annotate orpg/dieroller/rollers/alternity.py @ 229:1645a78a33a4 alpha

Traipse Alpha 'OpenRPG' {100612-02} Traipse is a distribution of OpenRPG that is designed to be easy to setup and go. Traipse also makes it easy for developers to work on code without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the code. 'Ornery-Orc's main goal is to offer more advanced features and enhance the productivity of the user. Update Summary (Preparing to close updates) New Features: New to Map, can re-order Grid, Miniatures, and Whiteboard layer draw order Fixes: Fix to InterParse that was causing an Infernal Loop with Namespace Internal Fix to XML data, removed old Minidom and switched to Element Tree Fix to Server that was causing eternal attempt to find a Server ID, in Register Rooms thread Fix to metaservers.xml file not being created
author sirebral
date Sat, 12 Jun 2010 04:46:16 -0500
parents b633f4c64aae
children
rev   line source
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1 # (at your option) any later version.
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2 #
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3 # This program is distributed in the hope that it will be useful,
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4 # but WITHOUT ANY WARRANTY; without even the implied warranty of
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5 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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6 # GNU General Public License for more details.
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7 #
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8 # You should have received a copy of the GNU General Public License
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9 # along with this program; if not, write to the Free Software
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10 # Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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11 # --
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12 #
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13 # File: Alternity.py
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14 # Version:
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15 # $Id: Alternity.py,v .1 JEC (cchriss@thecastle.com)
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16 #
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17 # Description: Alternity die roller based on Posterboy's D20 Dieroller
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18 #
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19 # Changelog:
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20 #
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21 # v.1 original release JEC
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22 #
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23 # Traipse Release:
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24 # The changes made in the Traipe release are intended to create a more direct connection
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25 # between the source and the intrepretor. IF, ELIF statements have been replaced with dictionaries,
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26 # unused objects have been replace with re-usable objects, and the code has been condensed.
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27 #
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28 # SEG: JAN 24 2010 - v.1.4 O'Flux Release:
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29 # Edits & Additions: fixed a few minor bugs; Damage roll & Display Issues.
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30 # Added Secondary Damage Calculation and Display. Fix all errors.
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31 # Added proper results for Critcal Successes with failure ==> final Result Ordinary Success
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32 # Removed reduntent Method to make parent class true with all others working as child.
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33 # Made all special output same colour codes font size. Cleaned out old commented lines.
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34 # Tested for Traipse on Win 7
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35 #
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36 # Skill Check Example:
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37 # [1d20.sk(12,-2)]
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38 # OUTPUT Example:
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39 # => [6,-3] = (3) AMAZING Success
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40 #
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41 # Pistol, Laser; 0 step -- Attack Example:
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42 # [1d20.at(12,0,(1d4+1,"w"),(1d6+1,"w"),(1d4,"m"))]
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43 # OUTPUT Example:
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44 # => [1,0] = (1) CRITICAL SUCCESS AMAZING HIT
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45 # ===> Damage [4] = (4) mortal ======> Secondary Damage (2) stun / (2) wound
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46 #
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47 # Action Check Example:
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48 # [1d20.ac(14,-1)]
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49 # OUTPUT Example:
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50 # => ACTION CHECK : [18,-3] = (15) Marginal failure
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51 # -1 Step make up bonus next Action Check
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52 #
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53 #
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54
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55 import re
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56
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57 from std import std
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58 from time import time, clock
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59 from orpg.dieroller.base import di, die_base, die_rollers
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60
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61 ##from orpg.tools.orpg_log import debug
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62
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63
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64 __version__ = "$Id: alternity.py,v 0.1 2003/01/02 12:00:00 cchriss Exp $"
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65
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66 # Alternity stands for "Alternity system" 20 sided die plus mods
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67
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68 class alternity(std):
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69 name = "alternity" # ADDED by SEG Nov 2009 ***
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70
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71 def __init__(self,source=[]):
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72 std.__init__(self,source)
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73
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74 # these methods return new die objects for specific options
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75 def sk(self,score,mod):
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76 return sk(self,score,mod)
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77
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78 def at(self,score,mod,dmgo,dmgg,dmga):
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79 return at(self,score,mod,dmgo,dmgg,dmga)
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80
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81 def ac(self,score,mod):
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82 return ac(self,score,mod)
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83
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84 die_rollers.register(alternity)
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85
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86 class sk(std):
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87 def __init__(self,source=[],sc="10/5/2",mod=0):
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88 std.__init__(self,source)
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89 m = re.match( r"\d+", str(sc) )
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90 self.score = int( m.group(0) )
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91 self.mod = mod
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92
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93 def getMod(self,mod=0):
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94 m=0
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95 mods = { -4: -di(12), -3: -di(8), -2: -di(6), -1: -di(4), 1: di(4),
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96 2: di(6), 3: di(8), 4: di(12), 5: di(20)} # SEG fix 1: di(4) #
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97 if mod in mods.keys(): m = mods[mod].value
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98 elif mod <= -5: m=-di(20).value
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99 elif mod == 6: m=di(20).value + di(20).value
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100 elif mod >= 7: m=di(20).value + di(20).value + di(20).value
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101 return m
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102
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103 def getRolLStr(self):
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104 myStr = "[" + str(self.data[0])
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105 self.d20 = self.sum()
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106 self.amod = self.getMod(self.mod)
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107
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108 ## varN = "self.amod"
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109 ## debug(varN)
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110 ## debug(self.amod) ## seg added debug output
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111
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112 self.dieRoll = self.d20 + self.amod
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113 for a in self.data[1:]:
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114 myStr += ","
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115 myStr += str(a)
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116 myStr += "," + str(self.amod) + "] = (" + str(self.dieRoll) + ")"
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117 if ( self.dieRoll <= self.score / 4 ): self.success = 'A'
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118 elif ( self.dieRoll <= self.score / 2 ): self.success = 'G'
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119 elif ( self.dieRoll <= self.score ): self.success = 'O'
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120 else: self.success = 'F'
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121 if ( self.d20 == 20 ): self.success = 'CF'
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122 return myStr
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123
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124 def __str__(self):
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125 myStr = self.getRolLStr()
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126
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127 ## varN = "myStr"
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128 ## debug(varN)
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129 ## debug(myStr) ## seg added debug output
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130
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131 successes = {'CS': " <b><font size=2 color='#8D38C9'>CRITICAL SUCCESS</font></b>",
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132 'CF': " <b><font size=2 color='#151B54'>CRITICAL FAILURE</font></b>",
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133 'A': " <b><font size=2 color='#E42217'>AMAZING Success</font></b>",
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134 'G': " <b><font size=2 color='#306EFF'>Good Success</font></b>",
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135 'O': " <b><font size=2 color='#52D017'>Ordinary Success</font></b>",
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136 'F': " <b><font size=2 color='#41627E'>failure</font></b>"}
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137
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138 if ( self.d20 == 1 ): myStr += successes['CS'] # SEG Dec 19 2009
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139 myStr += successes[self.success]
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140 if ( self.d20 == 1 ) and (self.success == 'F') :
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141 myStr += " final result ==> "
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142 myStr += successes['O'] # SEG JAN 23 2010
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143 return myStr
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144
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145 class at(sk):
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146 ## Traipse Usage: The source I received had the damage rolls like this 1d6s, with the damage type a
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147 ## letter that could be sliced from the roll. However, the roll is parsed before the letter can be
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148 ## sliced from it, and with the letter attached it created an error.
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149 ##
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150 ## The Traipse method puts the damage type and the damage roll into a Tuple, ie (1d6, 's').
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151 ## When using this method you must include single or double quoutes around the damage type or the
167
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152 ## software will treat it as an object.
195
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153
167
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154 def __init__(self,source=[],sc=10, mod=0, dmgo="(1d6, 's')",dmgg="(1d6, 'w')",dmga="(1d6, 'm')"):
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155 sk.__init__(self,source,sc,mod)
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156 self.dmgo = dmgo
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157 self.dmgg = dmgg
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158 self.dmga = dmga
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159
195
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160 def getdmg(self,dmgroll):
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161 astr = "<b>===></b> Damage "
167
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162 droll = str(dmgroll[0])
195
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163 xyz = droll.split('(')
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164 secD = (int(xyz[1][:-1])/2) ## SEG* Calculate Secondary Damage
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165
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166 ## varN = "secD"
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167 ## debug(varN)
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168 ## debug(secD) ## seg added debug output
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169
167
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170 dtype = dmgroll[1]
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171 astr += droll
195
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172 if dtype=="s": astr += " <b><font size=2 color='#52D017'>stun</font></b><BR>"
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173 elif dtype=="w":
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174 astr += " <b><font size=2 color='#C11B17'>wound</font></b>"+" <b>======></b> Secondary Damage ("+str(secD) \
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175 +") <b><font size=2 color='#52D017'>stun</font></b><BR>" # SEG* Display Secondary Damage
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176 elif dtype=="m":
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177 astr += " <b><font size=2 color='#FF0000'>mortal</font></b>"+" <b>======></b> Secondary Damage ("+str(secD) \
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178 +") <b><font size=2 color='#52D017'>stun</font></b>"+" <b>/</b> ("+str(secD)+") <b><font size=2 color='#C11B17'>wound</font></b><BR>" # SEG* Display Secondary Damage
167
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179 return astr
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180
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181 def __str__(self):
195
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182 myStr = self.getRolLStr()
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183
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184 ## varN = "myStr"
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185 ## debug(varN)
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186 ## debug(myStr) ## seg added debug output
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187
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188 successes = {'CS': " <b><font size=2 color='#8D38C9'>CRITICAL SUCCESS</font></b>",
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189 'CF': " <b><font size=2 color='#151B54'>CRITICAL FAILURE</font></b>",
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190 'A': " <b><font size=2 color='#E42217'>AMAZING HIT</font></b><BR> ",
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191 'G': " <b><font size=2 color='#306EFF'>Good HIT</font></b><BR> ",
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192 'O': " <b><font size=2 color='#52D017'>Ordinary HIT</font></b><BR> ",
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193 'F': " <b><font size=2 color='#41627E'>miss</font></b>"}
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194 if ( self.d20 == 1 ):
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195 myStr += successes['CS'] # SEG Dec 19 2009
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196
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197 if ( self.d20 == 1 ) and (self.success == 'F') :
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198 myStr += successes['F'] # SEG JAN 23 2010
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199 myStr += " final result ==> "
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200 self.success = 'O'
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201
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202 myStr += successes[self.success]
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203 if self.success == 'A': myStr += self.getdmg(self.dmga)
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204 elif self.success == 'G': myStr += self.getdmg(self.dmgg)
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205 elif self.success == 'O': myStr += self.getdmg(self.dmgo)
167
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206 return myStr
195
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207
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208 class ac(sk):
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209 def __init__(self,source=[],sc=10,mod=0):
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210 sk.__init__(self,source,sc,mod)
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211
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212 def __str__(self):
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213 myStr = self.getRolLStr()
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214
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215 ## varN = "myStr"
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216 ## debug(varN)
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217 ## debug(myStr) ## seg added debug output
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218
b633f4c64aae Traipse Alpha 'OpenRPG' {100219-00}
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219 myStr = " <b><font color='#E42217'>ACTION CHECK : </font></b>"+myStr
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220 successes = {'CS': " <b><font size=2 color='#8D38C9'>CRITICAL SUCCESS</font></b>",
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221 'CF': " <b><font size=2 color='#151B54'>CRITICAL FAILURE</font></b><BR> -2 Step make up bonus next Action Check",
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222 'A': " <b><font size=2 color='#E42217'>AMAZING Success</font></b>",
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223 'G': " <b><font size=2 color='#306EFF'>Good Success</font></b>",
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224 'O': " <b><font size=2 color='#52D017'>Ordinary Success</font></b>",
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225 'F': " <b><font size=2 color='#41627E'>Marginal failure</font></b>"}
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226 if ( self.d20 == 1 ): myStr += successes['CS'] # SEG Dec 19 2009
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227 myStr += successes[self.success]
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228 if ( self.d20 == 1 ) and (self.success == 'F') :
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229 myStr += " final result ==> "
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230 myStr += successes['O'] # SEG JAN 23 2010
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231 if ( self.d20 != 1 ) and (self.success == 'F') :
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232 myStr += "<BR> -1 Step make up bonus next Action Check"
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233
b633f4c64aae Traipse Alpha 'OpenRPG' {100219-00}
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234 return myStr
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235
b633f4c64aae Traipse Alpha 'OpenRPG' {100219-00}
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236
b633f4c64aae Traipse Alpha 'OpenRPG' {100219-00}
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237
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238
b633f4c64aae Traipse Alpha 'OpenRPG' {100219-00}
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239
b633f4c64aae Traipse Alpha 'OpenRPG' {100219-00}
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240
b633f4c64aae Traipse Alpha 'OpenRPG' {100219-00}
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241
b633f4c64aae Traipse Alpha 'OpenRPG' {100219-00}
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242
b633f4c64aae Traipse Alpha 'OpenRPG' {100219-00}
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243
b633f4c64aae Traipse Alpha 'OpenRPG' {100219-00}
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244
b633f4c64aae Traipse Alpha 'OpenRPG' {100219-00}
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245
b633f4c64aae Traipse Alpha 'OpenRPG' {100219-00}
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246
b633f4c64aae Traipse Alpha 'OpenRPG' {100219-00}
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247
b633f4c64aae Traipse Alpha 'OpenRPG' {100219-00}
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248