TextRPG 0.4.8

Creator: bradpython12

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TextRPG 0.4.8

Information: http://rpg-1d6.sf.net Usage: - ministory_helper.py Test the ministory (a testcase for the textrpg module) - textrpg.py Start the internal test story of the textrpg. Plans: - Simple to use functions in easy to read scriptfiles in the style of the ministory file. - char.compete(other, skill_name) -> See who wins and by how much. - a basic implementation as minimal api reference for anyrpg plugins. - Add the basic scripting function "python_interpreter(startup_data)", which shows an interactive python interpreter with the startup data already entered and interpreted. Ideas: - Lazy loading modules, to be able to print stuff at once without having to print before the imports.Basic design principles for the scripting language: - The action is character centered wherever possible and useful. -> char.say(text) instead of dialog(char, text) - Anything which affects only one character or any interaction between only a few characters which is initiated by one of them gets called from the character via char.action(). -> char.compete_skill(char2, skill_name) instead of competition_skill(char1, char2, skill_name) - Anything which affects the whole scene, or a whole group of not necessarily interacting characters gets called as basic function via action() or as class in its own right via class.action(). -> save([char1, char2]) instead of char1.save() char2.save() - The seperate class way should only be chosen, if the class can feel like a character in its own right and needs seperate states which may or may not be persistent over subsequent runs. -> For example AI.choose_the_way(players_answer) or music.action() - Data should be stored inside the chars wherever possible. If a script gets started with the same character again, the situation should resemble the previous one as much as possible, except where dictated otherwise by the story_helper. -> char.save() instead of 'on quit' store_char_data(char) + 'on start' load_char_data(char) - Actions should be written as verb_noun or simply verb. -> char.say() and char.compete_skill() instead of char.text() and char.skill_compete() - In the story function, an action is a parameter of the story. -> story(switch_background_image="bg_image.png")The code for the TextRPG can be found at U{http://freehg.org/ArneBab/textrpg}Changes:textrpg 0.4.8 (2008-10-24)- FIX: char.say() now uses autoscrolling, too. textrpg 0.4.6 (2008-10-23)- Improved shell output by using sys.stdout.write() instead of print (thanks to AKF).- German tutorial: Character creation chapter added.- Added scrolling text (char by char). - FIX: textrpg example code now uses story() instead of the low level diag() function to output text. textrpg 0.4.4 (2008-09-28)- Added docstrings to the basic textrpg functions (they were missing after the last large refactoring). textrpg 0.4.2 (2008-07-21)- Added a simple_ story.py (originally written for a german python forum)- yaml is now distributed with TextRPG. - FIX: Textlines were getting joined if the user pressed enter multiple timesin a short time.textrpg 0.4.1 (2008-07-09)- Added a branching story, walking through darker woods. textrpg 0.4 (2008-07-09)- FIX: Installed versions didn't find the modules in rpg_lib. - Added german tutorial chapter 1 and 2: "telling and testing" and "asking users and distributing stories". - Moved the basic modules into the rpg_lib directory. - Raise Exception in anyrpg, if some helper function gets used which isn't implemented in the specific module- Turned all basic functions into wrappers for class methods, so a change of them affects every other basic function. textrpg 0.3 (2008-07-07)- FIX: Answering Yes in battle screen didn't work. - Now experience is spent incrementally (one point per step).- Added char.check_skill(name_of_skill).textrpg 0.2: - FIX: Installation required Changelog.txt which isn't distributed. textrpg 0.1: - Added give_exp() function for scripts which calls the experience "screen". - Renamed ews package to textrpg_1d6 to avoid clashes with possibly installed ews module -> useful while also working on the backend. - Fertigkeiten now get increased by related attributes. Which attribute is related must be declared explicitely.- Added fighting styles: defensive and attack head.- Show base TP in battle stats.- A bit more 'you did great' output if at least 9 battles were won and the character lost afterwards.- The player is prompted to decide on a battle strategy/style each round. - The experience can also be increased by simply saying char.exp = new_value. If the new value is lower than the current value, nothing happens, but it gives the return value False.- exp is now a property, and so it wil always be up to date.- added ministory scripting example.- simpler scripting added.- Prepared localization of most internal strings.- Text output and documentation update.- Ask whenever the round is for the player which action to take and many smaller changes (i.e.: tabs to spaces).- Added interface for different fighting styles and a hit treshold (below which the character evades the attack or the attack hits the shield).- Nicer Experience 'screen'.- Nicer battle output and output, when a skill got raised.- upgrade now returns what it did: (obj before, obj after).- Begun writing the TextRPG. - FIX: Damage for own attacks except the first wasn't printed.- FIX: empty attributes to attribute dict problems -> turned attributes into a property.- FIX: persistent game states didn't work due to a version management bug (workdir had not been changed everywhere).- FIX: corrected dieing.ews 0.1- created ews as rpg backend package.

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