Mercurial > traipse_dev
view orpg/dieroller/sr4.py @ 154:316661c3ec3f beta
Traipse Beta 'OpenRPG' {091125-01}
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 | Wed, 25 Nov 2009 06:51:50 -0600 |
parents | 449a8900f9ac |
children | bf799efe7a8a |
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## a vs die roller as used by WOD games #!/usr/bin/env python # Copyright (C) 2000-2001 The OpenRPG Project # # openrpg-dev@lists.sourceforge.net # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. # -- # # File: sr4.py # Author: Veggiesama, ripped straight from Michael Edwards (AKA akoman) # Maintainer: # Version: 1.1 # # 1.1: Now with glitch and critical glitch detection! # 1.1: Cleaned up some of the output to make it simpler. # # Description: Modified from the original Shadowrun dieroller by akoman, # but altered to follow the new Shadowrun 4th Ed dice system. # # SR4 VS # Typing [Xd6.vs(Y)] will roll X dice, checking each die # roll against the MIN_TARGET_NUMBER (default: 5). If it # meets or beats it, it counts as a hit. If the total hits # meet or beat the Y value (threshold), there's a success. # # SR4 EDGE VS # Identical to the above function, except it looks like # [Xd6.edge(Y)] and follows the "Rule of Six". That rule # states any roll of 6 is counted as a hit and rerolled # with a potential to score more hits. The "Edge" bonus # dice must be included into X. # # SR4 INIT # Typing [Xd6.init(Y)] will roll X dice, checking each # die for a hit. All hits are added to Y (the init attrib # of the player), to give an Init Score for the combat. # # SR4 EDGE INIT # Typing [Xd6.initedge(Y)] or [Xd6.edgeinit(Y)] will do # as above, except adding the possibility of Edge dice. # # Note about non-traditional uses: # - D6's are not required. This script will work with any # die possible, and the "Rule of Six" will only trigger # on the highest die roll possible. Not throughly tested. # - If you want to alter the minimum target number (ex. # score a hit on a 4, 5, or 6), scroll down and change # the global value MIN_TARGET_NUMBER to your liking. from die import * __version__ = "1.1" MIN_TARGET_NUMBER = 5 GLITCH_NUMBER = 1 class sr4(std): def __init__(self,source=[]): std.__init__(self,source) self.threshold = None self.init_attrib = None def vs(self,threshold=0): return sr4vs(self, threshold) def edge(self,threshold=0): return sr4vs(self, threshold, 1) def init(self,init_attrib=0): return sr4init(self, init_attrib) def initedge(self,init_attrib=0): return sr4init(self, init_attrib, 1) def edgeinit(self,init_attrib=0): return sr4init(self, init_attrib, 1) def countEdge(self,num): if num <= 1: self done = 1 for i in range(len(self.data)): if (self.data[i].lastroll() >= num): # counts every rerolled 6 as a hit self.hits += 1 self.data[i].extraroll() self.total += 1 done = 0 elif (self.data[i].lastroll() <= GLITCH_NUMBER): self.ones += 1 self.total += 1 if done: return self else: return self.countEdge(num) def countHits(self,num): for i in range(len(self.data)): if (self.data[i].lastroll() >= MIN_TARGET_NUMBER): # (Rule of Six taken into account in countEdge(), not here) self.hits += 1 elif (self.data[i].lastroll() <= GLITCH_NUMBER): self.ones += 1 self.total += 1 def __str__(self): if len(self.data) > 0: self.hits = 0 self.ones = 0 self.total = 0 for i in range(len(self.data)): if (self.data[i].lastroll() >= MIN_TARGET_NUMBER): self.hits += 1 elif (self.data[i].lastroll() <= GLITCH_NUMBER): self.ones += 1 self.total += 1 firstpass = 0 myStr = "[" for a in self.data[0:]: if firstpass != 0: myStr += "," firstpass = 1 if a >= MIN_TARGET_NUMBER: myStr += "<B>" + str(a) + "</B>" elif a <= GLITCH_NUMBER: myStr += "<i>" + str(a) + "</i>" else: myStr += str(a) myStr += "] " + CheckIfGlitch(self.ones, self.hits, self.total) myStr += "Hits: (" + str(self.hits) + ")" else: myStr = "[] = (0)" return myStr class sr4init(sr4): def __init__(self,source=[],init_attrib=1,edge=0): std.__init__(self,source) if init_attrib < 2: self.init_attrib = 2 else: self.init_attrib = init_attrib self.dicesides = self[0].sides self.hits = 0 self.ones = 0 self.total = 0 if edge: self.countEdge(self.dicesides) self.countHits(self.dicesides) def __str__(self): if len(self.data) > 0: firstpass = 0 myStr = "[" for a in self.data[0:]: if firstpass != 0: myStr += "," firstpass = 1 if a >= MIN_TARGET_NUMBER: myStr += "<B>" + str(a) + "</B>" elif a <= GLITCH_NUMBER: myStr += "<i>" + str(a) + "</i>" else: myStr += str(a) myStr += "] " + CheckIfGlitch(self.ones, self.hits, self.total) init_score = str(self.init_attrib + self.hits) myStr += "InitScore: " + str(self.init_attrib) + "+" myStr += str(self.hits) + " = (" + init_score + ")" else: myStr = "[] = (0)" return myStr class sr4vs(sr4): def __init__(self,source=[], threshold=1, edge=0): std.__init__(self, source) if threshold < 0: self.threshold = 0 else: self.threshold = threshold self.dicesides = self[0].sides self.hits = 0 self.ones = 0 self.total = 0 if edge: self.countEdge(self.dicesides) self.countHits(self.dicesides) def __str__(self): if len(self.data) > 0: firstpass = 0 myStr = "[" for a in self.data[0:]: if firstpass != 0: myStr += "," firstpass = 1 if a >= MIN_TARGET_NUMBER: myStr += "<B>" + str(a) + "</B>" elif a <= GLITCH_NUMBER: myStr += "<i>" + str(a) + "</i>" else: myStr += str(a) #myStr += "] Threshold=" + str(self.threshold) myStr += "] vs " + str(self.threshold) + " " myStr += CheckIfGlitch(self.ones, self.hits, self.total) if self.hits >= self.threshold: myStr += "*SUCCESS* " else: myStr += "*FAILURE* " myStr += "Hits: (" + str(self.hits) + ")" else: myStr = "[] = (0)" return myStr def CheckIfGlitch(ones, hits, total_dice): if (ones * 2) >= total_dice: if hits >= 1: return "*GLITCH* " else: return "*CRITICAL GLITCH* " else: return ""