Mercurial > traipse_dev
view orpg/dieroller/hackmaster.py @ 157:e564a01d1324 alpha
Traipse Alpha 'OpenRPG' {091125-03}
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 (Keeping up with 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 14:23:46 -0600 |
parents | bf799efe7a8a |
children |
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#!/usr/bin/env python # Copyright Not Yet, see how much I trust you # # 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: hackmaster.py # Author: Ric Soard # Maintainer: # Version: # $Id: hackmaster.py,v 0.4 2003/08/12 # # Description: special die roller for HackMaster(C)(TM) RPG # has penetration damage - .damage(bonus,honor) # has attack - .attack(bonus, honor) # has severity .severity(honor) # has help - .help() # # import random from die import * __version__ = "$Id: hackmaster.py,v 1.8 2006/11/15 12:11:22 digitalxero Exp $" #hackmaster Class basically passes into functional classes class hackmaster(std): def __init__(self,source=[]): std.__init__(self,source) def damage(self, mod, hon): return HMdamage(self, mod, hon) def attack(self, mod, hon): return HMattack(self, mod, hon) def help(self): return HMhelp(self) def severity(self, honor): return HMSeverity(self, honor) # HM Damage roller - rolles penetration as per the PHB - re-rolles on max die - 1, adds honor to the penetration rolls # and this appears to be invisible to the user ( if a 4 on a d4 is rolled a 3 will appear and be followed by another # die. if High honor then a 4 will appear followed by a another die. class HMdamage(std): def __init__(self,source=[], mod = 0, hon = 0): std.__init__(self,source) self.mod = mod self.hon = hon self.check_pen() #here we roll the mod die self.append(static_di(self.mod)) #here we roll the honor die self.append(static_di(self.hon)) def damage(mod = 0, hon = 0): self.mod = mod self.hon = hon # This function is called by default to display the die string to the chat window. # Our die string attempts to explain the results def __str__(self): myStr = "Damage " myStr += "[Damage Roll, Modifiers, Honor]: " + " [" + str(self.data[0]) for a in self.data[1:]: myStr += "," myStr += str(a) myStr += "] = (" + str(self.sum()) + ")" return myStr # This function checks to see if we need to reroll for penetration def check_pen(self): for i in range(len(self.data)): if self.data[i].lastroll() >= self.data[i].sides: self.pen_roll(i) #this function rolls the penetration die, and checks to see if it needs to be re-rolled again. def pen_roll(self,num): result = int(random.uniform(1,self.data[num].sides+1)) self.data[num].value += (result - 1 + self.hon) self.data[num].history.append(result - 1 + self.hon) if result >= self.data[num].sides: self.pen_roll(num) # this function rolls for the HM Attack. the function checks for a 20 and displays critical, and a 1 # and displays fumble class HMattack(std): def __init__(self, source=[], mod = 0, base_severity = 0, hon = 0, size = 0): std.__init__(self,source) self.size = size self.mod = mod self.base_severity = base_severity self.hon = hon self.fumble = 0 self.crit = 0 self.check_crit() #this is a static die that adds the modifier self.append(static_di(self.mod)) #this is a static die that adds honor, we want high rolls so it's +1 self.append(static_di(self.hon)) def check_crit(self): if self.data[0] == self.data[0].sides: self.crit = 1 if self.data[0] == 1: self.fumble = 1 #this function is the out put to the chat window, it basicaly just displays the roll unless #it's a natural 20, or a natural 1 def __str__(self): if self.crit > 0: myStr = "Critical Hit!!: " elif self.fumble > 0: myStr = "FUMBLE!!" else: myStr = "To Hit:" myStr += "[To Hit Roll, Modifiers, Honor]" + " [" + str(self.data[0]) for a in self.data[1:]: myStr += "," myStr += str(a) myStr += "] = (" + str(self.sum()) + ")" return myStr class HMhelp(std): def __init__(self,source=[]): std.__init__(self,source) self.source = source def __str__(self): myStr = " <br /> .attack(Bonus, Honor): <br />" myStr += " The attack roll rolles the dice and adds your bonus <br />" myStr += " and honor modifier and returns you final roll. <br />" myStr += " On a natural 20 the dieroller displays Critical Hit!! <br />" myStr += " On a natural 1 the dieroller displays FUMBLE!! <br />" myStr += " Example A 1st level fighter with +1 to hit and a +2 sword and High Honor <br />" myStr += " would roll [1d20.attack(3,1)] <br />" myStr += " .damage(Bonus, Honor): <br />" myStr += " The damage roll rolls the dice and rerolls on a max roll for <br />" myStr += " penetration damage, the penetration die is -1 and is rerolled on a max roll <br />" myStr += " The roller returns the damage dice, monidifiers, and honor <br />" myStr += " Example A magic-user uses a quaterstaff +1 with high honor, he would roll <br />" myStr += " [1d6.damage(1,1)] <br />" myStr += " .severity(honor): <br />" myStr += " the severity is for critical hit resolution - the character rolls <br />" myStr += " a d8 and adds honor bonus. the die is rerolled on natural 8 and natural 1 with a -1 modifier <br />" myStr += " on an 8 the reroll is added on a 1 the reroll is subtracted <br />" myStr += " Example [1d8.severity(1)] <br />" myStr += " .help() : <br />" myStr += " displays this message <br />" return myStr # the severity roll is for critical resolution. The die is rerolled and added #on a natural 8 and rerolled and subtracted on a 1 class HMSeverity(std): def __init__(self, source =[], honor=0): std.__init__(self,source) self.source = source self.hon = honor self.data = [] self.append(di(8)) self.CheckReroll() self.append(static_di(self.hon)) def __str__(self): myStr = "[Severity Dice, Honor]" + " [" + str(self.data[0]) for a in self.data[1:]: myStr += "," myStr += str(a) myStr += "] = (" + str(self.sum()) + ")" return myStr def CheckReroll(self): if self.data[0] == self.data[0].sides: self.crit_chain(0,1) if self.data[0] == 1: self.crit_chain(0,-1) #this function needes moved for severity def crit_chain(self,num,neg): result = int(random.uniform(1,self.data[num].sides+1)) self.data[num].value += (((result - 1) * neg) + self.hon) self.data[num].history.append(((result - 1) * neg) + self.hon) if result >= self.data[num].sides: self.crit_chain(num,1) if result == 1: self.crit_chain(num,-1)