Mercurial > traipse
view orpg/dieroller/rollers/alternity.py @ 28:ff154cf3350c ornery-orc
Traipse 'OpenRPG' {100203-00}
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 (Stable)
New Features:
New Bookmarks Feature
New 'boot' command to remote admin
New confirmation window for sent nodes
Miniatures Layer pop up box allows users to turn off Mini labels, from
FlexiRPG
New Zoom Mouse plugin added
New Images added to Plugin UI
Switching to Element Tree
New Map efficiency, from FlexiRPG
New Status Bar to Update Manager
New TrueDebug Class in orpg_log (See documentation for usage)
New Portable Mercurial
New Tip of the Day, from Core and community
New Reference Syntax added for custom PC sheets
New Child Reference for gametree
New Parent Reference for gametree
New Gametree Recursion method, mapping, context sensitivity, and
effeciency..
New Features node with bonus nodes and Node Referencing help added
New Dieroller structure from Core
New DieRoller portability for odd Dice
New 7th Sea die roller; ie [7k3] = [7d10.takeHighest(3).open(10)]
New 'Mythos' System die roller added
New vs. die roller method for WoD; ie [3v3] = [3d10.vs(3)]. Included for
Mythos roller also
New Warhammer FRPG Die Roller (Special thanks to Puu-san for the
support)
New EZ_Tree Reference system. Push a button, Traipse the tree, get a
reference (Beta!)
New Grids act more like Spreadsheets in Use mode, with Auto Calc
Fixes:
Fix to allow for portability to an OpenSUSE linux OS
Fix to mplay_client for Fedora and OpenSUSE
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
Fix to Whiteboard ID to prevent random line or text deleting.
Fixes to Server, Remote Server, and Server GUI
Fix to Update Manager; cleaner clode for saved repositories
Fixes made to Settings Panel and now reactive settings when Ok is
pressed
Fixes to Alternity roller's attack roll. Uses a simple Tuple instead of
a Splice
Fix to Use panel of Forms and Tabbers. Now longer enters design mode
Fix made Image Fetching. New fetching image and new failed image
Fix to whiteboard ID's to prevent non updated clients from ruining the
fix.
default_manifest.xml renamed to default_upmana.xml
author | sirebral |
---|---|
date | Wed, 03 Feb 2010 22:16:49 -0600 |
parents | |
children | d02e9197c066 |
line wrap: on
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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: Alternity.py # Version: # $Id: Alternity.py,v .1 JEC (cchriss@thecastle.com) # # Description: Alternity die roller based on Posterboy's D20 Dieroller # # Changelog: # # v.1 original release JEC # # Traipse Release: # The changes made in the Traipe release are intended to create a more direct connection # between the source and the intrepretor. IF, ELIF statements have been replaced with dictionaries, # unused objects have been replace with re-usable objects, and the code has been condensed. # # SEG: JAN 24 2010 - v.1.4 O'Flux Release: # Edits & Additions: fixed a few minor bugs; Damage roll & Display Issues. # Added Secondary Damage Calculation and Display. Fix all errors. # Added proper results for Critcal Successes with failure ==> final Result Ordinary Success # Removed reduntent Method to make parent class true with all others working as child. # Made all special output same colour codes font size. Cleaned out old commented lines. # Tested for Traipse on Win 7 # # Skill Check Example: # [1d20.sk(12,-2)] # OUTPUT Example: # => [6,-3] = (3) AMAZING Success # # Pistol, Laser; 0 step -- Attack Example: # [1d20.at(12,0,(1d4+1,"w"),(1d6+1,"w"),(1d4,"m"))] # OUTPUT Example: # => [1,0] = (1) CRITICAL SUCCESS AMAZING HIT # ===> Damage [4] = (4) mortal ======> Secondary Damage (2) stun / (2) wound # # Action Check Example: # [1d20.ac(14,-1)] # OUTPUT Example: # => ACTION CHECK : [18,-3] = (15) Marginal failure # -1 Step make up bonus next Action Check # # import re from std import std from time import time, clock from orpg.dieroller.base import di, die_base, die_rollers ##from orpg.tools.orpg_log import debug __version__ = "$Id: alternity.py,v 0.1 2003/01/02 12:00:00 cchriss Exp $" # Alternity stands for "Alternity system" 20 sided die plus mods class alternity(std): name = "alternity" # ADDED by SEG Nov 2009 *** def __init__(self,source=[]): std.__init__(self,source) # these methods return new die objects for specific options def sk(self,score,mod): return sk(self,score,mod) def at(self,score,mod,dmgo,dmgg,dmga): return at(self,score,mod,dmgo,dmgg,dmga) def ac(self,score,mod): return ac(self,score,mod) die_rollers.register(alternity) class sk(std): def __init__(self,source=[],sc="10/5/2",mod=0): std.__init__(self,source) m = re.match( r"\d+", str(sc) ) self.score = int( m.group(0) ) self.mod = mod def getMod(self,mod=0): m=0 mods = { -4: -di(12), -3: -di(8), -2: -di(6), -1: -di(4), 1: di(4), 2: di(6), 3: di(8), 4: di(12), 5: di(20)} # SEG fix 1: di(4) # if mod in mods.keys(): m = mods[mod].value elif mod <= -5: m=-di(20).value elif mod == 6: m=di(20).value + di(20).value elif mod >= 7: m=di(20).value + di(20).value + di(20).value return m def getRolLStr(self): myStr = "[" + str(self.data[0]) self.d20 = self.sum() self.amod = self.getMod(self.mod) ## varN = "self.amod" ## debug(varN) ## debug(self.amod) ## seg added debug output self.dieRoll = self.d20 + self.amod for a in self.data[1:]: myStr += "," myStr += str(a) myStr += "," + str(self.amod) + "] = (" + str(self.dieRoll) + ")" if ( self.dieRoll <= self.score / 4 ): self.success = 'A' elif ( self.dieRoll <= self.score / 2 ): self.success = 'G' elif ( self.dieRoll <= self.score ): self.success = 'O' else: self.success = 'F' if ( self.d20 == 20 ): self.success = 'CF' return myStr def __str__(self): myStr = self.getRolLStr() ## varN = "myStr" ## debug(varN) ## debug(myStr) ## seg added debug output successes = {'CS': " <b><font size=2 color='#8D38C9'>CRITICAL SUCCESS</font></b>", 'CF': " <b><font size=2 color='#151B54'>CRITICAL FAILURE</font></b>", 'A': " <b><font size=2 color='#E42217'>AMAZING Success</font></b>", 'G': " <b><font size=2 color='#306EFF'>Good Success</font></b>", 'O': " <b><font size=2 color='#52D017'>Ordinary Success</font></b>", 'F': " <b><font size=2 color='#41627E'>failure</font></b>"} if ( self.d20 == 1 ): myStr += successes['CS'] # SEG Dec 19 2009 myStr += successes[self.success] if ( self.d20 == 1 ) and (self.success == 'F') : myStr += " final result ==> " myStr += successes['O'] # SEG JAN 23 2010 return myStr class at(sk): ## Traipse Usage: The source I received had the damage rolls like this 1d6s, with the damage type a ## letter that could be sliced from the roll. However, the roll is parsed before the letter can be ## sliced from it, and with the letter attached it created an error. ## ## The Traipse method puts the damage type and the damage roll into a Tuple, ie (1d6, 's'). ## When using this method you must include single or double quoutes around the damage type or the ## software will treat it as an object. def __init__(self,source=[],sc=10, mod=0, dmgo="(1d6, 's')",dmgg="(1d6, 'w')",dmga="(1d6, 'm')"): sk.__init__(self,source,sc,mod) self.dmgo = dmgo self.dmgg = dmgg self.dmga = dmga def getdmg(self,dmgroll): astr = "<b>===></b> Damage " droll = str(dmgroll[0]) xyz = droll.split('(') secD = (int(xyz[1][:-1])/2) ## SEG* Calculate Secondary Damage ## varN = "secD" ## debug(varN) ## debug(secD) ## seg added debug output dtype = dmgroll[1] astr += droll if dtype=="s": astr += " <b><font size=2 color='#52D017'>stun</font></b><BR>" elif dtype=="w": astr += " <b><font size=2 color='#C11B17'>wound</font></b>"+" <b>======></b> Secondary Damage ("+str(secD) \ +") <b><font size=2 color='#52D017'>stun</font></b><BR>" # SEG* Display Secondary Damage elif dtype=="m": astr += " <b><font size=2 color='#FF0000'>mortal</font></b>"+" <b>======></b> Secondary Damage ("+str(secD) \ +") <b><font size=2 color='#52D017'>stun</font></b>"+" <b>/</b> ("+str(secD)+") <b><font size=2 color='#C11B17'>wound</font></b><BR>" # SEG* Display Secondary Damage return astr def __str__(self): myStr = self.getRolLStr() ## varN = "myStr" ## debug(varN) ## debug(myStr) ## seg added debug output successes = {'CS': " <b><font size=2 color='#8D38C9'>CRITICAL SUCCESS</font></b>", 'CF': " <b><font size=2 color='#151B54'>CRITICAL FAILURE</font></b>", 'A': " <b><font size=2 color='#E42217'>AMAZING HIT</font></b><BR> ", 'G': " <b><font size=2 color='#306EFF'>Good HIT</font></b><BR> ", 'O': " <b><font size=2 color='#52D017'>Ordinary HIT</font></b><BR> ", 'F': " <b><font size=2 color='#41627E'>miss</font></b>"} if ( self.d20 == 1 ): myStr += successes['CS'] # SEG Dec 19 2009 if ( self.d20 == 1 ) and (self.success == 'F') : myStr += successes['F'] # SEG JAN 23 2010 myStr += " final result ==> " self.success = 'O' myStr += successes[self.success] if self.success == 'A': myStr += self.getdmg(self.dmga) elif self.success == 'G': myStr += self.getdmg(self.dmgg) elif self.success == 'O': myStr += self.getdmg(self.dmgo) return myStr class ac(sk): def __init__(self,source=[],sc=10,mod=0): sk.__init__(self,source,sc,mod) def __str__(self): myStr = self.getRolLStr() ## varN = "myStr" ## debug(varN) ## debug(myStr) ## seg added debug output myStr = " <b><font color='#E42217'>ACTION CHECK : </font></b>"+myStr successes = {'CS': " <b><font size=2 color='#8D38C9'>CRITICAL SUCCESS</font></b>", 'CF': " <b><font size=2 color='#151B54'>CRITICAL FAILURE</font></b><BR> -2 Step make up bonus next Action Check", 'A': " <b><font size=2 color='#E42217'>AMAZING Success</font></b>", 'G': " <b><font size=2 color='#306EFF'>Good Success</font></b>", 'O': " <b><font size=2 color='#52D017'>Ordinary Success</font></b>", 'F': " <b><font size=2 color='#41627E'>Marginal failure</font></b>"} if ( self.d20 == 1 ): myStr += successes['CS'] # SEG Dec 19 2009 myStr += successes[self.success] if ( self.d20 == 1 ) and (self.success == 'F') : myStr += " final result ==> " myStr += successes['O'] # SEG JAN 23 2010 if ( self.d20 != 1 ) and (self.success == 'F') : myStr += "<BR> -1 Step make up bonus next Action Check" return myStr