{ "info": { "author": "Arne Babenhauserheide", "author_email": "arne_bab@web.de", "bugtrack_url": null, "classifiers": [ "Development Status :: 4 - Beta", "Environment :: Console", "Intended Audience :: Developers", "Intended Audience :: End Users/Desktop", "License :: OSI Approved :: GNU General Public License (GPL)", "Operating System :: OS Independent", "Programming Language :: Python", "Topic :: Software Development :: Libraries :: Python Modules" ], "description": "Information: http://rpg-1d6.sf.net \n\n\nUsage: \n - ministory_helper.py \n Test the ministory (a testcase for the textrpg module)\n - textrpg.py \n Start the internal test story of the textrpg. \n\nPlans: \n - Simple to use functions in easy to read scriptfiles in the style of the ministory file. \n - char.compete(other, skill_name) -> See who wins and by how much. \n - a basic implementation as minimal api reference for anyrpg plugins.\n - Add the basic scripting function \"python_interpreter(startup_data)\", which shows an interactive python interpreter with the startup data already entered and interpreted. \n\n\nIdeas: \n - Lazy loading modules, to be able to print stuff at once without having to print before the imports.\n\n\nBasic design principles for the scripting language: \n \n - The action is character centered wherever possible and useful. \n -> char.say(text) instead of dialog(char, text)\n \n - 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(). \n -> char.compete_skill(char2, skill_name) instead of competition_skill(char1, char2, skill_name)\n \n - 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(). \n -> save([char1, char2]) instead of char1.save() char2.save()\n \n - 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. \n -> For example AI.choose_the_way(players_answer) or music.action()\n \n - 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. \n -> char.save() instead of 'on quit' store_char_data(char) + 'on start' load_char_data(char)\n \n - Actions should be written as verb_noun or simply verb. \n -> char.say() and char.compete_skill() instead of char.text() and char.skill_compete()\n \n - In the story function, an action is a parameter of the story. \n -> story(switch_background_image=\"bg_image.png\")\n\nThe code for the TextRPG can be found at U{http://freehg.org/ArneBab/textrpg}\n\n\n\nChanges:\n\ntextrpg 0.4.8 (2008-10-24)\n\n- FIX: char.say() now uses autoscrolling, too. \n\ntextrpg 0.4.6 (2008-10-23)\n\n- Improved shell output by using sys.stdout.write() instead of print (thanks to AKF).\n- German tutorial: Character creation chapter added.\n- Added scrolling text (char by char). \n\n- FIX: textrpg example code now uses story() instead of the low level diag() function to output text. \n\ntextrpg 0.4.4 (2008-09-28)\n\n- Added docstrings to the basic textrpg functions (they were missing after the last large refactoring). \n\ntextrpg 0.4.2 (2008-07-21)\n\n- Added a simple_ story.py (originally written for a german python forum)\n- yaml is now distributed with TextRPG. \n- FIX: Textlines were getting joined if the user pressed enter multiple times\nin a short time.\n\ntextrpg 0.4.1 (2008-07-09)\n\n- Added a branching story, walking through darker woods. \n\ntextrpg 0.4 (2008-07-09)\n\n- FIX: Installed versions didn't find the modules in rpg_lib. \n- Added german tutorial chapter 1 and 2: \"telling and testing\" and \"asking users and distributing stories\". \n- Moved the basic modules into the rpg_lib directory. \n- Raise Exception in anyrpg, if some helper function gets used which isn't implemented in the specific module\n- Turned all basic functions into wrappers for class methods, so a change of them affects every other basic function. \n\ntextrpg 0.3 (2008-07-07)\n\n- FIX: Answering Yes in battle screen didn't work. \n- Now experience is spent incrementally (one point per step).\n- Added char.check_skill(name_of_skill).\n\ntextrpg 0.2: \n\n- FIX: Installation required Changelog.txt which isn't distributed. \n\ntextrpg 0.1: \n\n- Added give_exp() function for scripts which calls the experience \"screen\". \n- Renamed ews package to textrpg_1d6 to avoid clashes with possibly installed ews module -> useful while also working on the backend. \n- Fertigkeiten now get increased by related attributes. Which attribute is related must be declared explicitely.\n- Added fighting styles: defensive and attack head.\n- Show base TP in battle stats.\n- A bit more 'you did great' output if at least 9 battles were won and the character lost afterwards.\n- The player is prompted to decide on a battle strategy/style each round. \n- 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.\n- exp is now a property, and so it wil always be up to date.\n- added ministory scripting example.\n- simpler scripting added.\n- Prepared localization of most internal strings.\n- Text output and documentation update.\n- Ask whenever the round is for the player which action to take and many smaller changes (i.e.: tabs to spaces).\n- Added interface for different fighting styles and a hit treshold (below which the character evades the attack or the attack hits the shield).\n- Nicer Experience 'screen'.\n- Nicer battle output and output, when a skill got raised.\n- upgrade now returns what it did: (obj before, obj after).\n- Begun writing the TextRPG. \n\n- FIX: Damage for own attacks except the first wasn't printed.\n- FIX: empty attributes to attribute dict problems -> turned attributes into a property.\n- FIX: persistent game states didn't work due to a version management bug (workdir had not been changed everywhere).\n- FIX: corrected dieing.\n\news 0.1\n\n- created ews as rpg backend package.", "description_content_type": null, "docs_url": null, "download_url": "UNKNOWN", "downloads": { "last_day": -1, "last_month": -1, "last_week": -1 }, "home_page": "http://1w6.org/programme", "keywords": "ews,rpg,characters,1d6", "license": "GNU GPL-3 or later", "maintainer": null, "maintainer_email": null, "name": "TextRPG", "package_url": "https://pypi.org/project/TextRPG/", "platform": "any", "project_url": "https://pypi.org/project/TextRPG/", "project_urls": { "Download": "UNKNOWN", "Homepage": "http://1w6.org/programme" }, "release_url": "https://pypi.org/project/TextRPG/0.4.8/", "requires_dist": null, "requires_python": null, "summary": "A simple TextRPG which uses the 1d6 RPG backend module for character management and interaction.", "version": "0.4.8" }, "last_serial": 785790, "releases": { "0.1": [ { "comment_text": "", "digests": { "md5": 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