本文整理汇总了Python中Character.Character.setRace方法的典型用法代码示例。如果您正苦于以下问题:Python Character.setRace方法的具体用法?Python Character.setRace怎么用?Python Character.setRace使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Character.Character
的用法示例。
在下文中一共展示了Character.setRace方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: __init__
# 需要导入模块: from Character import Character [as 别名]
# 或者: from Character.Character import setRace [as 别名]
class Character_Creator:
def __init__(self):
self.character = Character()
self.tuples = Character_Tuples()
self.skillCount = 0
self.mainHandTuple = self.tuples.BARBARIAN_MAIN_HAND
self.offHandTuple = self.tuples.BARBARIAN_OFF_HAND
self.rangedTuple = self.tuples.BARBARIAN_RANGED_WEAPON
self.armorTuple = self.tuples.BARBARIAN_ARMOR
def pointBuyCallback(self, statIndex, additionMode):
"""
Callback for the increment buttons that checks if the amount of points after the increment would be negative then
if negative makes the increment button inactive and if not negative increments the label for the respective stat and
subtracts from the available point total
:param statPage:
:param statCharacter:
:param statIndex:
:return:
"""
# True triggers addition
if additionMode:
self.character.Increment(statIndex)
self.pointsTotalLabel.config(text=self.character.points)
self.statLabelList[statIndex].config(text=self.character.stats[statIndex])
self.statModList[statIndex].config(text=self.strFormat(self.character.modifiers[statIndex]))
self.minusButtonList[statIndex].config(state='active')
for i in range(len(self.tuples.STAT_TUPLE)):
if self.character.canIncrement(i) == False:
self.plusButtonList[i].config(state='disabled')
self.calculateResults()
# False triggers subtraction
else:
self.character.Decrement(statIndex)
self.pointsTotalLabel.config(text=self.character.points)
self.statLabelList[statIndex].config(text=self.character.stats[statIndex])
self.statModList[statIndex].config(text=self.strFormat(self.character.modifiers[statIndex]))
for i in range(len(self.character.tuples.STAT_TUPLE)):
self.plusButtonList[i].config(state='active')
if self.character.canDecrement(statIndex) == False:
self.minusButtonList[statIndex].config(state='disabled')
self.calculateResults()
#def statsCallback(self):
# statsDict = self.character.assignRandomStats()
def calculateResults(self):
# Updates information when button Calculate Stats is pressed
# Saving throw modifiers
for i in range(len(self.tuples.STAT_TUPLE)):
self.savingThrowValues[i].config(text=self.strFormat(self.character.modifiers[i]))
self.character.assignAC()
self.ACValue.config(text=(self.character.armorClass))
self.initiativeValue.config(text=self.strFormat(self.character.modifiers[1]))
# Skill checks refresh
for i in range(len(self.tuples.SKILLS_TUPLE)):
if self.tuples.SKILLS_MOD_TUPLE[i] == 'str':
if self.skillVar[i].get() == 1:
self.skillsValue[i].config(text=self.strFormat(self.character.modifiers[0] +
int(self.proficiencyValue.cget('text'))))
else:
self.skillsValue[i].config(text=self.strFormat(self.character.modifiers[0]))
elif self.tuples.SKILLS_MOD_TUPLE[i] == 'dex':
if self.skillVar[i].get() == 1:
self.skillsValue[i].config(text=self.strFormat(self.character.modifiers[1] +
int(self.proficiencyValue.cget('text'))))
else:
self.skillsValue[i].config(text=self.strFormat(self.character.modifiers[1]))
elif self.tuples.SKILLS_MOD_TUPLE[i] == 'int':
if self.skillVar[i].get() == 1:
self.skillsValue[i].config(text=self.strFormat(self.character.modifiers[3] +
int(self.proficiencyValue.cget('text'))))
else:
self.skillsValue[i].config(text=self.strFormat(self.character.modifiers[3]))
elif self.tuples.SKILLS_MOD_TUPLE[i] == 'wis':
if self.skillVar[i].get() == 1:
self.skillsValue[i].config(text=self.strFormat(self.character.modifiers[4] +
int(self.proficiencyValue.cget('text'))))
else:
self.skillsValue[i].config(text=self.strFormat(self.character.modifiers[4]))
elif self.tuples.SKILLS_MOD_TUPLE[i] == 'cha':
if self.skillVar[i].get() == 1:
self.skillsValue[i].config(text=self.strFormat(self.character.modifiers[5] +
int(self.proficiencyValue.cget('text'))))
else:
self.skillsValue[i].config(text=self.strFormat(self.character.modifiers[5]))
self.perceptionValue.config(text=self.strFormat(self.character.modifiers[4]))
def calculateStatsLevel(self, selected):
# Proficiency modifier changes
self.proficiencyValue.config(text=self.strFormat(self.tuples.PROFICIENCY_TUPLE[selected-1]))
self.calculateHP()
def calculateStatsRace(self, selected):
self.character.setRace(selected)
for i in range(len(self.tuples.STAT_TUPLE)):
self.character.adjustModifiers(i)
self.calculateResults()
#.........这里部分代码省略.........