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
date Mon, 23 Nov 2009 12:20:51 -0600
parents e842a5f1b775
children 9babc183fa47
comparison
equal deleted inserted replaced
140:e842a5f1b775 142:2345c12d93a7
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