Example #1
0
 def __init__(self):
     for x in range(int(4)):
         x = randint(1, len(Consumable['17th Level']))
         Con_treasure.append(Consumable['17th Level'][x])
         if x == 6:
             Spells.spell_roll()
     for x in range(int(2)):
         x = randint(1, len(Consumable['18th Level']))
         Con_treasure.append(Consumable['18th Level'][x])
Example #2
0
 def __init__(self):
     x = randint(1, len(Consumable['16th Level']))
     Con_treasure.append(Consumable['16th Level'][x])
     for x in range(2):
         x = randint(1, 2)
         if x == 1:
             x = randint(1, len(Consumable['16th Level']))
             Con_treasure.append(Consumable['16th Level'][x])
         else:
             x = randint(1, len(Consumable['17th Level']))
             Con_treasure.append(Consumable['17th Level'][x])
             if x == 6:
                 Spells.spell_roll()
Example #3
0
    def outfit(self):

        a = genarmor(self.clas, self.level)
        self.armor = a[0]
        self.armorvalue = a[1]
        self.movement = a[2]

        m = genmeleeweapon(self.clas, self.level)
        self.meleeweapon = m[0]
        self.damage = m[2]

        if m[1] < 2:
            s = genshield(self.clas, self.level)
            self.shield = s[1]
            self.shieldvalue = s[2]

        if self.clas == 2:
            if Dice.D(1, 100) < min(95, self.level * 4):
                self.ringpro = Dice.tableroller(ringprobonus)[1]

        self.potion = genpotion(self.clas, self.level)
        self.scroll = genscroll(self.clas, self.level)

        if self.clas == 0 or self.clas == 2: # generate spells
            self.spells = Spells.genspells(self.clas, self.level)

        self.calc()
Example #4
0
    def outfit(self):

        a = genarmor(self.clas, self.level)
        self.armor = a[0]
        self.armorvalue = a[1]
        self.movement = a[2]

        m = genmeleeweapon(self.clas, self.level)
        self.meleeweapon = m[0]
        self.damage = m[2]

        if m[1] < 2:
            s = genshield(self.clas, self.level)
            self.shield = s[1]
            self.shieldvalue = s[2]

        if self.clas == 2:
            if Dice.D(1, 100) < min(95, self.level * 4):
                self.ringpro = Dice.tableroller(ringprobonus)[1]

        self.potion = genpotion(self.clas, self.level)
        self.scroll = genscroll(self.clas, self.level)

        if self.clas == 0 or self.clas == 2:  # generate spells
            self.spells = Spells.genspells(self.clas, self.level)

        self.calc()
Example #5
0
def NextPress(save=1):
    if FeatWindow:
        FeatWindow.Unload()

    if save:
        # resave the feats
        featCount = FeatReqTable.GetRowCount()
        if CharGen:
            pc = GemRB.GetVar("Slot")
        else:
            pc = GemRB.GameGetSelectedPCSingle()
        for i in range(featCount):
            GemRB.SetFeat(pc, i, GemRB.GetVar("Feat " + str(i)))

    if CharGen:
        GemRB.SetNextScript("Spells")
    else:
        # handle toughness first, since hp is tricky
        ToughnessDiff = GemRB.GetVar("Feat 69") - GemRB.GetVar(
            "BaseFeatValue 69")
        if ToughnessDiff > 0:
            pc = GemRB.GameGetSelectedPCSingle()
            GemRB.SetPlayerStat(
                pc, IE_MAXHITPOINTS,
                GemRB.GetPlayerStat(pc, IE_MAXHITPOINTS, 1) +
                ToughnessDiff * 3, 0)
            GemRB.SetPlayerStat(
                pc, IE_HITPOINTS,
                GemRB.GetPlayerStat(pc, IE_HITPOINTS, 1) + ToughnessDiff * 3,
                0)

        # open up the next levelup window
        import Spells
        Spells.SetupSpellsWindow(0)
    return
Example #6
0
 def __init__(self):
     loot = [{'item': FireBlade, 'rate': 0.1}]
     spells = [Spells.FireBreath()]
     super(FireElemental, self).__init__('fire_elem', 50, 20, 5, 10, 30,
                                         loot, spells)
     self.name = 'Fire elemental {}'.format(
         FireElemental.Counter + 1 if FireElemental.Counter > 1 else "")
     FireElemental.Counter += 1
Example #7
0
 def __init__(self):
     x = randint(1, len(Consumable['9th Level']))
     Con_treasure.append(Consumable['9th Level'][x])
     if x == 12:
         Spells.spell_roll()
     for x in range(2):
         x = randint(1, 2)
         if x == 1:
             for x in range(int(b)):
                 x = randint(1, len(Consumable['9th Level']))
                 Con_treasure.append(Consumable['9th Level'][x])
                 if x == 12:
                     Spells.spell_roll()
         else:
             for x in range(int(c)):
                 x = randint(1, len(Consumable['10th Level']))
                 Con_treasure.append(Consumable['10th Level'][x])
Example #8
0
def genscroll(cclass, level):
    if Dice.D(1, 100) < (level * 3):
        scroll = Dice.tableroller(scrolltable[cclass])[1]
        if type(scroll) is tuple:
            scrollspells = Spells.genscroll(scroll[0], scroll[1])
            scroll = "Scroll of %s Spells: %s" \
                   % (classnames[cclass], string.join(scrollspells, ", "))
        return scroll
    return ""
Example #9
0
def genscroll(cclass, level):
    if Dice.D(1, 100) < (level * 3):
        scroll = Dice.tableroller(scrolltable[cclass])[1]
        if type(scroll) is tuple:
            scrollspells = Spells.genscroll(scroll[0], scroll[1])
            scroll = "Scroll of %s Spells: %s" \
                   % (classnames[cclass], string.join(scrollspells, ", "))
        return scroll
    return ""
Example #10
0
 def __init__(self):
     x = randint(1, len(Consumable['1st Level']))
     Con_treasure.append(Consumable['1st Level'][x])
     if x == 23:
         Spells.spell_roll()
     x = randint(1, len(Consumable['2nd Level']))
     Con_treasure.append(Consumable['2nd Level'][x])
     if x == 17:
         Spells.spell_roll()
     x = randint(1, len(Consumable['3rd Level']))
     Con_treasure.append(Consumable['3rd Level'][x])
     if x == 17:
         Spells.spell_roll()
Example #11
0
def NextPress(save=1):
    GemRB.SetRepeatClickFlags(GEM_RK_DISABLE, OP_OR)
    if FeatWindow:
        FeatWindow.Unload()
    if CharGen:
        GemRB.SetNextScript("Spells")
        return

    if save:
        # resave the feats
        featCount = FeatReqTable.GetRowCount()
        pc = GemRB.GameGetSelectedPCSingle()
        for i in range(featCount):
            GemRB.SetFeat(pc, i, GemRB.GetVar("Feat " + str(i)))

    # open up the next levelup window
    import Spells
    Spells.SetupSpellsWindow(0)
    return
Example #12
0
 def __init__(self):
     super().__init__()
     self.name = 'Rilay'
     self.INT = 15
     self.STR = 5
     self.DEX = 10
     self.DUR = 5
     self.hp_multiplier = 1
     self.mp_multiplier = 2
     self.dmg_multiplier = 1
     self.defence_multiplier = 1
     self.exp_multiplier = 12
     self.INT_INC = 2
     self.STR_INC = 1
     self.DEX_INC = 1
     self.DUR_INC = 2
     self._res_name = 'healer'
     self.recalculate_stats()
     self.load_sprites()
     self.spells.append(Spells.Heal())
Example #13
0
 def __init__(self):
     for x in range(int(2)):
         x = randint(1, len(Consumable['4th Level']))
         Con_treasure.append(Consumable['4th Level'][x])
         if x == 7:
             Spells.spell_roll()
     for x in range(int(6)):
         x = randint(1, len(Consumable['5th Level']))
         Con_treasure.append(Consumable['5th Level'][x])
         if x == 17:
             Spells.spell_roll()
     for x in range(int(2)):
         x = randint(1, len(Consumable['6th Level']))
         Con_treasure.append(Consumable['6th Level'][x])
         if x == 10:
             Spells.spell_roll()
Example #14
0
 def __init__(self):
     for x in range(int(1)):
         x = randint(1, len(Consumable['2nd Level']))
         Con_treasure.append(Consumable['2nd Level'][x])
         if x == 17:
             Spells.spell_roll()
     for x in range(2):
         x = randint(1, 2)
         if x == 1:
             x = randint(1, len(Consumable['2nd Level']))
             Con_treasure.append(Consumable['2nd Level'][x])
             if x == 17:
                 Spells.spell_roll()
         else:
             x = randint(1, len(Consumable['3rd Level']))
             Con_treasure.append(Consumable['3rd Level'][x])
             if x == 17:
                 Spells.spell_roll()
 def MakeDamageSpell(self, file_path):
     with open(file_path) as data_file:
         data = json.load(data_file)
         for spell in data:
             a_spell = Spells.DamageSpell(data, spell, self)
             self.spells.append(a_spell)
Example #16
0
def _genscroll(row):
    spells = Spells.genscroll(*row[2])
    return (0, "%s: %s" % (row[1], string.join(spells, ", ")))
Example #17
0
async def spell(ctx, *args):
    spell_string = combine_args(*args)
    await ctx.send(embed=Spells.get_spell(spell_string))
Example #18
0
from Units import *
from Spells import *

magic_bolt = Spells(spell_id=10001,
                    name='Волшебная стрела',
                    damage=1,
                    cooldown=3,
                    duration=1,
                    effect_type='buff_active',
                    targets='single',
                    school='magic',
                    crit_type='damage',
                    crit_strength=2)
spell_2 = Spells(spell_id=31047,
                 name='Подлый трюк',
                 damage=1.5,
                 cooldown=3,
                 duration=1,
                 effect_type='debuff',
                 targets='single',
                 school='physic',
                 crit_type='damage',
                 crit_strength=2)
spell_3 = Spells(spell_id=21233,
                 name='Аура боли',
                 damage=0.5,
                 cooldown=3,
                 duration=0,
                 effect_type=None,
                 targets='AOE',
                 school='physic',
Example #19
0
def _genscroll(row):
    spells = Spells.genscroll(*row[2])
    return (0, "%s: %s" % (row[1], string.join(spells, ", ")))
Example #20
0
            enemy.outlineSelf()
            enemy.startingX -= Stages.stageHandler.currentStage.scrollSpeed
            enemy.leftAnchor = enemy.startingX
            enemy.rightAnchor = enemy.startingX + 300  #accounts enemies always moving onward as not to impose on previously completed stage

        enemy.drawMe()

    #print(f'this is the matter lis: {Stages.stageHandler.currentStage.matterList}')
    #print(f'stage one boss {Stages.stage_one.boss}')
    #print(f'current Stage: {Stages.stageHandler.currentStage.name}')
    #print(f'current Stage enemies List: {Stages.stageHandler.currentStage.enemiesList}')
    Stages.stageHandler.drawConsumables()
    Stages.stageHandler.drawEffects()
    Stages.stageHandler.drawExplosives()
    #drawingSpells to screen
    Spells.showSpells()

    #drawEnemyDisplay()

    if Stages.stageHandler.currentStage.scrolling:
        HeroClassCode.player.currentX -= Stages.stageHandler.currentStage.scrollSpeed
        #print(HeroClassCode.Piles.humanoidName)
    HeroClassCode.Piles.followPlayer()
    HeroClassCode.player.checkPickup()
    HeroClassCode.report_player_health()
    HeroClassCode.player.draw_player()
    HeroClassCode.draw_player_interface()

    Controls.playerControls()

    #draw death screen if player is dead