comparison orpg/chat/chatwnd.py @ 143:dc74dca250d1 alpha

Traipse Alpha 'OpenRPG' {091123-02} 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 (Cleaning up for 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 19:52:56 -0600
parents 2ffc5de126c8
children c2caca988a11
comparison
equal deleted inserted replaced
141:2ffc5de126c8 143:dc74dca250d1
1784 qmode = 0 1784 qmode = 0
1785 newstr1 = newstr 1785 newstr1 = newstr
1786 if newstr[0].lower() == 'q': 1786 if newstr[0].lower() == 'q':
1787 newstr = newstr[1:] 1787 newstr = newstr[1:]
1788 qmode = 1 1788 qmode = 1
1789 if newstr[0].lower() == '#':
1790 newstr = newstr[1:]
1791 qmode = 2
1789 try: newstr = component.get('DiceManager').proccessRoll(newstr) 1792 try: newstr = component.get('DiceManager').proccessRoll(newstr)
1790 except: pass 1793 except: pass
1791 if qmode == 1: 1794 if qmode == 1:
1792 s = s.replace("[" + matches[i] + "]", "<!-- Official Roll [" + newstr1 + "] => " + newstr + "-->" + newstr, 1) 1795 s = s.replace("[" + matches[i] + "]", "<!-- Official Roll [" + newstr1 + "] => " + newstr + "-->" + newstr, 1)
1796 elif qmode == 2:
1797 s = s.replace("[" + matches[i] + "]", newstr[len(newstr)-2:-1], 1)
1793 else: s = s.replace("[" + matches[i] + "]", "[" + newstr1 + "<!-- Official Roll -->] => " + newstr, 1) 1798 else: s = s.replace("[" + matches[i] + "]", "[" + newstr1 + "<!-- Official Roll -->] => " + newstr, 1)
1794 return s 1799 return s
1795 1800
1796 def PraseUnknowns(self, s): 1801 def PraseUnknowns(self, s):
1797 # Uses a tuple. Usage: ?Label}dY. If no Label is assigned then use ?}DY 1802 # Uses a tuple. Usage: ?Label}dY. If no Label is assigned then use ?}DY
1874 self.data = 'Invalid Grid Reference!' 1879 self.data = 'Invalid Grid Reference!'
1875 return 1880 return
1876 cell = tuple(path[step].strip('(').strip(')').split(',')) 1881 cell = tuple(path[step].strip('(').strip(')').split(','))
1877 grid = node.find('grid') 1882 grid = node.find('grid')
1878 rows = grid.findall('row') 1883 rows = grid.findall('row')
1879 col = rows[int(cell[0])].findall('cell') 1884 col = rows[int(self.ParseDice(cell[0]))].findall('cell')
1880 self.data = col[int(cell[1])].text or 'No Cell Data!' 1885 try: self.data = self.NormalizeParse(col[int(self.ParseDice(cell[1]))].text) or 'No Cell Data'
1886 except: self.data = 'Invalid Grid Reference!'
1881 return 1887 return
1882 1888
1883 def resolve_cust_loop(self, node, path, step, depth): 1889 def resolve_cust_loop(self, node, path, step, depth):
1884 node_class = node.get('class') 1890 node_class = node.get('class')
1885 ## Code needs clean up. Either choose .lower() or .title(), then reset the path list's content ## 1891 ## Code needs clean up. Either choose .lower() or .title(), then reset the path list's content ##