Mercurial > traipse_dev
view orpg/dieroller/hero.py @ 90:d1aff41c031b alpha
Traipse Alpha 'OpenRPG' {090919-00}
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:
00:
Adds menu changes to draw attention to important updates, errors, or other events. (image info coming soon)
Traipse URL is not included in the repos tab and is set as default.
01:
Fixes Copy for Windows and Linux (finally!!) users.
Fixes incomplete update to Grid and List nodes.
Fixes incomplete update to Chat Commands.
02:
Fixes problems with Remote Image Upload.
Fixes Drop and Drag of Minis to Map.
CherryPy can now use any image in the webfiles/ folder and sub-folders.
CherryPy can now Drop and Drag Minis to the Map.
03:
Minor changes to Update Manager's GUI.
Expert recommendation warning added to Revision Update.
Step down compatibility with open_rpg & component added to orpgCore.
19-00:
Better backwards compatibility in orpgCore.
Using majority of 'Grumpy' network folder to correct server lag.
author | sirebral |
---|---|
date | Sat, 19 Sep 2009 06:45:21 -0500 |
parents | 449a8900f9ac |
children | bf799efe7a8a |
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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: # $Id: Hero.py,v .3 DJM & Heroman # # Description: Hero System die roller originally based on Posterboy's D20 Dieroller # # Changelog: # v.3 by Heroman # Added hl() to show hit location (+side), and hk() for Hit Location killing damage # (No random stun multiplier) # v.2 DJM # Removed useless modifiers from the Normal damage roller # Changed Combat Value roller and SKill roller so that positive numbers are bonuses, # negative numbers are penalties # Changed Killing damage roller to correct stun multiplier bug # Handled new rounding issues # # v.1 original release DJM from die import * from time import time, clock import random __version__ = "$Id: hero.py,v 1.15 2006/11/04 21:24:19 digitalxero Exp $" # Hero stands for "Hero system" not 20 sided die :) class hero(std): def __init__(self,source=[]): std.__init__(self,source) # these methods return new die objects for specific options 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) 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