Mercurial > traipse_dev
view orpg/dieroller/rollers/hero.py @ 237:42f4809ad8a8 beta
Traipse Beta 'OpenRPG' {100616-01}
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 (Closing/Closed)
New Features:
New to Map, can re-order Grid, Miniatures, and Whiteboard layer draw order
New to Server GUI, can now clear log
Updates:
Update to Warhammer PC Sheet. Rollers set as macros. Should work with little maintanence.
Update to Browser Server window. Display rooms with ' " & cleaner
Update to Server. Handles ' " & cleaner.
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
Fix to Single and Double quotes in Whiteboard text
Fix to Background images not showing when using the Image Server
Fix to Duplicate chat names appearing
Fix to Server GUI's logging output
Fix to FNB.COLORFUL_TABS bug.
author | sirebral |
---|---|
date | Wed, 16 Jun 2010 03:11:55 -0500 |
parents | dcae32e219f1 |
children |
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# (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: Hero.py # Version: # $Id: Hero.py,v .3 DJM & Heroman # # Description: Hero System die roller originally based on Posterboy's D20 Dieroller # # Changelog: # v.3 by Heroman # Added hl() to show hit location (+side), and hk() for Hit Location killing damage # (No random stun multiplier) # v.2 DJM # Removed useless modifiers from the Normal damage roller # Changed Combat Value roller and SKill roller so that positive numbers are bonuses, # negative numbers are penalties # Changed Killing damage roller to correct stun multiplier bug # Handled new rounding issues # # v.1 original release DJM __version__ = "$Id: hero.py,v Traipse 'Ornery-Orc' prof.ebral Exp $" from time import time, clock import random from std import std from orpg.dieroller.base import * # Hero stands for "Hero system" not 20 sided die :) class hero(std): name = "hero" def __init__(self,source=[]): std.__init__(self,source) def k(self,mod): return herok(self,mod) def hl(self): return herohl(self) def hk(self): return herohk(self) def n(self): return heron(self) def cv(self,cv,mod): return herocv(self,cv,mod) def sk(self,sk,mod): return herosk(self,sk,mod) die_rollers.register(hero) class herocv(std): def __init__(self,source=[],cv=10,mod=0): std.__init__(self,source) self.cv = cv self.mod = mod def __str__(self): myStr = "[" + str(self.data[0]) for a in self.data[1:]: myStr += "," myStr += str(a) myStr += "] = (" + str(self.sum()) + ")" myStr += " with a CV of " + str(self.cv) myStr += " and a modifier of " + str(self.mod) cvhit = 11 + self.cv - self.sum() + self.mod myStr += " hits up to <b>DCV <font color='#ff0000'>" + str(cvhit) + "</font></b>" return myStr class herosk(std): def __init__(self,source=[],sk=11,mod=0): std.__init__(self,source) self.sk = sk self.mod = mod def is_success(self): return (((self.sum()-self.mod) <= self.sk)) def __str__(self): myStr = "[" + str(self.data[0]) for a in self.data[1:]: myStr += "," myStr += str(a) strAdd="] - " swapmod=self.mod if self.mod < 0: strAdd= "] + " swapmod= -self.mod myStr += strAdd + str(swapmod) modSum = self.sum()-self.mod myStr += " = (" + str(modSum) + ")" myStr += " vs " + str(self.sk) if self.is_success(): myStr += " or less <font color='#ff0000'>Success!" else: myStr += " or less <font color='#ff0000'>Failure!" Diff = self.sk - modSum myStr += " by " + str(Diff) +" </font>" return myStr class herok(std): def __init__(self,source=[],mod=0): std.__init__(self,source) self.mod = mod def __str__(self): myStr = "[" + str(self.data[0]) for a in self.data[1:]: myStr += "," myStr += str(a) myStr += "] = (<font color='#ff0000'><b>" + str(int(round(self.sum()))) + "</b></font>)" stunx = random.randint(1,6)-1 if stunx <= 1: stunx = 1 myStr += " <b>Body</b> and a stunx of (" + str(stunx) stunx = stunx + self.mod myStr += " + " + str(self.mod) stunsum = round(self.sum()) * stunx myStr += ") for a total of (<font color='#ff0000'><b>" + str(int(stunsum)) + "</b></font>) <b>Stun</b>" return myStr class herohl(std): def __init__(self,source=[],mod=0): std.__init__(self,source) self.mod = mod def __str__(self): myStr = "[" + str(self.data[0]) side = random.randint(1,6) sidestr = "Left " if side >=4: sidestr = "Right " for a in self.data[1:]: myStr += "," myStr += str(a) myStr += "] = (<font color='#ff0000'><b>" + str(int(round(self.sum()))) + "</b></font>) " location = int(round(self.sum())) if location <= 5: myStr += "Location: <B>Head</B>, StunX:<B>x5</B>, NStun:<B>x2</B>, Bodyx:<B>x2</B>" elif location == 6: myStr += "Location: <B>" + sidestr + "Hand</B>, StunX:<B>x1</B>, NStun:<B>x1/2</B>, Bodyx:<B>x1/2</B>" elif location == 7: myStr += "Location: <B>" + sidestr + "Arm</B>, StunX:<B>x2</B>, NStun:<B>x1/2</B>, Bodyx:<B>x1/2</B>" elif location == 8: myStr += "Location: <B>" + sidestr + "Arm</B>, StunX:<B>x2</B>, NStun:<B>x1/2</B>, Bodyx:<B>x1/2</B>" elif location == 9: myStr += "Location: <B>" + sidestr + "Shoulder</B>, StunX:<B>x3</B>, NStun:<B>x1</B>, Bodyx:<B>x1</B>" elif location == 10: myStr += "Location: <B>Chest</B>, StunX:<B>x3</B>, NStun:<B>x1</B>, Bodyx:<B>x1</B>" elif location == 11: myStr += "Location: <B>Chest</B>, StunX:<B>x3</B>, NStun:<B>x1</B>, Bodyx:<B>x1</B>" elif location == 12: myStr += "Location: <B>Stomach</B>, StunX:<B>x4</B>, NStun:<B>x1 1/2</B>, Bodyx:<B>x1</B>" elif location == 13: myStr += "Location: <B>Vitals</B>, StunX:<B>x4</B>, NStun:<B>x1 1/2</B>, Bodyx:<B>x2</B>" elif location == 14: myStr += "Location: <B>" + sidestr + "Thigh</B>, StunX:<B>x2</B>, NStun:<B>x1</B>, Bodyx:<B>x1</B>" elif location == 15: myStr += "Location: <B>" + sidestr + "Leg</B>, StunX:<B>x2</B>, NStun:<B>x1/2</B>, Bodyx:<B>x1/2</B>" elif location == 16: myStr += "Location: <B>" + sidestr + "Leg</B>, StunX:<B>x2</B>, NStun:<B>x1/2</B>, Bodyx:<B>x1/2</B>" elif location >= 17: myStr += "Location: <B>" + sidestr + "Foot</B>, StunX:<B>x1</B>, NStun:<B>x1/2</B>, Bodyx:<B>x1/2</B>" return myStr class herohk(std): def __init__(self,source=[],mod=0): std.__init__(self,source) self.mod = mod def __str__(self): myStr = "[" + str(self.data[0]) for a in self.data[1:]: myStr += "," myStr += str(a) myStr += "] = (<font color='#ff0000'><b>" + str(int(round(self.sum()))) + "</b></font>)" stunx = 1 myStr += " <b>Body</b> " stunx = stunx + self.mod stunsum = round(self.sum()) * stunx myStr += " for a total of (<font color='#ff0000'><b>" + str(int(stunsum)) + "</b></font>) <b>Stun</b>" return myStr class heron(std): def __init__(self,source=[],mod=0): std.__init__(self,source) self.bodtot=0 def __str__(self): myStr = "[" + str(self.data[0]) if self.data[0] == 6: self.bodtot=self.bodtot+2 else: self.bodtot=self.bodtot+1 if self.data[0] <= 1: self.bodtot=self.bodtot-1 for a in self.data[1:]: myStr += "," myStr += str(a) if a == 6: self.bodtot=self.bodtot+2 else: self.bodtot=self.bodtot+1 if a <= 1: self.bodtot=self.bodtot-1 myStr += "] = (<font color='#ff0000'><b>" + str(self.bodtot) + "</b></font>)" myStr += " <b>Body</b> and " myStr += "(<font color='#ff0000'><b>" + str(int(round(self.sum()))) + "</b></font>) <b>Stun</b>" return myStr