Mercurial > traipse_dev
comparison orpg/chat/chatwnd.py @ 142:2345c12d93a7 beta
Traipse Beta 'OpenRPG' {091123-01}
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 (Beta)
Added Bookmarks
Fix to Remote Admin Commands
Minor fix to text based Server
Fix to Pretty Print, from Core
Fix to Splitter Nodes not being created
Fix to massive amounts of images loading, from Core
Added 'boot' command to remote admin
Added confirmation window for sent nodes
Minor changes to allow for portability to an OpenSUSE linux OS
Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG
Zoom Mouse plugin added
Images added to Plugin UI
Switching to Element Tree
Map efficiency, from FlexiRPG
Added Status Bar to Update Manager
default_manifest.xml renamed to default_upmana.xml
Cleaner clode for saved repositories
New TrueDebug Class in orpg_log (See documentation for usage)
Mercurial's hgweb folder is ported to upmana
Pretty important update that can help remove thousands of dead children from your
gametree.
Children, <forms />, <group_atts />, <horizontal />, <cols />, <rows />, <height
/>, etc... are all tags now. Check your gametree and look for dead children!!
New Gametree Recursion method, mapping, and context sensitivity. !Infinite Loops
return error instead of freezing the software!
New Syntax added for custom PC sheets
Tip of the Day added, from Core and community
Fixed Whiteboard ID to prevent random line or text deleting. Modified ID's to
prevent non updated clients from ruining the fix.
author | sirebral |
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date | Mon, 23 Nov 2009 12:20:51 -0600 |
parents | e842a5f1b775 |
children | 9babc183fa47 |
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140:e842a5f1b775 | 142:2345c12d93a7 |
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1880 self.data = col[int(cell[1])].text or 'No Cell Data!' | 1880 self.data = col[int(cell[1])].text or 'No Cell Data!' |
1881 return | 1881 return |
1882 | 1882 |
1883 def resolve_cust_loop(self, node, path, step, depth): | 1883 def resolve_cust_loop(self, node, path, step, depth): |
1884 node_class = node.get('class') | 1884 node_class = node.get('class') |
1885 if step == depth: | 1885 ## Code needs clean up. Either choose .lower() or .title(), then reset the path list's content ## |
1886 self.resolution(node) | 1886 if step == depth: self.resolution(node) |
1887 ##Build Abilities dictionary## | 1887 ##Build Abilities dictionary## |
1888 if node_class not in ('d20char_handler', "SWd20char_handler"): ab = node.find('character').find('abilities') | 1888 if node_class not in ('d20char_handler', "SWd20char_handler"): ab = node.find('character').find('abilities') |
1889 else: ab = node.find('abilities') | 1889 else: ab = node.find('abilities') |
1890 ab_list = ab.findall('stat'); pc_stats = {} | 1890 ab_list = ab.findall('stat'); pc_stats = {} |
1891 | 1891 |
1934 if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('combat') | 1934 if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('combat') |
1935 if path[step+1].lower() == 'melee' or path[step+1].lower() == 'm': | 1935 if path[step+1].lower() == 'melee' or path[step+1].lower() == 'm': |
1936 bonus_text = '(Melee)' | 1936 bonus_text = '(Melee)' |
1937 bonus = node.find('attacks') | 1937 bonus = node.find('attacks') |
1938 bonus = bonus.find('melee') | 1938 bonus = bonus.find('melee') |
1939 bonus = bonus.attrib; d = 0 | 1939 bonus = bonus.attrib; d = int(pc_stats['Str'][1]) |
1940 elif path[step+1].lower() == 'ranged' or path[step+1].lower() == 'r': | 1940 elif path[step+1].lower() == 'ranged' or path[step+1].lower() == 'r': |
1941 bonus_text = '(Ranged)' | 1941 bonus_text = '(Ranged)' |
1942 bonus = node.find('attacks') | 1942 bonus = node.find('attacks') |
1943 bonus = bonus.find('ranged') | 1943 bonus = bonus.find('ranged') |
1944 bonus = bonus.attrib; d = 0 | 1944 bonus = bonus.attrib; d = int(pc_stats['Dex'][1]) |
1945 for b in bonus: | 1945 for b in bonus: |
1946 d += int(bonus[b]) | 1946 d += int(bonus[b]) |
1947 bonus = str(d) | 1947 bonus = str(d) |
1948 if path[step+2] == None: self.data = bonus | 1948 if path[step+2] == None: self.data = bonus |
1949 else: | 1949 else: |
1951 weapons = weapons.findall('weapon') | 1951 weapons = weapons.findall('weapon') |
1952 for child in weapons: | 1952 for child in weapons: |
1953 if path[step+2].lower() == child.get('name').lower(): | 1953 if path[step+2].lower() == child.get('name').lower(): |
1954 self.data = '<b>Attack: '+bonus_text+'</b> '+child.get('name')+' [1d20+'+bonus+'] ' + 'Damage: ['+child.get('damage')+']' | 1954 self.data = '<b>Attack: '+bonus_text+'</b> '+child.get('name')+' [1d20+'+bonus+'] ' + 'Damage: ['+child.get('damage')+']' |
1955 return | 1955 return |
1956 elif pc_stats.has_key(path[step]): | 1956 elif pc_stats.has_key(path[step].title()): |
1957 if step+1 == depth: self.data = pc_stats[path[step]][0] + ' +('+pc_stats[path[step]][1]+')' | 1957 if step+1 == depth: self.data = pc_stats[path[step].title()][0] + ' +('+pc_stats[path[step].title()][1]+')' |
1958 elif path[step+1].lower() == 'mod': self.data = pc_stats[path[step]][1] | 1958 elif path[step+1].title() == 'Mod': self.data = pc_stats[path[step].title()][1] |
1959 elif path[step+1].lower() == 'check': self.data = '<b>'+path[step]+' Check:</b> [1d20+'+str(pc_stats[path[step]][1])+']' | 1959 elif path[step+1].title() == 'Check': self.data = '<b>'+path[step].title()+' Check:</b> [1d20+'+str(pc_stats[path[step].title()][1])+']' |
1960 return | 1960 return |
1961 | 1961 |
1962 def resolution(self, node): | 1962 def resolution(self, node): |
1963 if self.passed == False: | 1963 if self.passed == False: |
1964 self.passed = True | 1964 self.passed = True |