battleman.py: Fixed recharge rolling, added message when roll succeeds
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@ -198,14 +198,15 @@ class Combatant():
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else:
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else:
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print('{} is still affected by {} ({} round{} left).'.format(self, c['name'], c['duration'], 's'[c['duration']==1:]))
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print('{} is still affected by {} ({} round{} left).'.format(self, c['name'], c['duration'], 's'[c['duration']==1:]))
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# fixme: print message when this succeeds
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# fixme - this rolls on the same turn the power is used. Need a way to avoid that.
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for r in self.recharges:
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for r in self.recharges.values():
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if r['used']: # fixme: this line breaks
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if r['used']:
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# Roll to recharge
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# Roll to recharge
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d = Dice.from_str('1d6')
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d = Dice.from_str('1d6')
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n = d.roll()['total']
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n = d.roll()['total']
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if n >= r['value']:
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if n >= r['value']:
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r['used'] = False
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r['used'] = False
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print('{} can use {} again!'.format(self, r['name']))
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def damage(self, amount):
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def damage(self, amount):
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@ -735,6 +736,7 @@ def do_add_condition(data):
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c.add_condition(name, ctype, duration, end_type)
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c.add_condition(name, ctype, duration, end_type)
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# fixme: if you pick someone with no conditions, you get stuck in a loop
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def do_remove_condition(data):
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def do_remove_condition(data):
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if len(data) >= 1:
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if len(data) >= 1:
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c = battle.get_combatant(int(data[0]))
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c = battle.get_combatant(int(data[0]))
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@ -752,6 +754,7 @@ def do_remove_condition(data):
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c.remove_condition(index)
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c.remove_condition(index)
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# fixme: if you pick someone with no recharges, you get stuck in a loop
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def do_use_recharge_power(data):
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def do_use_recharge_power(data):
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if len(data) >= 1:
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if len(data) >= 1:
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c = battle.get_combatant(int(data[0]))
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c = battle.get_combatant(int(data[0]))
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