i in 0..33 {
       g3.add(rnd(max: n) + 1)
   }
   g3.sort()
   g3.removeAt(0)
   g3

}

func getSix() {

   var g6 = []
   for i in 0..5 {
       g6.add(getThree(6).sum())
   }
   g6

}

func Array.sum() {

   var acc = 0
   for x in this {
       acc += x
   }
   acc

}

func Array.findAll(pred) {

   for x in this when pred(x) {
       yield x
   }

}

var good = false

while !good {

   var gs = getSix()
   var gss = gs.sum()
   var hvc = gs.findAll(x => x > 14).len()
   print("attribs: \(gs), sum=\(gss), ", terminator: "")
   let gl = gss >= 75 ? "good" : "low"
   print("(\(gl) sum, high vals=\(hvc))", terminator: "")
   good = gs.sum() >= 75 && hvc > 1
   print(" - " + (good ? "success" : "failure"))

}</lang>

Output:
attribs: [103, 133, 110, 130, 120, 101], sum=697, (good sum, high vals=6) - success

EasyLang

<lang>len v[] 6 repeat

 vsum = 0
 vmin = 0
 for i range 6
   val = 0
   min = 6
   for j range 4
     h = random 6 + 1
     val += h
     if h < min
       min = h
     .
   .
   val -= min
   v[i] = val
   if val >= 15
     vmin += 1
   .
   vsum += val
 .
 until vsum >= 75 and vmin >= 2

. print "Attributes: " & " " & v[] print "Total: " & " " & vsum</lang>

Attributes:  [ 18 13 17 15 9 11 ]
Total:  83

Factor

Works with: Factor version 0.98

<lang factor>USING: combinators.short-circuit dice formatting io kernel math math.statistics qw sequences ; IN: rosetta-code.rpg-attributes-generator

CONSTANT: stat-names qw{ Str Dex Con Int Wis Cha }

attribute ( -- n )
   4 [ ROLL: 1d6 ] replicate 3 <iota> kth-largests sum ;
   
stats ( -- seq ) 6 [ attribute ] replicate ;
valid-stats? ( seq -- ? )
   { [ [ 15 >= ] count 2 >= ] [ sum 75 >= ] } 1&& ;
   
generate-valid-stats ( -- seq )
   stats [ dup valid-stats? ] [ drop stats ] until ;
   
stats-info ( seq -- )
   [ sum ] [ [ 15 >= ] count ] bi
   "Total: %d\n# of attributes >= 15: %d\n" printf ;
   
main ( -- )
   generate-valid-stats dup stat-names swap
   [ "%s: %d\n" printf ] 2each nl stats-info ;
   

MAIN: main</lang>

Output:
Str: 9
Dex: 13
Con: 14
Int: 17
Wis: 17
Cha: 11

Total: 81
# of attributes >= 15: 2

FreeBASIC

<lang freebasic>#define min(a, b) iif(a < b, a, b)

function d6() as integer

   'simulates a marked regular hexahedron coming to rest on a plane
   return 1+int(rnd*6)

end function

function roll_stat() as integer

   'rolls four dice, returns the sum of the three highest
   dim as integer a=d6(), b=d6(), c=d6(), d=d6()
   return a + b + c + d - min( min(a, b), min(c, d) )

end function

dim as string*3 statnames(1 to 6) = {"STR", "CON", "DEX", "INT", "WIS", "CHA"} dim as integer stat(1 to 6), n15, sum dim as boolean acceptable = false

randomize timer do

   sum = 0
   n15 = 0
   for i as integer = 1 to 6
       stat(i) = roll_stat()
       sum = sum + stat(i)
       if stat(i)>=15 then n15 += 1
   next i
   if sum>=75 and n15 >=2 then acceptable = true

loop until acceptable

for i as integer = 1 to 6

   print using "&:  ##";statnames(i);stat(i)

next i print "--------" print using "TOT: ##";sum</lang>

Output:
STR:  14

CON: 11 DEX: 15 INT: 14 WIS: 13 CHA: 15 -------- TOT: 82

FOCAL

<lang FOCAL>01.10 S T=0 01.20 F X=1,6;D 4;S AT(X)=S3;S T=T+S3 01.30 I (T-75)1.1 01.40 S K=0;F X=1,6;D 2 01.50 I (K-2)1.1 01.55 T "STR DEX CON INT WIS CHA TOTAL",! 01.60 F X=1,6;T %2,AT(X)," " 01.70 T T,! 01.80 Q

02.10 I (AT(X)-15)2.3,2.2,2.2 02.20 S K=K+1 02.30 R

04.01 C--ROLL 4 D6ES AND GIVE SUM OF LARGEST 3 04.10 S XS=7;S S3=0;S XN=4 04.20 D 6;S S3=S3+A;I (XS-A)4.4,4.4,4.3 04.30 S XS=A 04.40 S XN=XN-1;I (XN),4.5,4.2 04.50 S S3=S3-XS

06.01 C--ROLL A D6 06.10 S A=FRAN()*10;S A=A-FITR(A) 06.20 S A=1+FITR(A*6)</lang>

Output:
*G
STR  DEX  CON  INT  WIS  CHA  TOTAL
= 16 = 12 = 14 =  8 = 15 = 12 = 77
*G
STR  DEX  CON  INT  WIS  CHA  TOTAL
=  9 = 13 =  8 = 17 = 13 = 16 = 76
*G
STR  DEX  CON  INT  WIS  CHA  TOTAL
= 12 = 14 =  7 = 15 = 12 = 17 = 77
*G
STR  DEX  CON  INT  WIS  CHA  TOTAL
= 11 = 16 = 16 = 11 = 14 = 10 = 78
*G
STR  DEX  CON  INT  WIS  CHA  TOTAL
= 15 = 15 = 13 = 13 = 11 = 13 = 80
*G
STR  DEX  CON  INT  WIS  CHA  TOTAL
= 16 =  9 = 16 =  9 = 11 = 14 = 75

Go

<lang go>package main

import (

   "fmt"
   "math/rand"
   "sort"
   "time"

)

func main() {

   s := rand.NewSource(time.Now().UnixNano())
   r := rand.New(s)
   for {
       var values [6]int
       vsum := 0
       for i := range values {
           var numbers [4]int
           for j := range numbers {
               numbers[j] = 1 + r.Intn(6)
           }
           sort.Ints(numbers[:])
           nsum := 0
           for _, n := range numbers[1:] {
               nsum += n
           }
           values[i] = nsum
           vsum += values[i]
       }
       if vsum < 75 {
           continue
       }
       vcount := 0
       for _, v := range values {
           if v >= 15 {
               vcount++
           }
       }
       if vcount < 2 {
           continue
       }
       fmt.Println("The 6 random numbers generated are:")
       fmt.Println(values)
       fmt.Println("\nTheir sum is", vsum, "and", vcount, "of them are >= 15")
       break
   }

}</lang>

Output:

Sample run:

The 6 random numbers generated are:
[16 15 7 14 9 15]

Their sum is 76 and 3 of them are >= 15

Haskell

<lang haskell>import Control.Monad (replicateM) import System.Random (randomRIO) import Data.Bool (bool) import Data.List (sort)

character :: IO [Int] character =

 discardUntil
   (((&&) . (75 <) . sum) <*> ((2 <=) . length . filter (15 <=)))
   (replicateM 6 $ sum . tail . sort <$> replicateM 4 (randomRIO (1, 6 :: Int)))

discardUntil :: ([Int] -> Bool) -> IO [Int] -> IO [Int] discardUntil p throw = go

 where
   go = throw >>= (<*>) (bool go . return) p

TEST ---------------------------

main :: IO () main = replicateM 10 character >>= mapM_ (print . (sum >>= (,)))</lang>

Output:
Sample computation:

(86,[15,13,17,17,13,11])
(80,[16,11,15,13,11,14])
(77,[15,8,15,11,15,13])
(76,[12,11,17,11,7,18])
(76,[11,16,8,15,15,11])
(87,[14,15,12,16,15,15])
(84,[11,11,16,15,15,16])
(77,[14,13,15,8,11,16])
(80,[12,15,11,17,15,10])
(89,[15,12,16,17,12,17])

J

'twould be more efficient to work with index origin 0, then increment the roll once at output. <lang J> roll=: [: >: 4 6 ?@:$ 6: massage=: +/ - <./ generate_attributes=: massage@:roll accept=: (75 <: +/) *. (2 <: [: +/ 15&<:) Until=: conjunction def 'u^:(0-:v)^:_'

NB. show displays discarded attribute sets NB. and since roll ignores arguments, echo would suffice in place of show show=: [ echo

NB. use: generate_character 'name' generate_character=: (; (+/ ; ])@:([: generate_attributes@:show Until accept 0:))&>@:boxopen </lang>


   generate_character 'MrKent'
0
15 12 16 9 12 8
13 17 11 12 14 9
16 7 14 12 13 14
13 8 6 12 7 9
12 12 17 14 13 13
┌──────┬──┬─────────────────┐
│MrKent│79│13 16 16 10 10 14│
└──────┴──┴─────────────────┘
   generate_character ;: 'Ti StMary Judas'
0
12 11 12 15 13 12
13 13 14 16 8 11
0
16 14 9 11 12 12
10 14 9 11 7 9
0
┌──────┬──┬─────────────────┐
│Ti    │81│17 9 11 16 13 15 │
├──────┼──┼─────────────────┤
│StMary│79│15 18 16 13 11 6 │
├──────┼──┼─────────────────┤
│Judas │83│16 11 12 15 17 12│
└──────┴──┴─────────────────┘
   

Java

<lang Java>import java.util.List; import java.util.Random; import java.util.stream.Stream;

import static java.util.stream.Collectors.toList;

public class Rpg {

   private static final Random random = new Random();

   public static int genAttribute() {
       return random.ints(1, 6 + 1) // Throw dices between 1 and 6
           .limit(4) // Do 5 throws
           .sorted() // Sort them
           .limit(3) // Take the top 3
           .sum();   // Sum them
   }

   public static void main(String[] args) {
       while (true) {
           List<Integer> stats =
               Stream.generate(Rpg::genAttribute) // Generate some stats
                   .limit(6) // Take 6
                   .collect(toList()); // Save them in an array
           int sum = stats.stream().mapToInt(Integer::intValue).sum();
           long count = stats.stream().filter(v -> v >= 15).count();
           if (count >= 2 && sum >= 75) {
               System.out.printf("The 6 random numbers generated are: %s\n", stats);
               System.out.printf("Their sum is %s and %s of them are >= 15\n", sum, count);
               return;
           }      
       }
   }

}</lang>

Output:
The 6 random numbers generated are: [10, 18, 9, 15, 14, 14]
Their sum is 80 and 2 of them are >= 15

JavaScript

Imperative

<lang javascript>function roll() {

 const stats = {
   total: 0,
   rolls: []
 }
 let count = 0;
 for(let i=0;i<=5;i++) {
   let d6s = [];
   for(let j=0;j<=3;j++) {
     d6s.push(Math.ceil(Math.random() * 6))
   }    
   d6s.sort().splice(0, 1);
   rollTotal = d6s.reduce((a, b) => a+b, 0);
   stats.rolls.push(rollTotal);
   stats.total += rollTotal; 
 }
 
 return stats;

}

let rolledCharacter = roll();

while(rolledCharacter.total < 75 || rolledCharacter.rolls.filter(a => a >= 15).length < 2){

 rolledCharacter = roll();

}

console.log(`The 6 random numbers generated are: ${rolledCharacter.rolls.join(', ')}

Their sum is ${rolledCharacter.total} and ${rolledCharacter.rolls.filter(a => a >= 15).length} of them are >= 15`);</lang>

Output:

Sample run:

The 6 random numbers generated are:
11, 17, 12, 12, 9, 16

Their sum is 77 and 2 of them are >= 15

Functional

Translation of: Python

(Functional composition version)

<lang javascript>(() => {

   'use strict';
   // main :: IO ()
   const main = () =>
       // 10 random heroes drawn from
       // a non-finite series.
       unlines(map(
           xs => show(sum(xs)) +
           ' -> [' + show(xs) + ']',
           take(10, heroes(
               seventyFivePlusWithTwo15s
           ))
       ));
   // seventyFivePlusWithTwo15s :: [Int] -> Bool
   const seventyFivePlusWithTwo15s = xs =>
       // Total score over 75,
       // with two or more qualities scoring 15.
       75 < sum(xs) && 1 < length(filter(
           x => 15 === x, xs
       ));
   // heroes :: Gen IO [(Int, Int, Int, Int, Int, Int)]
   function* heroes(p) {
       // Non-finite list of heroes matching
       // the requirements of predicate p.
       while (true) {
           yield hero(p)
       }
   }
   // hero :: (Int -> Bool) -> IO (Int, Int, Int, Int, Int, Int)
   const hero = p =>
       // A random character matching the
       // requirements of predicate p.
       until(p, character, []);
   // character :: () -> IO [Int]
   const character = () =>
       // A random character with six
       // integral attributes.
       map(() => sum(tail(sort(map(
               randomRInt(1, 6),
               enumFromTo(1, 4)
           )))),
           enumFromTo(1, 6)
       );


   // GENERIC FUNCTIONS ----------------------------------
   // enumFromTo :: (Int, Int) -> [Int]
   const enumFromTo = (m, n) =>
       Array.from({
           length: 1 + n - m
       }, (_, i) => m + i);
   // filter :: (a -> Bool) -> [a] -> [a]
   const filter = (f, xs) => xs.filter(f);
   // Returns Infinity over objects without finite length.
   // This enables zip and zipWith to choose the shorter
   // argument when one is non-finite, like cycle, repeat etc
   // length :: [a] -> Int
   const length = xs =>
       (Array.isArray(xs) || 'string' === typeof xs) ? (
           xs.length
       ) : Infinity;
   // map :: (a -> b) -> [a] -> [b]
   const map = (f, xs) =>
       (Array.isArray(xs) ? (
           xs
       ) : xs.split()).map(f);
   // e.g. map(randomRInt(1, 10), enumFromTo(1, 20))
   // randomRInt :: Int -> Int -> IO () -> Int
   const randomRInt = (low, high) => () =>
       low + Math.floor(
           (Math.random() * ((high - low) + 1))
       );
   // show :: a -> String
   const show = x => x.toString()
   // sort :: Ord a => [a] -> [a]
   const sort = xs => xs.slice()
       .sort((a, b) => a < b ? -1 : (a > b ? 1 : 0));
   // sum :: [Num] -> Num
   const sum = xs => xs.reduce((a, x) => a + x, 0);
   // tail :: [a] -> [a]
   const tail = xs => 0 < xs.length ? xs.slice(1) : [];
   // take :: Int -> [a] -> [a]
   // take :: Int -> String -> String
   const take = (n, xs) =>
       'GeneratorFunction' !== xs.constructor.constructor.name ? (
           xs.slice(0, n)
       ) : [].concat.apply([], Array.from({
           length: n
       }, () => {
           const x = xs.next();
           return x.done ? [] : [x.value];
       }));
   // unlines :: [String] -> String
   const unlines = xs => xs.join('\n');
   // until :: (a -> Bool) -> (a -> a) -> a -> a
   const until = (p, f, x) => {
       let v = x;
       while (!p(v)) v = f(v);
       return v;
   };
   // MAIN ---
   return main();

})();</lang>

Output:

A sample of 10 character attribute sets:

79 -> [12,15,12,15,13,12]
92 -> [17,16,15,15,17,12]
82 -> [12,14,13,13,15,15]
84 -> [15,16,18,10,15,10]
83 -> [15,12,17,14,10,15]
83 -> [14,15,10,15,14,15]
77 -> [12,13,15,11,15,11]
81 -> [15,8,16,15,15,12]
79 -> [15,15,11,17,12,9]
76 -> [14,12,9,15,15,11]

Julia

<lang julia>roll_skip_lowest(dice, sides) = (r = rand(collect(1:sides), dice); sum(r) - minimum(r))

function rollRPGtoon()

   attributes = zeros(Int, 6)
   attsum = 0
   gte15 = 0
   while attsum < 75 || gte15 < 2
       for i in 1:6
           attributes[i] = roll_skip_lowest(4, 6)
       end
       attsum = sum(attributes)
       gte15 = mapreduce(x -> x >= 15, +, attributes)
   end
   println("New RPG character roll: $attributes. Sum is $attsum, and $gte15 are >= 15.")

end

rollRPGtoon() rollRPGtoon() rollRPGtoon()

</lang>

Output:

New RPG character roll: [15, 16, 15, 11, 9, 15]. Sum is 81, and 4 are >= 15. New RPG character roll: [12, 14, 15, 12, 10, 16]. Sum is 79, and 2 are >= 15. New RPG character roll: [10, 12, 13, 13, 15, 17]. Sum is 80, and 2 are >= 15.

Kotlin

<lang kotlin>import kotlin.random.Random

fun main() {

   while (true) {
       val values = List(6) {
           val rolls = generateSequence { 1 + Random.nextInt(6) }.take(4)
           rolls.sorted().take(3).sum()
       }
       val vsum = values.sum()
       val vcount = values.count { it >= 15 }
       if (vsum < 75 || vcount < 2) continue
       println("The 6 random numbers generated are: $values")
       println("Their sum is $vsum and $vcount of them are >= 15")
       break
   }

}</lang>

Output:

Sample run:

The 6 random numbers generated are: [13, 14, 13, 15, 17, 8]
Their sum is 80 and 2 of them are >= 15

Mathematica / Wolfram Language

<lang Mathematica>valid = False; While[! valid,

try = Map[Total[TakeLargest[#, 3]] &, 
  RandomInteger[{1, 6}, {6, 4}]];
If[Total[try] > 75 && Count[try, _?(GreaterEqualThan[15])] >= 2,
 valid = True;
 ]
]

{Total[try], try}</lang>

Output:
{78, {13, 15, 9, 13, 12, 16}}

min

Works with: min version 0.19.6

<lang min>randomize  ; Seed the rng with current timestamp.

Implement some general operators we'll need that aren't in the library.

(() 0 shorten) :new ((new (over -> swons)) dip times nip) :replicate (( ) => spread if) :if? ((1 0 if?) concat map sum) :count

(5 random succ) :d6  ; Roll a 1d6. ('d6 4 replicate '< sort 3 take sum) :attr  ; Roll an attribute. ('attr 6 replicate) :attrs  ; Roll 6 attributes. (sum 75 >=) :big?  ; Is a set of attributes "big?" (attrs (dup big?) () (pop attrs) () linrec) :big  ; Roll a set of big attributes. ((15 >=) count 2 >=) :special?  ; Is a set of atributes "special?" (big (dup special?) () (pop big) () linrec) :stats  ; Roll a set of big and special attributes.

stats puts "Total: " print! sum puts!</lang>

Output:
(11 17 12 16 9 12)
Total: 77

MiniScript

<lang MiniScript>roll = function()

   results = []
   for i in range(0,3)
       results.push ceil(rnd * 6)
   end for
   results.sort
   results.remove 0
   return results.sum

end function

while true

   attributes = []
   gt15 = 0    // (how many attributes > 15)
   for i in range(0,5)
       attributes.push roll
       if attributes[i] > 15 then gt15 = gt15 + 1
   end for

   print "Attribute values: " + attributes.join(", ")
   print "Attributes total:  " + attributes.sum

   if attributes.sum >= 75 and gt15 >= 2 then break
   print "Attributes failed, rerolling"
   print

end while print "Success!" </lang>

Output:
Attribute values: 11, 13, 8, 10, 8, 10
Attributes total:  60
Attributes failed, rerolling
 
Attribute values: 11, 13, 14, 13, 15, 14
Attributes total:  80
Attributes failed, rerolling
 
Attribute values: 13, 11, 12, 9, 13, 12
Attributes total:  70
Attributes failed, rerolling
 
Attribute values: 18, 17, 12, 10, 17, 12
Attributes total:  86
Success!

Nim

<lang Nim>

  1. Import "random" to get random numbers and "algorithm" to get sorting functions for arrays.

import random, algorithm

randomize()

proc diceFourRolls(): array[4, int] =

 ## Generates 4 random values between 1 and 6.
 for i in 0 .. 3:
   result[i] = rand(1..6)

proc sumRolls(rolls: array[4, int]): int =

 ## Save the sum of the 3 highest values rolled.
 var sorted = rolls
 sorted.sort()
 # By sorting first and then starting the iteration on 1 instead of 0, the lowest number is discarded even if it is repeated.
 for i in 1 .. 3:
   result += sorted[i]

func twoFifteens(attr: var array[6, int]): bool =

 attr.sort()
 # Sorting implies than the second to last number is lesser than or equal to the last.
 if attr[4] < 15: false else: true

var sixAttr: array[6, int]

while true:

 var sumAttr = 0
 for i in 0 .. 5:
   sixAttr[i] = sumRolls(diceFourRolls())
   sumAttr += sixAttr[i]
 echo "The roll sums are, in order: ", sixAttr, ", which adds to ", sumAttr
 if not twoFifteens(sixAttr) or sumAttr < 75: echo "Not good enough. Rerolling..."
 else: break

</lang>

Sample output:

The roll sums are, in order: [8, 10, 16, 17, 10, 11], which adds to 72
Not good enough. Rerolling
The roll sums are, in order: [13, 13, 14, 13, 10, 16], which adds to 79
Not good enough. Rerolling
The roll sums are, in order: [12, 18, 16, 13, 17, 8], which adds to 84

OCaml

Original version by User:Vanyamil <lang OCaml> (* Task : RPG_attributes_generator *)

(* A programmatic solution to generating character attributes for an RPG

  • )

(* Generates random whole values between 1 and 6. *) let rand_die () : int = Random.int 6

(* Generates 4 random values and saves the sum of the 3 largest *) let rand_attr () : int = let four_rolls = [rand_die (); rand_die (); rand_die (); rand_die ()] |> List.sort compare in let three_best = List.tl four_rolls in List.fold_left (+) 0 three_best

(* Generates a total of 6 values this way. *) let rand_set () : int list= [rand_attr (); rand_attr (); rand_attr (); rand_attr (); rand_attr (); rand_attr ()]

(* Verifies conditions: total >= 75, at least 2 >= 15 *) let rec valid_set () : int list= let s = rand_set () in let above_15 = List.fold_left (fun acc el -> if el >= 15 then acc + 1 else acc) 0 s in let total = List.fold_left (+) 0 s in if above_15 >= 2 && total >= 75 then s else valid_set ()

(*** Output ***)

let _ = let s = valid_set () in List.iter (fun i -> print_int i; print_string ", ") s </lang>

Output:
11, 15, 11, 15, 14, 14, 

Pascal

<lang Pascal> program attributes;

var

  total, roll,score, count: integer;
  atribs : array [1..6] of integer;

begin

   randomize; {Initalise the random number genertor}
   repeat
       count:=0;
       total:=0;
       for score :=1 to 6 do begin
          {roll:=random(18)+1;   produce a number up to 18, pretty much the same results}
          for diceroll:=1 to 4 do dice[diceroll]:=random(6)+1; {roll 4 six sided die}
  
          {find lowest rolled dice. If we roll two or more equal low rolls then we

eliminate the first of them, change '<' to '<=' to eliminate last low die}

          lowroll:=7;

lowdie:=0; for diceroll:=1 to 4 do if (dice[diceroll] < lowroll) then begin lowroll := dice[diceroll]; lowdie := diceroll; end;

          {add up higest three dice}

roll:=0; for diceroll:=1 to 4 do if (diceroll <> lowdie) then roll := roll + dice[diceroll];

          atribs[score]:=roll;
          total := total + roll;
          if (roll>15) then count:=count+1;
       end;
  until ((total>74) and (count>1)); {this evens out different rolling methods }
  { Prettily print the attributes out }
  writeln('Attributes :');
  for count:=1 to 6 do
     writeln(count,'.......',atribs[count]:2);
  writeln('       ---');
  writeln('Total  ',total:3);
  writeln('       ---');

end. </lang>

Output:
Attributes :
1....... 5
2.......13
3....... 8
4.......17
5.......15
6.......18
       ---
Total   76
       ---
Attributes :
1.......17
2.......13
3.......17
4.......12
5.......12
6.......16
       ---
Total   87
       ---
Attributes :
1.......16
2....... 9
3.......10
4.......17
5.......15
6....... 9
       ---
Total   76

Perl

<lang perl>use strict; use List::Util 'sum';

my ($min_sum, $hero_attr_min, $hero_count_min) = <75 15 3>; my @attr_names = <Str Int Wis Dex Con Cha>;

sub heroic { scalar grep { $_ >= $hero_attr_min } @_ }

sub roll_skip_lowest {

   my($dice, $sides) = @_;
   sum( (sort map { 1 + int rand($sides) } 1..$dice)[1..$dice-1] );

}

my @attr; do {

   @attr = map { roll_skip_lowest(6,4) } @attr_names;

} until sum(@attr) >= $min_sum and heroic(@attr) >= $hero_count_min;

printf "%s = %2d\n", $attr_names[$_], $attr[$_] for 0..$#attr; printf "Sum = %d, with %d attributes >= $hero_attr_min\n", sum(@attr), heroic(@attr);</lang>

Output:
Str = 13
Int = 15
Wis =  9
Dex = 19
Con = 17
Cha = 10
Sum = 83, with 3 attributes >= 15

Phix

<lang Phix>sequence numbers = repeat(0,6) integer t,n while true do

   for i=1 to length(numbers) do
       sequence ni = sq_rand(repeat(6,4))
       numbers[i] = sum(ni)-min(ni)
   end for
   t = sum(numbers)
   n = sum(sq_ge(numbers,15))
   if t>=75 and n>=2 then exit end if
   ?"re-rolling..."  -- (occasionally >20)

end while printf(1,"The 6 attributes generated are:\n") printf(1,"strength %d, dexterity %d, constitution %d, "&

        "intelligence %d, wisdom %d, and charisma %d.\n",
        numbers)

printf(1,"\nTheir sum is %d and %d of them are >=15\n",{t,n})</lang>

Output:
"re-rolling..."
"re-rolling..."
The 6 attributes generated are:
strength 14, dexterity 15, constitution 17, intelligence 9, wisdom 13, and charisma 18.

Their sum is 86 and 3 of them are >=15

PHP

Version 1

<lang php><?php

$attributesTotal = 0; $count = 0;

while($attributesTotal < 75 || $count < 2) {

   $attributes = [];
   
   foreach(range(0, 5) as $attribute) {
       $rolls = [];
       
       foreach(range(0, 3) as $roll) {
           $rolls[] = rand(1, 6);
       }
       
       sort($rolls);
       array_shift($rolls);
       
       $total = array_sum($rolls);
       
       if($total >= 15) {
           $count += 1;
       }
       
       $attributes[] = $total;
   }
   
   $attributesTotal = array_sum($attributes);

}

print_r($attributes);</lang>

Version 2

<lang php><?php ​ class CharacterGenerator {

   public static function roll(): array
   {
       $attributes = array_map(fn($stat) => self::rollStat(), range(1, 6));

       if (!self::meetsRequirements($attributes)) {
           return self::roll();
       }

       return $attributes;
   }

   private static function rollStat(): int
   {
       $rolls = d(6, 4);
       return array_sum($rolls) - min($rolls);
   }

   private static function meetsRequirements(array $attributes): bool
   {
       $twoOrMoreOverFifteen = array_reduce($attributes, fn($n, $stat) => $n + ($stat > 15)) >= 2;
       $sumOfAttributesMeetsMinimum = array_sum($attributes) >= 75;

       return $sumOfAttributesMeetsMinimum && $twoOrMoreOverFifteen;
   }

} ​ function d(int $d, int $numberToRoll): array {

   return array_map(fn($roll) => rand(1, $d), range(1, $numberToRoll));

} ​ $characterAttributes = CharacterGenerator::roll(); $attributesString = implode(', ', $characterAttributes); $attributesTotal = array_sum($characterAttributes); ​ print "Attribute Total: $attributesTotal\n"; print "Attributes: $attributesString";</lang>

Output:
Attribute Total: 80
Attributes: 10, 12, 16, 17, 14, 11

Plain English

<lang plainenglish>To add an attribute to some stats: Allocate memory for an entry. Put the attribute into the entry's attribute. Append the entry to the stats.

An attribute is a number.

An entry is a thing with an attribute.

To find a count of attributes greater than fourteen in some stats: Put 0 into the count. Get an entry from the stats. Loop. If the entry is nil, exit. If the entry's attribute is greater than 14, bump the count. Put the entry's next into the entry. Repeat.

To find a sum of some stats: Put 0 into the sum. Get an entry from the stats. Loop. If the entry is nil, exit. Add the entry's attribute to the sum. Put the entry's next into the entry. Repeat.

To generate an attribute: Put 0 into the attribute. Put 6 into a minimum number. Loop. If a counter is past 4, break. Pick a number between 1 and 6. Add the number to the attribute. If the number is less than the minimum, put the number into the minimum. Repeat. Subtract the minimum from the attribute.

To generate some stats (raw): If a counter is past 6, exit. Generate an attribute. Add the attribute to the stats. Repeat.

To generate some stats (valid): Generate some raw stats (raw). Find a sum of the raw stats. If the sum is less than 75, destroy the raw stats; repeat. Find a count of attributes greater than fourteen in the raw stats. If the count is less than 2, destroy the raw stats; repeat. Put the raw stats into the stats.

To run: Start up. Show some RPG attributes. Wait for the escape key. Shut down.

To show some RPG attributes: Generate some stats (valid). Find a sum of the stats. Find a count of attributes greater than fourteen in the stats. Write the stats on the console. Destroy the stats. Write "Total: " then the sum on the console. Write "Number of stats greater than fourteen: " then the count on the console.

Some stats are some entries.

A sum is a number.

To write some stats on the console: Get an entry from the stats. Loop. If the entry is nil, write "" on the console; exit. Convert the entry's attribute to a string. Write the string on the console without advancing. If the entry's next is not nil, write ", " on the console without advancing. Put the entry's next into the entry. Repeat.</lang>

Output:
13, 10, 17, 10, 18, 14
Total: 82
Number of stats greater than fourteen: 2

PureBasic

<lang purebasic>#heroicAttributeMinimum = 15

  1. heroicAttributeCountMinimum = 2
  2. attributeSumMinimum = 75
  3. attributeCount = 6

Procedure roll_attribute()

 Protected i, sum
 Dim rolls(3)
 
 For i = 0 To 3
   rolls(i) = Random(6, 1)
 Next i
 ;sum the highest three rolls
 SortArray(rolls(), #PB_Sort_Descending)
 For i = 0 To 2
   sum + rolls(i)
 Next
 ProcedureReturn sum

EndProcedure

Procedure displayAttributes(List attributes(), sum, heroicCount)

 Protected output$
 
 output$ = "Attributes generated: ["
 ForEach attributes()
   output$ + attributes()
   If ListIndex(attributes()) <> #attributeCount - 1: output$ + ", ": EndIf
 Next
 output$ + "]"
 PrintN(output$)
 PrintN("Total: " + sum + ", Values " + #heroicAttributeMinimum + " or above: " + heroicCount)

EndProcedure

Procedure Gen_attributes()

 Protected i, attributesSum, heroicAttributesCount
 
 NewList attributes()
 Repeat
   ClearList(attributes())
   attributesSum = 0: heroicAttributesCount = 0
   For i = 1 To #attributeCount
     AddElement(attributes())
     attributes() = roll_attribute()
     attributesSum + attributes()
     heroicAttributesCount + Bool(attributes() >= #heroicAttributeMinimum)
   Next
 Until attributesSum >= #attributeSumMinimum And heroicAttributesCount >= #heroicAttributeCountMinimum
 
 displayAttributes(attributes(), attributesSum, heroicAttributesCount)

EndProcedure

If OpenConsole("RPG Attributes Generator")

 Gen_attributes()
 Print(#CRLF$ + #CRLF$ + "Press ENTER to exit"): Input()
 CloseConsole()

EndIf</lang> Sample output:

Attributes generated: [13, 17, 17, 11, 9, 17]
Total: 84, Values 15 or above: 3

Python

Python: Simple

<lang python>import random random.seed() attributes_total = 0 count = 0

while attributes_total < 75 or count < 2:

   attributes = []
   for attribute in range(0, 6):
       rolls = []
       
       for roll in range(0, 4):
           result = random.randint(1, 6)
           rolls.append(result)
       
       sorted_rolls = sorted(rolls)
       largest_3 = sorted_rolls[1:]
       rolls_total = sum(largest_3)
       
       if rolls_total >= 15:
           count += 1
       
       attributes.append(rolls_total)
   attributes_total = sum(attributes)
   

print(attributes_total, attributes)</lang>

Output:

Sample run:

(74, [16, 10, 12, 9, 16, 11])

Python: Nested Comprehensions #1

<lang python>import random random.seed() total = 0 count = 0

while total < 75 or count < 2:

   attributes = [(sum(sorted([random.randint(1, 6) for roll in range(0, 4)])[1:])) for attribute in range(0, 6)]    
  
   for attribute in attributes:
       if attribute >= 15:
           count += 1
  
   total = sum(attributes)
   

print(total, attributes)</lang>

Output:

Sample run:

(77, [17, 8, 15, 13, 12, 12])

Python: Nested Comprehensions #2

With comprehensions for checking candidate values in the while expression. <lang python>import random

def compute():

   values = []
   while (sum(values) < 75                            # Total must be >= 75
          or sum(1 for v in values if v >= 15) < 2):  # Two must be >= 15
       values = [sum(sorted(random.randint(1, 6) for _ in range(4))[1:]) for _ in range(6)]
   return sum(values), values

for i in range(3):

   print(*compute())

</lang>

Output:
81 [12, 17, 9, 9, 17, 17]
75 [16, 7, 13, 12, 15, 12]
81 [15, 11, 15, 16, 10, 14]

Python: Functional composition

Composing a hero-generator from reusable functions:

Works with: Python version 3.7

<lang python>RPG Attributes Generator

from itertools import islice from random import randint from operator import eq


  1. heroes :: Gen IO [(Int, Int, Int, Int, Int, Int)]

def heroes(p):

   Non-finite list of heroes matching
      the requirements of predicate p.
   
   while True:
       yield tuple(
           until(p)(character)([])
       )


  1. character :: () -> IO [Int]

def character(_):

   A random character with six
      integral attributes.
   
   return [
       sum(sorted(map(
           randomRInt(1)(6),
           enumFromTo(1)(4)
       ))[1:])
       for _ in enumFromTo(1)(6)
   ]


  1. ------------------------- TEST --------------------------
  2. main :: IO ()

def main():

   Test :: Sample of 10
   # seventyFivePlusWithTwo15s :: [Int] -> Bool
   def seventyFivePlusIncTwo15s(xs):
       Sums to 75 or more,
          and includes at least two 15s.
       
       return 75 <= sum(xs) and (
           1 < len(list(filter(curry(eq)(15), xs)))
       )
   print('A sample of 10:\n')
   print(unlines(
       str(sum(x)) + ' -> ' + str(x) for x
       in take(10)(heroes(
           seventyFivePlusIncTwo15s
       ))
   ))


  1. ------------------------- GENERIC -------------------------
  1. curry :: ((a, b) -> c) -> a -> b -> c

def curry(f):

   A curried function derived
      from an uncurried function.
   
   return lambda x: lambda y: f(x, y)


  1. enumFromTo :: Int -> Int -> [Int]

def enumFromTo(m):

   Enumeration of integer values [m..n]
   return lambda n: range(m, 1 + n)


  1. randomRInt :: Int -> Int -> IO () -> Int

def randomRInt(m):

   The return value of randomRInt is itself
      a function. The returned function, whenever
      called, yields a a new pseudo-random integer
      in the range [m..n].
   
   return lambda n: lambda _: randint(m, n)


  1. take :: Int -> [a] -> [a]
  2. take :: Int -> String -> String

def take(n):

   The prefix of xs of length n,
      or xs itself if n > length xs.
   
   return lambda xs: (
       xs[0:n]
       if isinstance(xs, (list, tuple))
       else list(islice(xs, n))
   )


  1. unlines :: [String] -> String

def unlines(xs):

   A single string formed by the intercalation
      of a list of strings with the newline character.
   
   return '\n'.join(xs)


  1. until :: (a -> Bool) -> (a -> a) -> a -> a

def until(p):

   The result of repeatedly applying f until p holds.
      The initial seed value is x.
   
   def go(f, x):
       v = x
       while not p(v):
           v = f(v)
       return v
   return lambda f: lambda x: go(f, x)


if __name__ == '__main__':

   main()</lang>
A sample of 10:

76 -> (15, 14, 12, 9, 15, 11)
85 -> (12, 11, 16, 15, 15, 16)
80 -> (15, 11, 15, 9, 13, 17)
81 -> (15, 14, 12, 13, 15, 12)
82 -> (10, 12, 13, 15, 15, 17)
77 -> (9, 15, 11, 15, 15, 12)
83 -> (15, 13, 13, 15, 15, 12)
84 -> (10, 16, 15, 14, 14, 15)
79 -> (17, 15, 10, 11, 15, 11)
75 -> (15, 13, 7, 11, 14, 15)

Python: One-liner

Just because you can, doesn't mean you should. <lang python> import random; print((lambda attr: f"Attributes: {attr}\nTotal: {sum(attr)}")((lambda func, roll_func: func(func, roll_func, roll_func()))((lambda func, roll_func, rolls: rolls if sum(rolls) >= 75 and rolls.count(15) >= 2 else func(func, roll_func, roll_func())), lambda: [sum(sorted(random.randint(1, 6) for _ in range(4))[1:]) for _ in range(6)]))) </lang>

Attributes: [16, 15, 15, 14, 8, 10]
Total: 78

Quackery

<lang quackery>[ 0 swap witheach + ] is sum ( [ --> n )

[ 0 ]'[ rot witheach

   [ over do swap dip + ] drop ] is count     ( [ --> n )

[ [] 4 times

   [ 6 random 1+ join ]
 sort behead drop sum ]          is attribute (   --> n )

[ [] 6 times

   [ attribute join ] ]          is raw       (   --> [ )

[ dup sum 74 > not iff

   [ drop false ] done
  count [ 14 > ] 1 > ]           is valid     ( [ --> b )

[ raw dup valid if

   done
 drop again ]                    is stats     (   --> [ )

randomise stats dup echo cr cr say 'Sum: ' dup sum echo cr say '# of attributes > 14: ' count [ 14 > ] echo</lang>

Output:
[ 10 16 16 8 12 15 ]

Sum: 77
# of attributes > 14: 3

Racket

<lang racket>#lang racket

(define (d6 . _)

 (+ (random 6) 1))

(define (best-3-of-4d6 . _)

 (apply + (rest (sort (build-list 4 d6) <))))

(define (generate-character)

 (let* ((rolls (build-list 6 best-3-of-4d6))
        (total (apply + rolls)))
   (if (or (< total 75) (< (length (filter (curryr >= 15) rolls)) 2))
       (generate-character)
       (values rolls total))))

(module+ main

 (define-values (rolled-stats total) (generate-character))
 (printf "Rolls:\t~a~%Total:\t~a" rolled-stats total))</lang>
Output:
Rolls:	(11 16 10 13 12 15)
Total:	77

R

The base library already has an attributes function, so we avoid using that name. Otherwise, this is R's bread and butter. <lang R>genStats <- function() {

 stats <- c(STR = 0, DEX = 0, CON = 0, INT = 0, WIS = 0, CHA = 0)
 for(i in seq_along(stats))
 {
   results <- sample(6, 4, replace = TRUE)
   stats[i] <- sum(results[-which.min(results)])
 }
 if(sum(stats >= 15) <  2 || (stats["TOT"] <- sum(stats)) < 75) Recall() else stats

} print(genStats())</lang>

Output:
STR DEX CON INT WIS CHA TOT 
 15  18  18  11  15  15  92  

Raku

(formerly Perl 6)

Works with: Rakudo Star version 2018.04.1

<lang perl6>my ( $min_sum, $hero_attr_min, $hero_count_min ) = 75, 15, 2; my @attr-names = <Str Int Wis Dex Con Cha>;

sub heroic { + @^a.grep: * >= $hero_attr_min }

my @attr; repeat until @attr.sum >= $min_sum

        and heroic(@attr) >= $hero_count_min {
   @attr = @attr-names.map: { (1..6).roll(4).sort(+*).skip(1).sum };

}

say @attr-names Z=> @attr; say "Sum: {@attr.sum}, with {heroic(@attr)} attributes >= $hero_attr_min";</lang>

Output:
(Str => 15 Int => 16 Wis => 13 Dex => 11 Con => 15 Cha => 6)
Sum: 76, with 3 attributes >= 15

REXX

version 1

<lang rexx>/* REXX Generates 4 random, whole values between 1 and 6. Saves the sum of the 3 largest values. Generates a total of 6 values this way. Displays the total, and all 6 values once finished.

  • /

Do try=1 By 1

 ge15=0
 sum=0
 ol=
 Do i=1 To 6
   rl=
   Do j=1 To 4
     rl=rl (random(5)+1)
     End
   rl=wordsort(rl)
   rsum.i=maxsum()
   If rsum.i>=15 Then ge15=ge15+1
   sum=sum+rsum.i
   ol=ol right(rsum.i,2)
   End
 Say ol '->' ge15 sum
 If ge15>=2 & sum>=75 Then Leave
 End

Say try 'iterations' Say ol '=>' sum Exit

maxsum: procedure Expose rl /**********************************************************************

  • Comute the sum of the 3 largest values
                                                                                                                                            • /
 m=0
 Do i=2 To 4
   m=m+word(rl,i)
   End
 Return m

wordsort: Procedure /**********************************************************************

  • Sort the list of words supplied as argument. Return the sorted list
                                                                                                                                            • /
 Parse Arg wl
 wa.=
 wa.0=0
 Do While wl<>
   Parse Var wl w wl
   Do i=1 To wa.0
     If wa.i>w Then Leave
     End
   If i<=wa.0 Then Do
     Do j=wa.0 To i By -1
       ii=j+1
       wa.ii=wa.j
       End
     End
   wa.i=w
   wa.0=wa.0+1
   End
 swl=
 Do i=1 To wa.0
   swl=swl wa.i
   End
 Return strip(swl)</lang>
Output:
I:\>rexx cast
 13 13  8 15 14 11 -> 1 74
 10  9 13  7 15  9 -> 1 63
 15 15 14 13 17 14 -> 3 88
3 iterations
 15 15 14 13 17 14 => 88

version 2

This REXX version doesn't need a sort to compute the sum of the largest three (of four) values. <lang rexx>/*REXX program generates values for six core attributes for a RPG (Role Playing Game).*/

  do  until  m>=2 & $$>=75;   $$= 0;     list=  /*do rolls until requirements are met. */
  m= 0                                          /*the number of values ≥ 15   (so far).*/
       do 6;                  $= 0              /*6 values (meet criteria); attrib. sum*/
            do d=1  for 4;    @.d= random(1, 6) /*roll four random dice (six sided die)*/
            $= $ + @.d                          /*also obtain their sum  (of die pips).*/
            end   /*d*/                         /* [↓]  use of MIN  BIF avoids sorting.*/
       $= $  -  min(@.1, @.2, @.3, @.4)         /*obtain the sum of the highest 3 rolls*/
       list= list  $;         $$= $$ + $        /*append $──►list; add $ to overall $$.*/
       $$= $$ + $                               /*add the  $  sum  to the overall sum. */
       m= m + ($>=15)                           /*get # of rolls that meet the minimum.*/
       end       /*do 6*/                       /* [↑]  gen six core attribute values. */
  end            /*until*/                      /*stick a fork in it,  we're all done. */

say 'The total for ' list " is ──► " $$', ' m " entries are ≥ 15."</lang>

output   when using the default (internal) inputs:
The total for   14 12 15 16 14 15   is ──►  86,  3  entries are ≥ 15.

version 3

A variation of version 2 <lang rexx>/*REXX program generates values for six core attributes for an RPG (Role Playing Game).*/ Do n=1 By 1 until m>=2 & tot>=75;

 slist=
 tot=0
 m=0
 Do 6
   sum=0
   Do d=1 To 4;
     cast.d=random(1,6)
     sum=sum+cast.d
     End
   min=min(cast.1,cast.2,cast.3,cast.4)
   sum=sum-min
   slist=slist sum
   tot=tot+sum
   m=m+(sum>=15)
   end
 Say 'the total for' space(slist) 'is -->' tot', 'm' entries are >= 15.'
 end

Say 'Solution found with' n 'iterations'</lang>

Output:
I:\>rexx rpg
the total for 12 14 14 13 12 9 is --> 74, 0 entries are >= 15.
the total for 15 11 13 14 10 10 is --> 73, 1 entries are >= 15.
the total for 18 12 12 11 16 10 is --> 79, 2 entries are >= 15.
Solution found with 3 iterations

Ring

<lang ring>

  1. Project  : RPG Attributes Generator

load "stdlib.ring" attributestotal = 0 count = 0 while attributestotal < 75 or count < 2

       attributes = [] 
       for attribute = 0 to 6
            rolls = [] 
            largest3 = [] 
            for roll = 0 to 4
                 result = random(5)+1
                 add(rolls,result)
            next 
            sortedrolls = sort(rolls)
            sortedrolls = reverse(sortedrolls)
            for n = 1 to 3
                 add(largest3,sortedrolls[n])
            next
            rollstotal = sum(largest3) 
            if rollstotal >= 15
               count = count + 1
            ok 
            add(attributes,rollstotal)
       next
       attributestotal = sum(attributes)

end showline()

func sum(aList)

      num = 0
      for n = 1 to len(aList)
           num = num + aList[n]
      next
      return num

func showline()

       line = "(" + attributestotal + ", ["
       for n = 1 to len(attributes)
            line = line + attributes[n] + ", "
       next
       line = left(line,len(line)-2)
       line = line + "])"
       see line + nl

</lang> Output:

(95, [14, 11, 14, 13, 16, 11, 16])

Ruby

<lang ruby>res = [] until res.sum >= 75 && res.count{|n| n >= 15} >= 2 do

 res = Array.new(6) do
   a = Array.new(4){rand(1..6)}
   a.sum - a.min
 end

end

p res puts "sum: #{res.sum}" </lang>

Output:
[12, 14, 17, 12, 16, 9]
sum: 80

Rust

Repeats until the attributes generated meet specifications.

Library: rand
Works with: Rust version 2018

<lang rust> use rand::distributions::Uniform; use rand::prelude::{thread_rng, ThreadRng}; use rand::Rng;

fn main() {

   for _ in 0..=10 {
       attributes_engine();
   }

}

  1. [derive(Copy, Clone, Debug)]

pub struct Dice {

   amount: i32,
   range: Uniform<i32>,
   rng: ThreadRng,

}

impl Dice {

   //  Modeled after d20 polyhederal dice use and notation.
   //  roll_pool() - returns Vec<i32> with length of vector determined by dice amount.
   //  attribute_out() - returns i32, by sorting a dice pool of 4d6, dropping the lowest integer, and summing all elements.
   pub fn new(amount: i32, size: i32) -> Self {
       Self {
           amount,
           range: Uniform::new(1, size + 1),
           rng: thread_rng(),
       }
   }
   fn roll_pool(mut self) -> Vec<i32> {
       (0..self.amount)
           .map(|_| self.rng.sample(self.range))
           .collect()
   }
   fn attribute_out(&self) -> i32 {
       // Sort dice pool lowest to high and drain all results to exclude the lowest before summing.
       let mut attribute_array: Vec<i32> = self.roll_pool();
       attribute_array.sort();
       attribute_array.drain(1..=3).sum()
   }

}

fn attributes_finalizer() -> (Vec<i32>, i32, bool) {

   let die: Dice = Dice::new(4, 6);
   let mut attributes: Vec<i32> = Vec::new();
   for _ in 0..6 {
       attributes.push(die.attribute_out())
   }
   
   let attributes_total: i32 = attributes.iter().sum();
   let numerical_condition: bool = attributes
       .iter()
       .filter(|attribute| **attribute >= 15)
       .count()
       >= 2;
   (attributes, attributes_total, numerical_condition)

}

fn attributes_engine() {

   loop {
       let (attributes, attributes_total, numerical_condition) = attributes_finalizer();
       if (attributes_total >= 75) && (numerical_condition) {
           println!(
               "{:?} | sum: {:?}",
               attributes, attributes_total
           );
           break;
       } else {
           continue;
       }
   }

} </lang>

Output:

Sample output, running the generator ten times:

[15, 12, 15, 11, 10, 18] | sum: 81
[12, 14, 16, 14, 8, 17]  | sum: 81
[15, 15, 11, 10, 12, 17] | sum: 80
[7, 14, 12, 17, 15, 12]  | sum: 77
[13, 15, 16, 7, 11, 15]  | sum: 77
[11, 13, 12, 15, 15, 12] | sum: 78
[15, 16, 13, 14, 11, 8]  | sum: 77
[14, 12, 17, 16, 16, 14] | sum: 89
[11, 16, 12, 9, 16, 17]  | sum: 81
[10, 18, 9, 13, 12, 16]  | sum: 78
[15, 15, 14, 17, 12, 10] | sum: 83

Scala

<lang scala> import scala.util.Random Random.setSeed(1)

def rollDice():Int = {

 val v4 = Stream.continually(Random.nextInt(6)+1).take(4)
 v4.sum - v4.min

}

def getAttributes():Seq[Int] = Stream.continually(rollDice()).take(6)

def getCharacter():Seq[Int] = {

 val attrs = getAttributes()
 println("generated => " + attrs.mkString("[",",", "]"))
 (attrs.sum, attrs.filter(_>15).size) match {
   case (a, b)  if (a < 75 || b < 2) => getCharacter
   case _ => attrs
 }

}

println("picked => " + getCharacter.mkString("[", ",", "]")) </lang>

generated => [13,13,12,11,10,14]
generated => [17,12,15,11,9,6]
generated => [16,9,9,11,13,14]
generated => [11,12,10,18,7,17]
picked => [11,12,10,18,7,17]

Seed7

<lang seed7>$ include "seed7_05.s7i";

const proc: main is func

 local
   var integer: count is 0;
   var integer: total is 0;
   var integer: attribIdx is 0;
   var integer: diceroll is 0;
   var integer: sumOfRolls is 0;
   var array integer: attribute is 6 times 0;
   var array integer: dice is 4 times 0;
 begin 
   repeat
     count := 0;
     total := 0;
     for key attribIdx range attribute do
       for key diceroll range dice do
         dice[diceroll] := rand(1, 6);
       end for;
       dice := sort(dice);
       sumOfRolls := 0;
       for diceroll range 2 to maxIdx(dice) do  # Discard the lowest roll
         sumOfRolls +:= dice[diceroll];
       end for;
       attribute[attribIdx] := sumOfRolls;
       total +:= sumOfRolls;
       if sumOfRolls >= 15 then
         incr(count);
       end if;
     end for;
   until total >= 75 and count >= 2;
   writeln("Attributes:");
   for key attribIdx range attribute do
      writeln(attribIdx <& " ..... " <& attribute[attribIdx] lpad 2);
   end for;
   writeln("       ----");
   writeln("Total  " <& total lpad 3);
 end func;</lang>
Output:
Attributes:
1 ..... 11
2 ..... 10
3 .....  7
4 ..... 18
5 ..... 16
6 ..... 14
       ----
Total   76

Visual Basic .NET

repeats until a successful outcome occurs <lang vbnet>Module Module1

   Dim r As New Random
   Function getThree(n As Integer) As List(Of Integer)
       getThree = New List(Of Integer)
       For i As Integer = 1 To 4 : getThree.Add(r.Next(n) + 1) : Next
       getThree.Sort() : getThree.RemoveAt(0)
   End Function
   Function getSix() As List(Of Integer)
       getSix = New List(Of Integer)
       For i As Integer = 1 To 6 : getSix.Add(getThree(6).Sum) : Next
   End Function
   Sub Main(args As String())
       Dim good As Boolean = False : Do
           Dim gs As List(Of Integer) = getSix(), gss As Integer = gs.Sum,
               hvc As Integer = gs.FindAll(Function(x) x > 14).Count
           Console.Write("attribs: {0}, sum={1}, ({2} sum, high vals={3})",
                         String.Join(", ", gs), gss, If(gss >= 75, "good", "low"), hvc)
           good = gs.Sum >= 75 AndAlso hvc > 1
           Console.WriteLine(" - {0}", If(good, "success", "failure"))
       Loop Until good
   End Sub

End Module</lang>

Output:

sample outputs:

attribs: 8, 15, 10, 13, 12, 8, sum=66, (low sum, high vals=1) - failure
attribs: 9, 11, 7, 10, 17, 12, sum=66, (low sum, high vals=1) - failure
attribs: 18, 14, 12, 11, 16, 9, sum=80, (good sum, high vals=2) - success
attribs: 10, 12, 9, 13, 17, 6, sum=67, (low sum, high vals=1) - failure
attribs: 14, 11, 17, 12, 8, 11, sum=73, (low sum, high vals=1) - failure
attribs: 13, 9, 12, 14, 10, 13, sum=71, (low sum, high vals=0) - failure
attribs: 13, 9, 14, 14, 14, 12, sum=76, (good sum, high vals=0) - failure
attribs: 11, 12, 7, 8, 10, 11, sum=59, (low sum, high vals=0) - failure
attribs: 15, 4, 9, 18, 9, 12, sum=67, (low sum, high vals=2) - failure
attribs: 17, 16, 14, 8, 8, 9, sum=72, (low sum, high vals=2) - failure
attribs: 18, 16, 13, 9, 9, 10, sum=75, (good sum, high vals=2) - success

Wren

Library: Wren-sort

<lang ecmascript>import "random" for Random import "/sort" for Sort

var rand = Random.new() var vals = List.filled(6, 0) while (true) {

   for (i in 0..5) {
       var rns = List.filled(4, 0)
       for (j in 0..3) rns[j] = rand.int(1, 7)
       var sum = rns.reduce { |acc, n| acc + n }
       Sort.insertion(rns)
       vals[i] = sum - rns[0]
   }
   var total = vals.reduce { |acc, n| acc + n }
   if (total >= 75) {
       var fifteens = vals.count { |n| n >= 15 }
       if (fifteens >= 2) {
           System.print("The six values are: %(vals)")
           System.print("Their total is: %(total)")
           break
       }
   }

}</lang>

Output:

Sample run:

The six values are: [15, 16, 10, 12, 13, 13]
Their total is: 79

zkl

<lang zkl>reg attrs=List(), S,N; do{

  attrs.clear();
  do(6){
     abcd:=(4).pump(List,(0).random.fp(1,7));   // list of 4 [1..6] randoms
     attrs.append(abcd.sum(0) - (0).min(abcd)); // sum and substract min
  }

}while((S=attrs.sum(0))<75 or (N=attrs.filter('>=(15)).len())<2); println("Random numbers: %s\nSums to %d, with %d >= 15"

       .fmt(attrs.concat(","),S,N));</lang>
Output:
Random numbers: 15,15,7,17,10,13
Sums to 77 with 3 >= 15