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clgen_lib.py
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# CLGen-lib.py
# Cepheus Light character generator by Omer Golan-Joel
# This is open source code, feel free to use it for any purpose
# contact me at [email protected]
# Import modules
import collections
import random
import stellagama
# Careers
careers = {
'Agent': {"name": 'Agent', "qualification": 6, "qualification DM": "INT", 'survival': 6, "survival DM": "INT",
"reenlistment": 6, "advancement": 7, "advancement DM": "EDU", "ranks": (
"Agent", "Special Agent", "Sp. Agent in Charge", "Unit Chief", "Section Chief", "Assistant Director",
"Director"),
"rank skills": {0: "Investigation", 4: "Administration"},
"muster cash": (1000, 5000, 10000, 10000, 20000, 50000, 50000),
"muster materials": (
"Low Passage", "+1 INT", "Weapon", "Contact", "+1 SOC", "High Passage", "Low Passage"),
"personal": ("+1 DEX", '+1 END', "+1 INT", "+1 EDU", "Athletics", "Carousing"),
"service": ("Administration", "Computer", "Streetwise", "Investigation", "Leadership", "Stealth"),
"specialist": ("Gun Combat", "Melee Combat", "Investigation", "Leadership", "Driving", "Recon"),
"advanced education": ("Administration", "Computer", "Liaison", "Science", "Medicine", "Leadership")},
'Army': {"name": 'Army', "qualification": 5, "qualification DM": "END", 'survival': 5, "survival DM": "END",
"reenlistment": 5, "advancement": 8, "advancement DM": "EDU", "ranks": (
"Private", "Lieutenant", "Captain", "Major", "Lt. Colonel", "Colonel",
"General"),
"rank skills": {0: "Gun Combat", 1: "Leadership", 6: "SOC +1"},
"muster cash": (1000, 5000, 10000, 10000, 20000, 50000, 50000),
"muster materials": ("Low Passage", "+1 INT", "Weapon", "Mid Passage", "Weapon", "High Passage", "+1 SOC"),
"personal": ("+1 STR", '+1 DEX', "+1 END", "Athletics", "Melee Combat", "Carousing"),
"service": ("Repair", "Gun Combat", "Gunnery", "Melee Combat", "Recon", "Driving"),
"specialist": ("Computer", "Demolitions", "Gun Combat", "Melee Combat", "Survival", "Grav Vehicle"),
"advanced education": (
"Administration", "Computer", "Jack-o-Trades", "Medicine", "Leadership", "Tactics")},
"Belter": {"name": 'Belter', "qualification": 4, "qualification DM": "INT", 'survival': 7, "survival DM": "DEX",
"reenlistment": 5, "advancement": 6, "advancement DM": "INT", "ranks": (
"Miner", "Roughneck", "Tool Pusher", "Manager", "Director", "Vice-President",
"Executive Officer"),
"rank skills": {0: "Zero-G", 4: "Administration"},
"muster cash": (1000, 5000, 5000, 10000, 50000, 100000, 250000),
"muster materials": (
"Low Passage", "+1 INT", "Vacc Suit", "Mid Passage", "+1 EDU", "Prospector", "Explorer's Society"),
"personal": ("+1 STR", '+1 DEX', "Athletics", "Jack-o-Trades", "Melee Combat", "Carousing"),
"service": ("Repair", "Demolitions", "Piloting", "Computer", "Zero-G", "Repair"),
"specialist": ("Engineering", "Computer", "Repair", "Science", "Zero-G", "Gunnery"),
"advanced education": (
"Administration", "Medicine", "Science", "Engineering", "Grav Vehicle", "Liaison")},
'Colonist': {"name": 'Colonist', "qualification": 5, "qualification DM": "END", 'survival': 5, "survival DM": "END",
"reenlistment": 5, "advancement": 8, "advancement DM": "EDU", "ranks": (
"Citizen", "District Leader", "District Delegate", "Council Adviser", "Councillor", "Lieutenant Governor",
"Governor"),
"rank skills": {0: "Survival", 3: "Liaison"},
"muster cash": (1000, 5000, 5000, 5000, 10000, 20000, 50000),
"muster materials": (
"Low Passage", "+1 INT", "Weapon", "Mid Passage", "Mid Passage", "High Passage", "+1 SOC"),
"personal": ("+1 STR", '+1 DEX', "+1 END", "+1 INT", "Athletics", "Carousing"),
"service": ("Repair", "Gun Combat", "Animals", "Melee Combat", "Survival", "Driving"),
"specialist": ("Recon", "Leadership", "Jack-o-Trades", "Watercraft", "Animals", "Grav Vehicle"),
"advanced education": ("Liaison", "Science", "Medicine", "Computer", "Administration", "Aircraft")},
'Elite': {"name": 'Elite', "qualification": 0, "qualification DM": "SOC", 'survival': 5, "survival DM": "INT",
"reenlistment": 6, "advancement": 8, "advancement DM": "INT", "ranks": (
"Analyst", "Supervisor", "Manager", "Director", "Managing Director", "Vice President",
"President"),
"rank skills": {0: "Administration", 3: "Liaison"},
"muster cash": (2000, 10000, 20000, 40000, 50000, 100000, 200000),
"muster materials": (
"Contact", "+1 EDU", "+1 SOC", "High Passage", "+1 INT", "Explorer's Society", "Yacht"),
"personal": ("+1 SOC", '+1 DEX', "+1 END", "Melee Combat", "Athletics", "Carousing"),
"service": ("Administration", "Deception", "Carousing", "Computer", "Leadership", "Grav Vehicle"),
"specialist": ("Recon", "Leadership", "Jack-o-Trades", "Watercraft", "Animals", "Grav Vehicle"),
"advanced education": ("Administration", "Medicine", "Computer", "Liaison", "Carousing", "Science")},
'Marine': {"name": 'Marine', "qualification": 6, "qualification DM": "INT", 'survival': 7, "survival DM": "END",
"reenlistment": 6, "advancement": 6, "advancement DM": "SOC", "ranks": (
"Trooper", "Lieutenant", "Captain", "Major", "Lt. Colonel", "Colonel",
"Brigadier"),
"rank skills": {0: "Gun Combat", 1: "Leadership", 3: "Tactics"},
"muster cash": (1000, 5000, 10000, 10000, 20000, 50000, 50000),
"muster materials": (
"+1 EDU", "Weapon", "Mid Passage", "+1 SOC", "High Passage", "Explorer's Society", "+1 EDU"),
"personal": ("+1 STR", '+1 DEX', "+1 END", "+1 INT", "+1 EDU", "Carousing"),
"service": ("Heavy Weapons", "Athletics", "Gun Combat", "Gunnery", "Melee Combat", "Zero-G"),
"specialist": ("Repair", "Demolitions", "Leadership", "Survival", "Recon", "Grav Vehicle"),
"advanced education": ("Administration", "Computer", "Piloting", "Medicine", "Science", "Tactics")},
'Merchant': {"name": 'Merchant', "qualification": 6, "qualification DM": "INT", 'survival': 5, "survival DM": "END",
"reenlistment": 6, "advancement": 4, "advancement DM": "INT", "ranks": (
"Crewmember", "Deck Cadet", "Fourth Officer", "Third Officer", "Second Officer", "First Officer",
"Captain"),
"rank skills": {0: "Steward", 3: "Pilot"},
"muster cash": (1000, 5000, 10000, 20000, 20000, 50000, 100000),
"muster materials": (
"Low Passage", "+1 EDU", "Weapon", "Contact", "High Passage", "Explorer's Society", "Free Trader"),
"personal": ("+1 STR", '+1 DEX', "Athletics", "Zero-G", "Melee Combat", "Carousing"),
"service": ("Repair", "Liaison", "Gun Combat", "Administration", "Streetwise", "Steward"),
"specialist": ("Liaison", "Gunnery", "Jack-o-Trades", "Medicine", "Engineering", "Piloting"),
"advanced education": (
"Administration", "Engineering", "Medicine", "Computers", "Science", "Tactics")},
'Navy': {"name": 'Navy', "qualification": 6, "qualification DM": "INT", 'survival': 6, "survival DM": "INT",
"reenlistment": 5, "advancement": 7, "advancement DM": "EDU", "ranks": (
"Starhand", "Ensign", "Lieutenant", "Lt. Commander", "Commander", "Captain",
"Commodore"),
"rank skills": {0: "Zero-G", 1: "Leadership", 3: "Tactics", 6: "+1 SOC"},
"muster cash": (1000, 5000, 10000, 10000, 20000, 50000, 50000),
"muster materials": (
"Low Passage", "+1 EDU", "Weapon", "Mid Passage", "+1 SOC", "High Passage", "Explorer's Society"),
"personal": ("+1 STR", '+1 DEX', "Athletics", "+1 INT", "+1 EDU", "Carousing"),
"service": ("Repair", "Engineering", "Gun Combat", "Gunnery", "Melee Combat", "Zero-G"),
"specialist": ("Jack-o-Trades", "Repair", "Engineering", "Leadership", "Piloting", "Jack-o-Trades"),
"advanced education": ("Administration", "Computer", "Engineering", "Medicine", "Science", "Tactics")},
'Pirate': {"name": 'Pirate', "qualification": 5, "qualification DM": "DEX", 'survival': 7, "survival DM": "DEX",
"reenlistment": 5, "advancement": 6, "advancement DM": "INT", "ranks": (
"Crewmember", "Corporal", "Lieutenant", "Lt. Commander", "Commander", "Captain",
"Dread Pirate"),
"rank skills": {0: "Melee Combat", 2: "Piloting"},
"muster cash": (1000, 5000, 10000, 20000, 50000, 100000, 250000),
"muster materials": (
"+1 INT", "Weapon", "High Passage", "+1 SOC", "High Passage", "Corsair", "+1 INT"),
"personal": ("+1 STR", '+1 DEX', "+1 END", "Melee Combat", "Stealth", "Recon"),
"service": ("Streetwise", "Repair", "Gun Combat", "Melee Combat", "Stealth", "Recon"),
"specialist": ("Zero-G", "Computer", "Engineering", "Gunnery", "Tactics", "Piloting"),
"advanced education": (
"Computer", "Investigation", "Jack-o-Trades", "Medicine", "Administration", "Science")},
'Rogue': {"name": 'Rogue', "qualification": 5, "qualification DM": "DEX", 'survival': 5, "survival DM": "DEX",
"reenlistment": 4, "advancement": 8, "advancement DM": "INT", "ranks": (
"Independent", "Associate", "Made Soldier", "Lieutenant", "Underboss", "Consigliere",
"Boss"),
"rank skills": {0: "Streetwise", 2: "Gun Combat"},
"muster cash": (1000, 5000, 5000, 5000, 10000, 20000, 50000),
"muster materials": (
"Low Passage", "+1 INT", "Weapon", "Contact", "Weapon", "Mid Passage", "+1 SOC"),
"personal": ("+1 STR", '+1 DEX', "+1 END", "Athletics", "Melee Combat", "Carousing"),
"service": ("Streetwise", "Repair", "Gun Combat", "Deception", "Stealth", "Recon"),
"specialist": ("Computer", "Repair", "Carousing", "Administration", "Recon", "Deception"),
"advanced education": (
"Survival", "Engineering", "Jack o' Trades", "Medicine", "Investigation", "Tactics")},
'Scholar': {"name": 'Scholar', "qualification": 6, "qualification DM": "EDU", 'survival': 4, "survival DM": "INT",
"reenlistment": 5, "advancement": 9, "advancement DM": "EDU", "ranks": (
"Student", "Researcher", "Research Professor", "Assistant Professor", "Associate Professor", "Professor",
"Distinguished Professor"),
"rank skills": {0: "Administration", 3: "Liaison"},
"muster cash": (1000, 5000, 10000, 10000, 20000, 50000, 50000),
"muster materials": (
"Contact", "+1 EDU", "+1 INT", "Mid Passage", "+1 SOC", "High Passage", "Research Vessel"),
"personal": ("+1 STR", '+1 DEX', "+1 END", "+1 INT", "+1 EDU", "Carousing"),
"service": ("Administration", "Computer", "Medicine", "Liaison", "Investigation", "Science"),
"specialist": ("Survival", "Administration", "Medicine", "Science", "Repair", "Carousing"),
"advanced education": ("Piloting", "Computer", "Engineering", "Medicine", "Jack o' Trades", "Science")},
'Scout': {"name": 'Scout', "qualification": 6, "qualification DM": "INT", 'survival': 7, "survival DM": "END",
"reenlistment": 6, "advancement": 6, "advancement DM": "INT", "ranks": (
"Scout", "", "", "Senior Scout", "", "", "Director",
"Distinguished Professor"),
"rank skills": {0: "Piloting", 3: "SCience"},
"muster cash": (1000, 5000, 10000, 10000, 20000, 50000, 50000),
"muster materials": (
"Low Passage", "+1 INT", "Weapon", "Mid Passage", "Vacc Suit", "Scout Ship", "Explorer's Society"),
"personal": ("+1 STR", '+1 DEX', "Athletics", "Jack o' Trades", "+1 EDU", "Melee Combat"),
"service": ("Repair", "Computer", "Gun Combat", "Piloting", "Recon", "Piloting"),
"specialist": ("Engineering", "Gunnery", "Science", "Piloting", "Investigation", "Stealth"),
"advanced education": ("Administration", "Computer", "Grav Vehicle", "Medicine", "Science", "Tactics")}
}
# Other data
weapons = (
"Axe", "Cudgel", "Dagger", "Spear", "Staff", "Sword", "Broadsword", "Great Axe", "Cutlass", "Machete", "Stun Prod",
"Vibro-Blade", "Bow", "Crossbow", "Revolver", "Shotgun", "Autopistol", "Carbine", "Rifle", "Submachinegun",
"Assault Rifle",
"Body Pistol", "Snub Revolver", "Accelerator Rifle", "Stunner")
skills = (
"Administration", "Aircraft", "Animals", "Athletics", "Carousing", "Computer", "Deception", "Demolitions",
"Driving",
"Engineering", "Grav Vehicle", "Gun Combat", "Gunnery", "Heavy Weapons", "Investigation", "Jack-o-Trades",
"Leadership",
"Liaison", "Medicine", "Melee Combat", "Piloting", "Science", "Stealth", "Steward", "Steward", "Streetwise",
"Survival",
"Tactics", "Recon", "Repair", "Watercraft", "Zero-G")
homeworlds = {"High-Tech World": ("Computer", "Grav Vehicles", "Streetwise"),
"Colony": ("Driving", "Watercraft", "Survival"), "Inhospitable Outpost": ("Repair", "Science", "Zero-G"),
"Primitive Backwater": ("Animals", "Recon", "Survival")}
# Functions
def name_gen(sex):
name = ""
if sex == "male":
return stellagama.random_line("malenames.txt")
elif sex == "female":
return stellagama.random_line("femalenames.txt")
else:
return 'Tokay'
def add_possession(possessions, item):
if item in possessions:
possessions[item] += 1
else:
possessions[item] = 1
return possessions
def skill_stringer(input_dict):
return ', '.join(' '.join((k, str(v))) for k, v in sorted(input_dict.items()))
def possession_stringer(input_dict):
return ', '.join(
' x'.join((k, str(v))) for k, v in sorted(input_dict.items()))
def upp_stringer(upp_dict):
output_list = []
for value in upp_dict.values():
output_list.append(str(stellagama.pseudo_hex(value)))
return ''.join(output_list)
def career_choice(upp_dict):
if max(upp_dict, key=upp_dict.get) == "DEX":
career = random.choice(["Pirate", "Rogue"])
elif max(upp_dict, key=upp_dict.get) == "END":
career = random.choice(["Army", "Army", "Colonist", "Marine"])
elif max(upp_dict, key=upp_dict.get) == "INT":
career = random.choice(
["Agent", "Belter", "Marine", "Marine", "Marine", "Merchant", "Merchant", "Merchant", "Navy", "Navy",
"Navy", "Scout"])
elif max(upp_dict, key=upp_dict.get) == "EDU":
career = random.choice(["Navy", "Navy", "Scholar"])
elif max(upp_dict, key=upp_dict.get) == "SOC":
if upp_dict["SOC"] >= 11:
career = "Elite"
else:
career = random.choice(["Army", "Navy", "Marine", "Scout", "Merchant", "Rogue"])
else:
career = "Colonist"
return career
def upp_dms(upp_dict):
characteristic_dm = (-2, -2, -2, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4)
dms = {"STR": characteristic_dm[upp_dict["STR"]], "DEX": characteristic_dm[upp_dict["DEX"]],
"END": characteristic_dm[upp_dict["END"]], "INT": characteristic_dm[upp_dict["INT"]],
"EDU": characteristic_dm[upp_dict["EDU"]], "SOC": characteristic_dm[upp_dict["SOC"]]}
return dms
def benefit_choice(rank, benefit_list):
roll = stellagama.dice(1, 6)
if rank >= 5:
roll += 1
return benefit_list[roll - 1]
# Classes
class Character:
def add_skill(self, skill):
if self.skill_ranks <= self.upp["INT"] + self.upp["EDU"]:
self.skill_ranks += 1
self.skills.append(skill)
else:
pass
def add_random_skill(self):
skill_table = random.choice(("personal", "service", "specialist", "advanced education"))
self.add_skill(random.choice(careers[self.career][skill_table]))
def muster(self):
muster_table = random.choice(["muster materials", "muster materials", "muster cash"])
muster_roll = stellagama.dice(1, 6) - 1
if muster_table == "muster cash" and self.cash_counter < 3:
if "Carousing" in self.skills:
muster_roll += 1
else:
pass
self.cash += ((careers[self.career]["muster cash"][muster_roll]))
self.cash_counter += 1
elif muster_table == "muster materials":
if self.rank >= 5:
muster_roll += 1
else:
pass
self.possessions.append((careers[self.career]["muster materials"][muster_roll]))
else:
pass
def reduce_physical_characteristic(self, amount):
characteristic = random.choice(["STR", "DEX", "END"])
self.upp[characteristic] -= amount
def reduce_mental_characteristic(self, amount):
characteristic = random.choice(["INT", "EDU"])
self.upp[characteristic] -= amount
def title_gen(self):
if self.upp["SOC"] == 11 and self.sex == "male":
self.title = "Knight"
elif self.upp["SOC"] == 11 and self.sex == "female":
self.title = "Dame"
elif self.upp["SOC"] == 12 and self.sex == "male":
self.title = "Baron"
elif self.upp["SOC"] == 12 and self.sex == "female":
self.title = "Baroness"
elif self.upp["SOC"] == 13 and self.sex == "male":
self.title = "Marquis"
elif self.upp["SOC"] == 13 and self.sex == "female":
self.title = "Marquess"
elif self.upp["SOC"] == 14 and self.sex == "male":
self.title = "Count"
elif self.upp["SOC"] == 14 and self.sex == "female":
self.title = "Countess"
elif self.upp["SOC"] == 15 and self.sex == "male":
self.title = "Duke"
elif self.upp["SOC"] == 15 and self.sex == "female":
self.title = "Duchess"
elif self.rank >= 4 and self.rank != "":
self.title = careers[self.career]["ranks"][self.rank]
elif "Medicine" in self.skill_counter:
if self.skill_counter["Medicine"] >= 3:
self.title = "Dr."
elif self.upp["EDU"] >= 12:
self.title = "Dr."
elif self.upp["EDU"] >= 15:
self.title = "Professor"
elif self.career == "Scholar" and self.rank >= 3:
self.title = careers[self.career]["ranks"][self.rank]
elif self.sex == "male":
self.title = "Mr."
elif self.sex == "female":
self.title = random.choice(["Mrs.", "Ms.", "Ms."])
else:
self.title = "Gecko"
def __init__(self, death=True, career=[]):
self.skill_ranks = 1
self.upp = {"STR": stellagama.dice(2, 6), "DEX": stellagama.dice(2, 6), "END": stellagama.dice(2, 6),
"INT": stellagama.dice(2, 6), "EDU": stellagama.dice(2, 6), "SOC": stellagama.dice(2, 6)}
self.upp_dms = upp_dms(self.upp)
self.death=death
self.history = []
self.skills = []
self.skill_counter = {}
self.possessions = []
self.possession_counter = {}
self.rank = 0
self.terms = 0
self.cash = 0
self.title = ""
self.status = ""
self.cash_counter = 0
self.sex = random.choice(["male", "female"])
self.name = name_gen(self.sex)
self.surname = stellagama.random_line("surnames.txt")
if career == []:
self.career = career_choice(self.upp)
else:
self.career = career
self.age = 18
self.character_string = ""
self.upp_string = ""
self.homeworld = random.choice(["High-Tech World", "Colony", "Inhospitable Outpost", "Primitive Backwater"])
self.add_skill(random.choice(homeworlds[self.homeworld]))
# Enlistment
if career == []:
enlistment = stellagama.dice(2, 6)
enlistment += self.upp_dms[careers[self.career]["qualification DM"]]
if enlistment >= careers[self.career]["qualification"]:
self.career = self.career
self.history.append(f"Successfully enlisted into the {self.career}")
else:
self.career = random.choice(["Colonist", "Rogue", "Marine", "Merchant", "Navy", "Scout"])
self.history.append(f"Drafted into the {self.career}")
else:
self.career = career
# Career generation loop
in_career = True
while in_career:
# Survival
survival = stellagama.dice(2, 6)
survival += self.upp_dms[careers[self.career]["survival DM"]]
if self.death:
if survival >= careers[self.career]["survival"]:
pass
else:
self.status = "DECEASED"
break
if not self.death:
if survival >= careers[self.career]["survival"]:
pass
else:
break
else:
pass
# Skills
if self.terms == 1:
for i in range(0, 2):
self.add_random_skill()
else:
self.add_random_skill()
if self.rank in careers[self.career]["rank skills"]:
self.add_skill(careers[self.career]["rank skills"][self.rank])
# Advancement
if self.rank in range(0, 6):
advancement = stellagama.dice(2, 6)
advancement += self.upp_dms[careers[self.career]["advancement DM"]]
if advancement >= careers[self.career]["advancement"]:
self.rank += 1
self.add_random_skill()
else:
pass
else:
pass
# Aging
if self.age >= 34:
aging_throw = stellagama.dice(2, 6) - self.terms
if aging_throw >= 1:
pass
elif aging_throw == 0:
self.reduce_physical_characteristic(1)
elif aging_throw == -1:
for i in range(0, 2):
self.reduce_physical_characteristic(1)
elif aging_throw == -2:
for i in range(0, 3):
self.reduce_physical_characteristic(1)
elif aging_throw == -3:
self.reduce_physical_characteristic(2)
for i in range(0, 2):
self.reduce_physical_characteristic(1)
elif aging_throw == -4:
self.reduce_physical_characteristic(1)
for i in range(0, 2):
self.reduce_physical_characteristic(2)
elif aging_throw == -5:
for i in range(0, 3):
self.reduce_physical_characteristic(2)
elif aging_throw == -6:
self.reduce_mental_characteristic(1)
for i in range(0, 2):
self.reduce_physical_characteristic(2)
else:
pass
for characteristic in [self.upp["STR"], self.upp["DEX"], self.upp["END"]]:
if characteristic <= 0:
if death:
aging_crisis = stellagama.dice(2, 6)
if aging_crisis < 6:
self.status = "DECEASED"
break
else:
self.upp[characteristic] = 1
break
if not death:
self.upp[characteristic] = 1
break
else:
pass
self.terms += 1
self.age += 4
# Reenlistment
reenlistment = stellagama.dice(2, 6)
if self.terms < 7:
if reenlistment >= careers[self.career]["reenlistment"]:
pass
else:
break
elif self.terms >= 7:
if reenlistment == 12:
pass
else:
break
# Mustering Out
muster_throws = self.terms
if self.rank in [1, 2]:
pass
elif self.rank == 4:
muster_throws += 1
elif self.rank == 5:
muster_throws += 2
elif self.rank == 6:
muster_throws += 3
for i in range(0, muster_throws):
self.muster()
if self.status != "DECEASED":
self.add_skill(random.choice(skills))
else:
pass
# Data Processing
possessions_iteration = list.copy(self.possessions)
for item in possessions_iteration:
if item == "Weapon":
self.possessions[self.possessions.index(item)] = random.choice(weapons)
if item == "+1 INT":
self.possessions.remove(item)
self.upp["INT"] += 1
if item == "+1 STR":
self.possessions.remove(item)
self.upp["STR"] += 1
if item == "+1 EDU":
self.possessions.remove(item)
self.upp["EDU"] += 1
if item == "+1 END":
self.possessions.remove(item)
self.upp["END"] += 1
if item == "+1 DEX":
self.possessions.remove(item)
self.upp["DEX"] += 1
if item == "+1 SOC":
self.possessions.remove(item)
self.upp["SOC"] += 1
skill_iteration = list.copy(self.skills)
for skill in skill_iteration:
if skill == "+1 INT":
self.skills.remove(skill)
self.upp["INT"] += 1
if skill == "+1 STR":
self.skills.remove(skill)
self.upp["STR"] += 1
if skill == "+1 EDU":
self.skills.remove(skill)
self.upp["EDU"] += 1
if skill == "+1 END":
self.skills.remove(skill)
self.upp["END"] += 1
if skill == "+1 DEX":
self.skills.remove(skill)
self.upp["DEX"] += 1
if skill == "+1 SOC":
self.skills.remove(skill)
self.upp["SOC"] += 1
if self.status == "DECEASED":
self.possessions = []
self.cash = 0
self.skill_counter = collections.Counter(self.skills)
self.possession_counter = collections.Counter(self.possessions)
self.title_gen()
self.rank_name = careers[self.career]['ranks'][self.rank]
if self.title == "":
if self.sex == "male":
self.title = "Mr."
elif self.sex == "female":
self.title = random.choice(["Mrs.", "Ms.", "Ms."])
self.skill_string = skill_stringer(self.skill_counter)
self.possessions_string = possession_stringer(self.possession_counter)
self.upp_string = f"{stellagama.pseudo_hex(self.upp['STR'])}{stellagama.pseudo_hex(self.upp['DEX'])}{stellagama.pseudo_hex(self.upp['END'])}{stellagama.pseudo_hex(self.upp['INT'])}{stellagama.pseudo_hex(self.upp['EDU'])}{stellagama.pseudo_hex(self.upp['SOC'])}"
if self.status == "DECEASED":
self.skill_string = ""
self.possessions_string=""
self.character_string = f"{self.title} {self.name} {self.surname}\t{self.upp_string}\t Age {self.age}\n{self.terms} terms {self.career} {careers[self.career]['ranks'][self.rank]}\tCr{self.cash}\n{self.status}"
elif self.possessions:
self.character_string = f"{self.title} {self.name} {self.surname}\t{self.upp_string}\t Age {self.age}\n{self.terms} terms {self.career} {careers[self.career]['ranks'][self.rank]}\tCr{self.cash}\n{self.skill_string}\n{self.possessions_string}"
elif not self.possessions:
self.character_string = f"{self.title} {self.name} {self.surname}\t{self.upp_string}\t Age {self.age}\n{self.terms} terms {self.career} {careers[self.career]['ranks'][self.rank]}\tCr{self.cash}\n{self.skill_string}"
def print_character(self):
print(self.character_string)
print("")
def return_character(self):
return self.character_string
# Test Area
# character = Character(False, "Navy")
# character.print_character()