view orpg/dieroller/hero.py @ 166:eef2463cd441 alpha

Traipse Alpha 'OpenRPG' {091203-00} 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 (Keeping up with Beta) New Features: Added Bookmarks 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 New TrueDebug Class in orpg_log (See documentation for usage) Portable Mercurial Tip of the Day added, from Core and community New Reference Syntax added for custom PC sheets New Child Reference for gametree New Gametree Recursion method, mapping, context sensitivity, and effeciency.. New Features node with bonus nodes and Node Referencing help added Added 7th Sea die roller method; ie [7k3] = [7d10.takeHighest(3).open(10)] New 'Mythos' System die roller added Added new vs. die roller method for WoD; ie [3v3] = [3d10.vs(3)]. Includes support for Mythos roller. Fixes: Fix to Text based Server Fix to Remote Admin Commands Fix to Pretty Print, from Core Fix to Splitter Nodes not being created Fix to massive amounts of images loading, from Core Fix to Map from gametree not showing to all clients Fix to gametree about menus Fix to Password Manager check on startup Fix to PC Sheets from tool nodes. They now use the tabber_panel Fixed Whiteboard ID to prevent random line or text deleting. Modified ID's to prevent non updated clients from ruining the fix. default_manifest.xml renamed to default_upmana.xml Fix to Update Manager; cleaner clode for saved repositories Fixes made to Settings Panel and no reactive settings when Ok is pressed.
author sirebral
date Thu, 03 Dec 2009 00:50:44 -0600
parents bf799efe7a8a
children
line wrap: on
line source

# (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