Example #1
0
 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()
Example #2
0
 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))
Example #3
0
 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()
Example #4
0
 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()
Example #5
0
 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)
         ]))
Example #6
0
 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)
         ]))
Example #7
0
    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())
Example #8
0
    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())
Example #9
0
    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())
Example #10
0
    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())
Example #11
0
    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())
Example #12
0
    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())
Example #13
0
    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
Example #14
0
    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()