class SkeletonHunter( base.Monster ):
    name = "Skeleton Hunter"
    statline = { stats.STRENGTH: 14, stats.TOUGHNESS: 12, stats.REFLEXES: 16, \
        stats.INTELLIGENCE: 12, stats.PIETY: 12, stats.CHARISMA: 10,
        stats.NATURAL_DEFENSE: 10, stats.PHYSICAL_ATTACK: 5 }
    SPRITENAME = "monster_skeletons.png"
    FRAME = 9
    TEMPLATES = (stats.UNDEAD,stats.BONE)
    MOVE_POINTS = 8
    VOICE = None
    HABITAT = ( context.HAB_EVERY, context.SET_EVERY, context.SET_RENFAN,
     context.MTY_UNDEAD, context.MTY_HUMANOID, context.MTY_FIGHTER, context.MTY_BOSS, 
     context.DES_EARTH, context.GEN_UNDEAD )
    ENC_LEVEL = 6
    TREASURE = treasuretype.High((items.BOW,items.ARROW,items.ARROW))
    LONER = True
    COMPANIONS = (Shade,Ghast,SkeletonMage,SkeletonFighter,SkeletonThief,SkeletalHound)
    COMBAT_AI = aibrain.SteadyAI()
    ATTACK = items.Attack( (2,6,0), element = stats.RESIST_CRUSHING )
    TECHNIQUES = ( invocations.Invocation( "Arrow",
      effects.PhysicalAttackRoll( att_stat=stats.REFLEXES, on_success = (
        effects.HealthDamage( (1,8,0), stat_bonus=None, element=stats.RESIST_PIERCING, anim=animobs.RedBoom ),
        effects.TargetIs( effects.ANIMAL, on_true=(
            effects.PercentRoll( roll_skill=stats.MAGIC_ATTACK, roll_stat=None, 
            roll_modifier=-5, target_affects=True, on_success=(
                effects.InstaKill( anim=animobs.CriticalHit )
            ,) )
        ,) ) 
      ), on_failure = (
        effects.NoEffect( anim=animobs.SmallBoom )
      ,) ), com_tar=targetarea.SingleTarget(reach=8), shot_anim=animobs.Arrow, ai_tar=invocations.TargetEnemy()
    ), )

    def init_monster( self ):
        self.levels.append( base.Humanoid( 5, self ) )
Beispiel #2
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class CloudGiant( base.Monster ):
    name = "Cloud Giant"
    statline = { stats.STRENGTH: 31, stats.TOUGHNESS: 21, stats.REFLEXES: 9, \
        stats.INTELLIGENCE: 10, stats.PIETY: 14, stats.CHARISMA: 11 }
    SPRITENAME = "monster_giants.png"
    FRAME = 11
    TEMPLATES = (stats.FIRE,)
    MOVE_POINTS = 14
    HABITAT = ( context.HAB_EVERY,
     context.SET_EVERY,
     context.DES_FIRE,
     context.MTY_HUMANOID, context.MTY_FIGHTER, context.GEN_GIANT )
    ENC_LEVEL = 13
    TREASURE = treasuretype.HighItems()
    ATTACK = items.Attack( (4,6,0), element = stats.RESIST_CRUSHING )
    TECHNIQUES = ( invocations.Invocation( "Rock",
      effects.PhysicalAttackRoll( att_stat=stats.REFLEXES, on_success = (
        effects.HealthDamage( (2,8,0), stat_bonus=stats.STRENGTH, element=stats.RESIST_CRUSHING, anim=animobs.RedBoom ),
      ), on_failure = (
        effects.NoEffect( anim=animobs.SmallBoom )
      ,) ), com_tar=targetarea.SingleTarget(reach=10), shot_anim=animobs.SlingStone, ai_tar=invocations.TargetEnemy()
    ), )

    def init_monster( self ):
        self.levels.append( base.Humanoid( 15, self ) )
Beispiel #3
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    def get_effect(self, user, att_modifier=0, target=None):
        """Generate an effect tree for this attack."""
        dmg = list(self.damage)
        dmg[2] += user.get_stat(stats.WEAPON_DAMAGE_BONUS)
        hit = effects.HealthDamage(att_dice=dmg,
                                   stat_bonus=self.damage_mod,
                                   element=self.element,
                                   anim=self.hit_anim)
        if self.double_handed:
            hit.stat_mod = 1.5
        miss = effects.NoEffect(anim=animobs.SmallBoom)
        roll = effects.PhysicalAttackRoll(att_stat=self.skill_mod,
                                          att_modifier=att_modifier,
                                          on_success=[
                                              hit,
                                          ],
                                          on_failure=[
                                              miss,
                                          ])

        if self.extra_effect:
            roll.on_success.append(self.extra_effect)

        # If the attacker has critical hit skill, use it.
        if user.get_stat(stats.CRITICAL_HIT) > 0:
            hit.on_success.append(user.critical_hit_effect(att_modifier))

        return roll
Beispiel #4
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class OgreLeader( base.Monster ):
    name = "Ogre Leader"
    statline = { stats.STRENGTH: 18, stats.TOUGHNESS: 18, stats.REFLEXES: 10, \
        stats.INTELLIGENCE: 10, stats.PIETY: 10, stats.CHARISMA: 5 }
    SPRITENAME = "monster_giants.png"
    FRAME = 4
    TEMPLATES = ()
    MOVE_POINTS = 10
    HABITAT = ( context.HAB_EVERY, context.HAB_FOREST,
     context.SET_EVERY, context.SET_RENFAN,
     context.MTY_HUMANOID, context.MTY_BOSS, context.MTY_LEADER, context.GEN_GIANT )
    ENC_LEVEL = 8
    TREASURE = treasuretype.High()
    LONER = True
    TECHNIQUES = ( invocations.Invocation( "Rock",
      effects.PhysicalAttackRoll( att_stat=stats.REFLEXES, on_success = (
        effects.HealthDamage( (1,10,2), stat_bonus=None, element=stats.RESIST_CRUSHING, anim=animobs.RedBoom )
      ,), on_failure = (
        effects.NoEffect( anim=animobs.SmallBoom )
      ,) ), com_tar=targetarea.SingleTarget(reach=6), shot_anim=animobs.SlingStone, ai_tar=invocations.TargetEnemy()
    ), )
    COMPANIONS = ( Ogre, OgreChamp, OgreShaman )
    ATTACK = items.Attack( (4,4,0), element = stats.RESIST_CRUSHING )
    def init_monster( self ):
        self.levels.append( base.Leader( 9, self ) )
Beispiel #5
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class ShieldOfBashing(Enhancer):
    NAMEPAT = "{0} of Bashing"
    DESCPAT = "{0} It may be used to bash enemies, doing 2d6 damage and potentially stunning them."
    PLUSRANK = 2
    AFFECTS = (SHIELD, )
    TECH = (invocations.MPInvocation(
        "Shield Bash",
        effects.PhysicalAttackRoll(
            att_stat=stats.STRENGTH,
            on_success=(
                effects.HealthDamage((2, 6, 0),
                                     stat_bonus=stats.STRENGTH,
                                     element=stats.RESIST_CRUSHING,
                                     stat_mod=2,
                                     anim=animobs.RedBoom),
                effects.OpposedRoll(
                    att_skill=stats.PHYSICAL_ATTACK,
                    def_stat=stats.TOUGHNESS,
                    on_success=(effects.Paralyze(max_duration=3), )),
            ),
            on_failure=(effects.NoEffect(anim=animobs.SmallBoom), )),
        com_tar=targetarea.SingleTarget(reach=1),
        ai_tar=invocations.TargetEnemy(),
        mp_cost=3), )
    TYPE = ET_SECONDARY
class Manticore( base.Monster ):
    name = "Manticore"    
    statline = { stats.STRENGTH: 20, stats.TOUGHNESS: 19, stats.REFLEXES: 15, \
        stats.INTELLIGENCE: 7, stats.PIETY: 12, stats.CHARISMA: 9 }
    SPRITENAME = "monster_default.png"
    FRAME = 26
    TEMPLATES = ()
    MOVE_POINTS = 12
    HABITAT = ( context.HAB_EVERY, context.SET_EVERY,
     context.MAP_WILDERNESS, context.MTY_BEAST, context.MTY_BOSS )
    ENC_LEVEL = 7
    COMBAT_AI = aibrain.ArcherAI()
    TREASURE = treasuretype.Standard()
    ATTACK = items.Attack( (2,4,0), element = stats.RESIST_PIERCING, extra_effect=abilities.POISON_ATTACK )
    TECHNIQUES = (invocations.MPInvocation( "Tail Spikes",
        effects.NoEffect( children=(
          effects.PhysicalAttackRoll( att_stat=stats.REFLEXES, att_modifier=5, on_success = (
            effects.HealthDamage( (1,8,0), stat_bonus=stats.STRENGTH, element=stats.RESIST_PIERCING, anim=animobs.RedBoom ),
          ), on_failure = (
            effects.NoEffect( anim=animobs.SmallBoom ),
          )),
          effects.PhysicalAttackRoll( att_stat=stats.REFLEXES, att_modifier=5, on_success = (
            effects.HealthDamage( (1,8,0), stat_bonus=stats.STRENGTH, element=stats.RESIST_PIERCING, anim=animobs.RedBoom ),
          ), on_failure = (
            effects.NoEffect( anim=animobs.SmallBoom ),
          ) ),
          effects.PhysicalAttackRoll( att_stat=stats.REFLEXES, att_modifier=5, on_success = (
            effects.HealthDamage( (1,8,0), stat_bonus=stats.STRENGTH, element=stats.RESIST_PIERCING, anim=animobs.RedBoom ),
          ), on_failure = (
            effects.NoEffect( anim=animobs.SmallBoom ),
          ) ),
          effects.PhysicalAttackRoll( att_stat=stats.REFLEXES, att_modifier=5, on_success = (
            effects.HealthDamage( (1,8,0), stat_bonus=stats.STRENGTH, element=stats.RESIST_PIERCING, anim=animobs.RedBoom ),
          ), on_failure = (
            effects.NoEffect( anim=animobs.SmallBoom ),
          ) ),
        ),), mp_cost=10, com_tar=targetarea.SingleTarget(reach=9), shot_anim=animobs.GoldStone, ai_tar=invocations.TargetEnemy()
        ),
    )
    def init_monster( self ):
        self.levels.append( base.Beast( 6, self ) )
Beispiel #7
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    def unarmed_attack_effect(self, roll_mod=0):
        """Return the attackdata for this character's unarmed strikes."""
        kungfu = self.get_stat(stats.KUNG_FU) // 5
        dbonus = 0
        if kungfu > 20:
            dbonus = kungfu - 20
            kungfu = 20
        dice = (self.KUNG_FU_DAMAGE[kungfu][0], self.KUNG_FU_DAMAGE[kungfu][1],
                dbonus)

        hit = effects.HealthDamage(att_dice=dice,
                                   stat_bonus=stats.STRENGTH,
                                   element=stats.RESIST_CRUSHING,
                                   anim=animobs.RedBoom)
        miss = effects.NoEffect(anim=animobs.SmallBoom)
        roll = effects.PhysicalAttackRoll(att_stat=stats.STRENGTH,
                                          att_modifier=roll_mod,
                                          on_success=[
                                              hit,
                                          ],
                                          on_failure=[
                                              miss,
                                          ])

        if self.KUNG_FU_DAMAGE[kungfu][2] > 0:
            dice = (self.KUNG_FU_DAMAGE[kungfu][2],
                    self.KUNG_FU_DAMAGE[kungfu][3], dbonus)
            hit2 = effects.HealthDamage(att_dice=dice,
                                        stat_bonus=stats.PIETY,
                                        element=stats.RESIST_SOLAR,
                                        anim=animobs.YellowExplosion)
            hit.on_success.append(hit2)
            hit.on_failure.append(hit2)

        # If the attacker has critical hit skill, use it.
        if self.get_stat(stats.CRITICAL_HIT) > 0:
            hit.on_success.append(self.critical_hit_effect(roll_mod))

        return roll
class Beastman(base.Monster):
    name = "Beastman"
    statline = { stats.STRENGTH: 12, stats.TOUGHNESS: 14, stats.REFLEXES: 14, \
        stats.INTELLIGENCE: 9, stats.PIETY: 6, stats.CHARISMA: 8 }
    SPRITENAME = "monster_chaos.png"
    FRAME = 3
    TEMPLATES = ()
    MOVE_POINTS = 12
    TREASURE = treasuretype.Standard()
    HABITAT = (context.HAB_EVERY, context.SET_EVERY, context.MAP_WILDERNESS,
               context.DES_LUNAR, context.MTY_HUMANOID, context.MTY_FIGHTER,
               context.GEN_CHAOS)
    ENC_LEVEL = 4
    COMPANIONS = (Hooligan, )
    TECHNIQUES = (invocations.MPInvocation(
        "Headbutt",
        effects.PhysicalAttackRoll(
            att_stat=stats.STRENGTH,
            on_success=(
                effects.HealthDamage((1, 10, 0),
                                     stat_bonus=stats.STRENGTH,
                                     element=stats.RESIST_CRUSHING,
                                     stat_mod=2,
                                     anim=animobs.RedBoom),
                effects.OpposedRoll(
                    att_skill=stats.PHYSICAL_ATTACK,
                    def_stat=stats.TOUGHNESS,
                    on_success=(effects.Paralyze(max_duration=3), )),
            ),
            on_failure=(effects.NoEffect(anim=animobs.SmallBoom), )),
        com_tar=targetarea.SingleTarget(reach=1),
        ai_tar=invocations.TargetEnemy(),
        mp_cost=5), )
    ATTACK = items.Attack((1, 8, 0), element=stats.RESIST_SLASHING)

    def init_monster(self):
        self.levels.append(base.Humanoid(4, self))
import invocations
import effects
import stats
import animobs
import targetarea
import enchantments

# Techniques

SHORTBOW = invocations.Invocation(
    "Arrow",
    effects.PhysicalAttackRoll(
        att_stat=stats.REFLEXES,
        att_modifier=5,
        on_success=(effects.HealthDamage((1, 6, 0),
                                         stat_bonus=None,
                                         element=stats.RESIST_PIERCING,
                                         anim=animobs.RedBoom), ),
        on_failure=(effects.NoEffect(anim=animobs.SmallBoom), )),
    com_tar=targetarea.SingleTarget(reach=7),
    shot_anim=animobs.Arrow,
    ai_tar=invocations.TargetEnemy())

LONGBOW = invocations.Invocation(
    "Arrow",
    effects.PhysicalAttackRoll(
        att_stat=stats.REFLEXES,
        att_modifier=5,
        on_success=(effects.HealthDamage((1, 8, 0),
                                         stat_bonus=None,
                                         element=stats.RESIST_PIERCING,
class CentaurHero(base.Monster):
    name = "Centaur Hero"
    statline = { stats.STRENGTH: 18, stats.TOUGHNESS: 18, stats.REFLEXES: 16, \
        stats.INTELLIGENCE: 13, stats.PIETY: 15, stats.CHARISMA: 13 }
    SPRITENAME = "monster_chaos.png"
    FRAME = 23
    TEMPLATES = ()
    MOVE_POINTS = 10
    VOICE = dialogue.voice.GREEK
    HABITAT = (context.HAB_EVERY, context.SET_EVERY, context.MAP_WILDERNESS,
               context.DES_SOLAR, context.MTY_HUMANOID, context.MTY_FIGHTER,
               context.MTY_LEADER, context.MTY_BOSS, context.GEN_CHAOS)
    ENC_LEVEL = 11
    TREASURE = treasuretype.Standard((items.ARROW, items.POLEARM, items.BOW))
    COMBAT_AI = aibrain.ArcherAI()
    LONER = True
    COMPANIONS = (CentaurKnight, CentaurChampion)
    ATTACK = items.Attack((2, 6, 0),
                          element=stats.RESIST_SLASHING,
                          extra_effect=effects.OpposedRoll(
                              att_stat=None,
                              def_stat=stats.TOUGHNESS,
                              on_success=(
                                  effects.HealthDamage(
                                      (1, 6, 0),
                                      stat_bonus=None,
                                      element=stats.RESIST_POISON,
                                      anim=animobs.PoisonCloud),
                                  effects.Enchant(enchantments.PoisonClassic),
                              )))
    TECHNIQUES = (invocations.Invocation(
        "Arrow 23",
        effects.PhysicalAttackRoll(
            att_stat=stats.REFLEXES,
            on_success=(
                effects.HealthDamage((2, 8, 0),
                                     stat_bonus=stats.STRENGTH,
                                     element=stats.RESIST_PIERCING,
                                     anim=animobs.RedBoom),
                effects.OpposedRoll(
                    att_stat=None,
                    att_modifier=5,
                    on_success=(
                        effects.HealthDamage((1, 6, 0),
                                             stat_bonus=None,
                                             element=stats.RESIST_FIRE,
                                             anim=animobs.RedCloud),
                        effects.Enchant(enchantments.BurnLowEn),
                    )),
            ),
            on_failure=(effects.HealthDamage((1, 8, 0),
                                             stat_bonus=None,
                                             element=stats.RESIST_PIERCING,
                                             anim=animobs.RedBoom), )),
        com_tar=targetarea.SingleTarget(reach=9),
        shot_anim=animobs.Arrow,
        ai_tar=invocations.TargetEnemy()), spells.solarspells.MAJOR_CURE,
                  spells.solarspells.CURE_POISON)

    def init_monster(self):
        self.levels.append(base.Leader(15, self))