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BCR-RPG SRIS stats added with percentage ability checks
This adds the ability to run percentage ability checks from the JSON module file working on the BCR-RPG SRIS ability scores taken off a new sample CSV char sheet in _userFiles. Needs heavy refactoring and cleanup still.
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source_md5="b918ce36c79140123ba6299230647b74"
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dest_md5="4a3acb68f07fc2d17b50af0660f3c0ca"
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@ -0,0 +1,3 @@
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source_md5="dd2844f8b96c7a7f955098cd2ce51510"
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dest_md5="deb4ac7c88acaaec693aea232ca4b9e5"
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source_md5="766d733b8edaa28cdf98e68e20ceba59"
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dest_md5="e416e3ec46373a873cfc4afbf066c70f"
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@ -12,8 +12,8 @@
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"Action":"ShowText",
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"A_Params":"",
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"Text":"The boat rocks gently. You can leave the boat through a hatch. There is also now a test option.",
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"Option_Labels":["Examine Ship","Climb out through hatch","Play the fiddle!","Rest","Meditate", "Run die roll test"],
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"Option_GoTos":["Boat_002","Shore_001","Misc_001","Misc_002","Misc_003","Test_000"]
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"Option_Labels":["Examine Ship","Climb out through hatch","Play the fiddle!","Rest","Meditate", "Run generic die roll test", "Do strength check on percentile die"],
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"Option_GoTos":["Boat_002","Shore_001","Misc_001","Misc_002","Misc_003","Test_000","Test_002"]
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},
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"Node_Boat_002":{
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"Id":"Boat_002",
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@ -67,7 +67,23 @@
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"Id":"Test_001",
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"Action":"TestHandleNodeParams",
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"A_Params":"",
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"Text":"Die were rolled and passed to this node as: ",
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"Text":"Dice were rolled and passed to this node as: ",
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"Option_Labels":["Back to boat"],
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"Option_GoTos":["Boat_001"]
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},
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"Node_Test002":{
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"Id":"Test_002",
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"Action":"RollDice",
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"A_Params":[10,10],
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"Text":"Dice were rolled and passed to this node as: ",
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"Option_Labels":["NA"],
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"Option_GoTos":["Test_003"]
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},
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"Node_Test003":{
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"Id":"Test_003",
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"Action":"TestAbstractAbilityCheck",
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"A_Params":["ST"],
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"Text":"Ability check run on strength resulted in: ",
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"Option_Labels":["Back to boat"],
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"Option_GoTos":["Boat_001"]
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}
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keys,en
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Name,Jon
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Race,Person
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Class,CSV
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AG,65
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APP,50
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CO,55
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QU,55
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MD,60
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ST,60
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CH,72
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EM,45
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IN,50
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ME,40
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MX,55
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PR,55
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RE,30
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SD,25
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Weapon,Mighty Pen
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Armor,Sweater vest +1
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[remap]
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importer="csv_translation"
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type="Translation"
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[deps]
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files=[ "res://_userFiles/characterFiles/testingCSVCharFile_bci-rpg_sris_test001.en.translation" ]
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source_file="res://_userFiles/characterFiles/testingCSVCharFile_bci-rpg_sris_test001.csv"
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dest_files=[ "res://_userFiles/characterFiles/testingCSVCharFile_bci-rpg_sris_test001.en.translation" ]
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[params]
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compress=true
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delimiter=0
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Binary file not shown.
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keys,en
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Name,The Epic Test
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Race,Robot
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Class,CSV
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Str,16
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Int,19
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Wis,3
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Dex,10
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Con,11
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Chr,8
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HP,72
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Weapon,Comma + 2
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Armor,Obfuscating shield
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[remap]
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importer="csv_translation"
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type="Translation"
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[deps]
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files=[ "res://_userFiles/characterFiles/testingCSVCharFile_libre.en.translation" ]
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source_file="res://_userFiles/characterFiles/testingCSVCharFile_libre.csv"
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dest_files=[ "res://_userFiles/characterFiles/testingCSVCharFile_libre.en.translation" ]
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[params]
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compress=true
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delimiter=0
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Binary file not shown.
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keys,en
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Name,Jon
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Race,Person
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Class,CSV
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ST,55
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QU,35
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PR,50
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IN,35
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EM,35
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CO,65
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AG,55
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SD,75
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ME,25
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RE,40
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[remap]
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importer="csv_translation"
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type="Translation"
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[deps]
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files=[ "res://_userFiles/characterFiles/testingCSVCharFile_rolemaster_test001.en.translation" ]
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source_file="res://_userFiles/characterFiles/testingCSVCharFile_rolemaster_test001.csv"
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dest_files=[ "res://_userFiles/characterFiles/testingCSVCharFile_rolemaster_test001.en.translation" ]
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[params]
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compress=true
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delimiter=0
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Binary file not shown.
@ -157,6 +157,31 @@ func change_node(destinationNode: String, destinationParams: Array = []) -> void
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var destArr = target_Locale.destinations_array
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create_option(option, destArr[i])
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i = i+1
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#DKM TEMP: running an ability check test on passed node: -- this is only built out for agility and strength in this test
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# Def needs all kinds of refactor
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elif target_Locale.locale_action == "TestAbstractAbilityCheck":
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var check_result ="NA"
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print("DKM TEMP: passed stat is :" +target_Locale.locale_action_params[0])
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if(target_Locale.locale_action_params[0] in pSingleton.pc.viableCharStats):
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match target_Locale.locale_action_params[0]:
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"AG":
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if(int(destinationParams[0])<= pSingleton.pc.agility):
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check_result = "PASS"
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else:
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check_result = "FAIL"
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"ST":
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if(int(destinationParams[0])<= pSingleton.pc.strength):
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check_result = "PASS"
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else:
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check_result = "FAIL"
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create_response(target_Locale.locale_description + check_result + " with roll of: " + str(destinationParams) + "; on ability of: " + str(pSingleton.pc.strength))
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clear_prior_options()
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var i = 0
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for option in target_Locale.options_array:
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var destArr = target_Locale.destinations_array
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create_option(option, destArr[i])
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i = i+1
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options_container.get_child(0).grab_focus()
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func action_show_text(newLocale: Locale) -> void:
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@ -181,6 +206,13 @@ func action_roll_die(newLocale: Locale) -> void:
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DiceRoller.dieManager.setDieManager(dieParams, 0.5)
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var result = DiceRoller.dieManager.rollDice()
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print("Rolled values: " + str(result[0]))
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if(DiceRoller.dieManager.isPercentageRoll):
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var percDie = int(result[1]*100)
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print("DKM TEMP: is percentage roll and perc res is: " + str(percDie))
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var perc_result = [percDie]
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change_node(newLocale.destinations_array[0], perc_result)
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else:
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change_node(newLocale.destinations_array[0], result[0])
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#DKM TEMP: Andrew's code for ref:
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#assigning variable names to each of them for better clarity
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@ -190,7 +222,6 @@ func action_roll_die(newLocale: Locale) -> void:
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# var neededPercent = result[3]
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# var degreeOfSuccess = result[4]
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# var dice = result[5]
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change_node(newLocale.destinations_array[0], result[0])
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#DKM TEMP: saves the entire scene in one packed scene file
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func save_module():
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@ -96,8 +96,6 @@ func rollDice():
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if isPercentageRoll:
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sumOfPercentages += (returnDiePercentage(diceUsed[0]) / 10.0) + (returnDiePercentage(diceUsed[1]) / 100.0)
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else:
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#DKM TEMP: not percentage roll:
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print("TEMP: not percentage roll")
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for die in diceUsed:
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sumOfPercentages += returnDiePercentage(die)
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denominator += 1
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@ -6,3 +6,52 @@ extends Resource
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class_name playerCharacterTemplate
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var pcText = ""
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#BCO-RPG SRIS system (percentile):
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var viableCharStats = ["AG",
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"APP",
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"CO",
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"QU",
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"MD",
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"ST",
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"CH",
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"EM",
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"IN",
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"ME",
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"MX",
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"PR",
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"RE",
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"SD"]
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var agility = 0
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var appearance = 0
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var constitution = 0
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var quickness = 0
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var manual_dexterity = 0
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var strength = 0
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var chutzpah = 0
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var empathy = 0
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var intuition = 0
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var memory = 0
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var moxie = 0
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var presence = 0
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var reasoning = 0
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var self_discipline = 0
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func toString() -> String:
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return("pcText: " + str(pcText) +
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"; Agility: " + str(agility) +
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"; Appearance: " + str(appearance) +
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"; Constitution: " + str(constitution) +
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"; Quickness: " + str(quickness) +
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"; Manual_dexterity: " + str(manual_dexterity) +
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"; Strength: " + str(strength) +
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"; Chutzpah: " + str(chutzpah) +
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"; Empathy: " + str(empathy) +
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"; Intuition: " + str(intuition) +
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"; Memory: " + str(memory) +
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"; Moxie: " + str(moxie) +
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"; Presence: " + str(presence) +
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"; Reasoning: " + str(reasoning) +
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"; Self_discipline: " + str(self_discipline)
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)
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func _on_Button_pressed():
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$FileDialog.popup()
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#Import character file
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func _charSetStat(statname: String, statvalue: int) -> void:
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if statname in pSingleton.viableCharStats:
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match statname:
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"AG":
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pSingleton.agility = statvalue
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"APP":
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pSingleton.appearance = statvalue
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"CO":
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pSingleton.constitution = statvalue
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"QU":
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pSingleton.quickness = statvalue
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"MD":
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pSingleton.manual_dexterity = statvalue
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"ST":
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pSingleton.strength = statvalue
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"CH":
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pSingleton.chutzpah = statvalue
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"EM":
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pSingleton.empathy = statvalue
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"IN":
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pSingleton.intuition = statvalue
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"ME":
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pSingleton.memory = statvalue
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"MX":
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pSingleton.moxie = statvalue
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"PR":
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pSingleton.presence = statvalue
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"RE":
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pSingleton.reasoning = statvalue
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"SD":
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pSingleton.self_discipline = statvalue
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else:
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return
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#this is going to take information from the file the player chose and put the individul parts into textboxes so it can be edited and then saved
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func _on_FileDialog_file_selected(path):
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var file = File.new()
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@ -27,6 +62,8 @@ func _on_FileDialog_file_selected(path):
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var csvStrArray = file.get_csv_line()
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var i = 0
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var isLabel = true
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var row_label = ""
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var row_value = ""
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while i < csvStrArray.size():
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var csvStr = csvStrArray[i]
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if(isLabel):
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@ -34,10 +71,14 @@ func _on_FileDialog_file_selected(path):
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var textLine = Label.new()
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$ScrollContainer/VBoxContainer.add_child(textLine)
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textLine.text = csvStr.to_upper()
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row_label = csvStr.to_upper()
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isLabel = false
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#DKM TEMP: save this unformatted to the singleton text string
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pSingleton.pcText += csvStr.to_upper() + ": "
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else:
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row_value = csvStr
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if(typeof(int(row_value)) == TYPE_INT):
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_charSetStat(row_label, int(row_value))
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isLabel = true
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var textBox = LineEdit.new()
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$ScrollContainer/VBoxContainer.add_child(textBox)
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@ -46,3 +87,6 @@ func _on_FileDialog_file_selected(path):
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pSingleton.pcText += csvStr + "\n"
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i += 1
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file.close()
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#DKM TEMP:
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print("PRINTING set char tostring: ")
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print(pSingleton.toString())
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@ -37,9 +37,8 @@ margin_bottom = 480.0
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window_title = "Open a File"
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mode = 0
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access = 2
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current_dir = "/ProgramData/CS_Working/RPGR/Godot_projects/bcirpg_mergedDemo_20220911A"
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current_file = "_userData/characterFiles"
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current_path = "/ProgramData/CS_Working/RPGR/Godot_projects/bcirpg_mergedDemo_20220911A/_userData/characterFiles"
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current_dir = "/ProgramData/CS_Working/RPGR/Godot_projects/bcirpg_mergedMaster_20220918A"
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current_path = "/ProgramData/CS_Working/RPGR/Godot_projects/bcirpg_mergedMaster_20220918A/"
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__meta__ = {
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"_edit_use_anchors_": false
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}
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