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Renamed typeclasses to avoid conflicts
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1 changed files with 16 additions and 13 deletions
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@ -28,15 +28,15 @@ expanded to fit your game - weapon and armor slots, damage types and
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damage bonuses, etc. should be fairly simple to implement according to
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the rules of your preferred system or the needs of your own game.
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To install and test, import this module's BattleCharacter object into
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To install and test, import this module's TBEquipCharacter object into
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your game's character.py module:
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from evennia.contrib.turnbattle.tb_equip import BattleCharacter
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from evennia.contrib.turnbattle.tb_equip import TBEquipCharacter
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And change your game's character typeclass to inherit from BattleCharacter
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And change your game's character typeclass to inherit from TBEquipCharacter
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instead of the default:
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class Character(BattleCharacter):
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class Character(TBEquipCharacter):
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Next, import this module into your default_cmdsets.py module:
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@ -321,7 +321,7 @@ TYPECLASSES START HERE
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----------------------------------------------------------------------------
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"""
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class TB_Weapon(DefaultObject):
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class TBEWeapon(DefaultObject):
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"""
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A weapon which can be wielded in combat with the 'wield' command.
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"""
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@ -348,7 +348,7 @@ class TB_Weapon(DefaultObject):
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giver.db.wielded_weapon = None
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giver.location.msg_contents("%s stops wielding %s." % (giver, self))
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class TB_Armor(DefaultObject):
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class TBEArmor(DefaultObject):
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"""
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A set of armor which can be worn with the 'don' command.
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"""
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@ -390,7 +390,7 @@ class TB_Armor(DefaultObject):
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giver.db.worn_armor = None
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giver.location.msg_contents("%s removes %s." % (giver, self))
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class BattleCharacter(DefaultCharacter):
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class TBEquipCharacter(DefaultCharacter):
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"""
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A character able to participate in turn-based combat. Has attributes for current
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and maximum HP, and access to combat commands.
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@ -488,7 +488,7 @@ class CmdFight(Command):
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return
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here.msg_contents("%s starts a fight!" % self.caller)
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# Add a turn handler script to the room, which starts combat.
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here.scripts.add("contrib.turnbattle_equip.TurnHandler")
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here.scripts.add("contrib.turnbattle.tb_equip.TBEquipTurnHandler")
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# Remember you'll have to change the path to the script if you copy this code to your own modules!
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@ -693,7 +693,7 @@ class CmdWield(Command):
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weapon = self.caller.search(self.args, candidates=self.caller.contents)
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if not weapon:
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return
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if not weapon.is_typeclass("evennia.contrib.turnbattle.tb_equip.TB_Weapon"):
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if not weapon.is_typeclass("evennia.contrib.turnbattle.tb_equip.TBEWeapon"):
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self.caller.msg("That's not a weapon!")
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# Remember to update the path to the weapon typeclass if you move this module!
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return
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@ -768,7 +768,7 @@ class CmdDon(Command):
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armor = self.caller.search(self.args, candidates=self.caller.contents)
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if not armor:
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return
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if not armor.is_typeclass("evennia.contrib.turnbattle.tb_equip.TB_Armor"):
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if not armor.is_typeclass("evennia.contrib.turnbattle.tb_equip.TBEArmor"):
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self.caller.msg("That's not armor!")
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# Remember to update the path to the armor typeclass if you move this module!
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return
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@ -842,7 +842,7 @@ SCRIPTS START HERE
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"""
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class TurnHandler(DefaultScript):
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class TBEquipTurnHandler(DefaultScript):
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"""
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This is the script that handles the progression of combat through turns.
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On creation (when a fight is started) it adds all combat-ready characters
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@ -882,6 +882,9 @@ class TurnHandler(DefaultScript):
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# Announce the turn order.
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self.obj.msg_contents("Turn order is: %s " % ", ".join(obj.key for obj in self.db.fighters))
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# Start first fighter's turn.
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self.start_turn(self.db.fighters[0])
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# Set up the current turn and turn timeout delay.
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self.db.turn = 0
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@ -1014,11 +1017,11 @@ PROTOTYPES START HERE
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"""
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BASEWEAPON = {
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"typeclass": "evennia.contrib.turnbattle.tb_equip.TB_Weapon",
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"typeclass": "evennia.contrib.turnbattle.tb_equip.TBEWeapon",
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}
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BASEARMOR = {
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"typeclass": "evennia.contrib.turnbattle.tb_equip.TB_Armor",
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"typeclass": "evennia.contrib.turnbattle.tb_equip.TBEArmor",
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}
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DAGGER = {
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