def __init__(self): self._pokename = "Electrode_" + str(random.randint(1, 100000)) self._max_health = 50 self.attack = 0.20 self.defence = 0.10 self.speed = 23 self.poketype = PokemonType.ELECTRIC self.actions = list([Actions.Attack("Electrospit", 1, 14, 0.7), Actions.Attack("Electroblow", 1, 22, 0.6), Actions.Defence("Electroshield", 1, 0.1), Actions.Defence("Electrobulb", 1, 0.3), Actions.Waiting()]) self.effects = list()
def _level_up(self, level): if 2 == level: self._max_health = 100 self.attack = 0.20 self._defence = 0.15 self.speed = 21 self.actions.append(Actions.Attack("Claw Slash", 1, 14, 0.7, effects=[ Effects.Poisoning("Отравление", 150, 6) ])) if 3 == level: self._max_health = 130 self.attack = 0.30 self._defence = 0.20 self.speed = 25 self.actions.append(Actions.Attack("Mighty Smash", 1, 28, 0.8))
def __init__(self): self._pokename = "Krabby_" + str(random.randint(1, 100000)) self._max_health = 75 self.attack = 0.15 self._defence = 0.10 self.speed = 17 self.poketype = PokemonType.WATER self.actions = list([Actions.Attack("Claw Bite", 1, 12, 0.8), Actions.Attack("Claw Smash", 1, 17, 0.6, effects=[ Effects.Stun("Claw Smash", 100) ]), Actions.Defence("Crab Defence", 1, 0.2), Actions.Defence("Super Crab Defence", 1, 0.4), Actions.Waiting()]) self.effects = list()
def __init__(self): self._pokename = "Eevee_" + str(random.randint(1, 100000)) self._max_health = 50 self.attack = 0.15 self.defence = 0.0 self.speed = 30 self.actions = list([Actions.Attack("Tail Slash", 1, 10, 0.8), Actions.Attack("Mighty Bite", 1, 18, 0.6), Actions.Defence("Tail Propeller", 1, 0.1, effects=[ Effects.CombatEffect("Damage Boost", 120, attack=0.3) ]), Actions.Defence("Tail Dome", 1, 0.2, effects=[ Effects.Healing("Healing", 150, 3) ]), Actions.Waiting()]) self.effects = list()
def _level_up(self, level): if 2 == level: self._max_health = 65 self.attack = 0.30 self.defence = 0.15 self.speed = 27 self.actions.append(Actions.Attack("Electrostun", 1, 14, 0.8, effects=[ Effects.CombatEffect("Electrostun", 200, speed=-10) ])) if 3 == level: self._max_health = 80 self.attack = 0.40 self.defence = 0.20 self.speed = 30 self.actions.append(Actions.Attack("Electrodrain", 1, 12, 0.8, effects=[ Effects.Poisoning("Electrodrain", 200, 7) ]))
def _level_up(self, level): if 2 == level: self._max_health = 65 self.attack = 0.30 self.speed = 35 self.defence = 0.05 self.actions.append(Actions.Attack("Ear Flop", 1, 10, 0.8, effects=[ Effects.Stun("Ear Flop", 70) ])) if 3 == level: self._max_health = 80 self.attack = 0.45 self.speed = 40 self.defence = 0.10 self.actions.append(Actions.Attack("Tail Spin", 1, 18, 0.8, effects=[ Effects.Poisoning("Tail Spin", 120, 4) ]))
def __init__(self): Classe.__init__(self) self.name = "Demonito" self.baseAP = 2 self.baseHP = 2 self.char = chr(235) self.base_skills.append(Actions.Attack())
def __init__(self): Classe.__init__(self) self.name = "Sage" self.baseAP = 3 self.baseHP = 3 self.char = chr(55) self.type = 'sage' self.base_skills.append(Actions.Attack())
def __init__(self): Classe.__init__(self) self.name = "Runner" self.baseAP = 3 self.baseHP = 2 self.char = chr(224) self.type = 'stealth' self.base_skills.append(Actions.Attack())
def __init__(self): Classe.__init__(self) self.name = "Mage" self.baseAP = 3 self.baseHP = 2 self.char = chr(244) self.type = 'mage' self.base_skills.append(Actions.Attack()) self.base_skills.append(Actions.Paralyse())
def __init__(self): Classe.__init__(self) self.name = "Assasin" self.baseAP = 4 self.baseHP = 3 self.char = chr(105) self.type = 'stealth' self.base_skills.append(Actions.Attack()) self.base_skills.append(Actions.BackStab())
def __init__(self): Classe.__init__(self) self.name = "Warrior" self.baseAP = 3 self.baseHP = 4 self.char = chr(82) self.type = 'fight' self.base_skills.append(Actions.Attack()) self.base_skills.append(Actions.Lock())
def available_actions(self): """ Changes the base available actions, if the enemy is alive only allow the player to attack or flee otherwise the default moves """ if self.enemy.is_alive(): return [Actions.Flee(tile=self), Actions.Attack(enemy=self.enemy)] else: moves = self.adjacent_moves() moves.append(Actions.ViewInventory()) moves.append(Actions.Quit()) return moves
def set_available_actions(self): """ Changes the base available actions, if the enemy is alive only allow the player to attack or flee otherwise the default moves """ if self.enemy.is_alive(): self.all_moves = [ Actions.Flee(tile=self), Actions.Attack(combatClass=self.enemyCombat) ] self.all_moves.append(Actions.ViewInventory()) self.all_moves.append(Actions.Equip()) self.all_moves.append(Actions.ViewCharacter()) # self.all_moves.append(Actions.Quit()) else: self.all_moves = self.adjacent_movements self.all_moves.append(Actions.ViewInventory()) self.all_moves.append(Actions.Equip()) self.all_moves.append(Actions.ViewCharacter())
def available_actions(self): if self.enemy.is_alive(): return [Actions.Flee(tile=self), Actions.Attack(enemy=self.enemy)] else: return self.adjacent_moves()