def construct (self, game, module): maps.in_neighborhood (maps.neighborhood (game)) module.add_locations ("A") module.add_investigator (game, "1", "A", { arkham.skill_fight: 1, arkham.skill_sneak: 1}) module.add_monster (game, "A", arkham.SimpleMonster ( "M1", 0, (-1, 3), 3, (-1, 3) ) )
def construct(self, game, module): maps.in_neighborhood(maps.neighborhood(game)) module.add_locations("A") module.add_investigator(game, "1", "A", { arkham.skill_fight: 1, arkham.skill_sneak: 1, arkham.skill_will: 1 }) module.add_monster( game, "A", arkham.SimpleMonster("M1", 0, (0, 0), 1, (0, 1), special_abilities))
def construct (self, game, module): maps.in_neighborhood (maps.neighborhood (game)) module.add_locations ("A") module.add_investigator (game, "1", "A", { arkham.skill_fight: 1, arkham.skill_sneak: 1, arkham.skill_will: 1}) module.add_monster (game, "A", arkham.SimpleMonster ( "M1", 0, (0, 0), 1, (0, 1), special_abilities ) )
def construct(self, game, module): maps.in_neighborhood(maps.neighborhood(game)) module.add_locations("A") module.add_investigator(game, "1", "A", {arkham.skill_fight: 1, arkham.skill_sneak: 1}) module.add_monster(game, "A", arkham.SimpleMonster("M1", 0, (-1, 3), 3, (-1, 3)))
def construct(self, game): self.m_monster_cup = game.deck(self.mod_monster.MonsterCup) self.m_common_deck = game.deck(self.mod_common.CommonDeck) self.m_unique_deck = game.deck(self.mod_unique.UniqueDeck) self.m_spell_deck = game.deck(self.mod_spell.SpellDeck) self.m_skill_deck = game.deck(self.mod_skill.SkillDeck) class TerrorTrack_AHEvents(arkham.TrackEvent): def event(self, game, owner, level): print "drop ally" # XXX if level == 10: print "relax monster limit" # XXX elif level > 10: print "add to doom track" # XXX for location in game.all_locations(): if location.attributes().get("terror_close") == level: print "close location %s" % location.name() # XXX self.mod_terror.track.add_event(TerrorTrack_AHEvents()) maps.in_neighborhood(maps.neighborhood(game)) merchant_district = maps.location("Merchant District", street=True) unvisited_isle = maps.location("Unvisited Isle", unstable=True) river_docks = maps.location("River Docks") the_unnamable = maps.location("The Unnamable", unstable=True) (maps.draw_from(merchant_district).out( unvisited_isle, black=True, white=True).back().out(the_unnamable, black=True, white=True).back().out(river_docks, black=True, white=True).back()) maps.in_neighborhood(maps.neighborhood(game)) miskatonic_u = maps.location("Miskatonic University", street=True) science_building = maps.location("Science Building", unstable=True) administration = maps.location("Administration") library = maps.location("Library") (maps.draw_from(miskatonic_u).out( science_building, black=True, white=True).back().out(administration, black=True, white=True).back().out(library, black=True, white=True).back()) maps.in_neighborhood(maps.neighborhood(game)) uptown = maps.location("Uptown", street=True) st_mary = maps.location("St. Mary's Hospital", hospital=True, seeker_avoids=True) magick_shop = maps.location("Ye Olde Magick Shoppe", terror_close=9) woods = maps.location("Woods", unstable=True) (maps.draw_from(uptown).out( st_mary, black=True, white=True).back().out(magick_shop, black=True, white=True).back().out(woods, black=True, white=True).back()) maps.in_neighborhood(maps.neighborhood(game)) southside = maps.location("Southside", street=True) historical_society = maps.location \ ("Historical society", unstable = True) south_church = maps.location("South Church") ma_s_boarding = maps.location("Ma's Boarding House") (maps.draw_from(southside).out( historical_society, black=True, white=True).back().out(south_church, black=True, white=True).back().out(ma_s_boarding, black=True, white=True).back()) maps.in_neighborhood(maps.neighborhood(game)) french_hill = maps.location("French Hill", street=True) silver_twilight = maps.location \ ("Silver Twilight Lodge", unstable = True) witch_house = maps.location("The Witch House", unstable=True) (maps.draw_from(french_hill).out(silver_twilight, black=True, white=True).back().out( witch_house, black=True, white=True).back()) maps.in_neighborhood(maps.neighborhood(game)) rivertown = maps.location("Rivertown", street=True) general_store = maps.location("General Store", terror_close=3) black_cave = maps.location("Black Cave", unstable=True) graveyard = maps.location("Graveyard", unstable=True) (maps.draw_from(rivertown).out( general_store, black=True, white=True).back().out(black_cave, black=True, white=True).back().out(graveyard, black=True, white=True).back()) maps.in_neighborhood(maps.neighborhood(game)) easttown = maps.location("Easttown", street=True) police_station = maps.location("Police Station") velmas_dinner = maps.location("Velma's Dinner") hibbs_roadhouse = maps.location("Hibb's Roadhouse", unstable=True) (maps.draw_from(easttown).out( police_station, black=True, white=True).back().out(velmas_dinner, black=True, white=True).back().out(hibbs_roadhouse, black=True, white=True).back()) maps.in_neighborhood(maps.neighborhood(game)) downtown = maps.location("Downtown", street=True) independence_sq = maps.location("Independence Square", unstable=True) arkham_asylum = maps.location("Arkham Asylum", asylum=True, seeker_avoids=True) bank_of_arkham = maps.location("Bank of Arkham") (maps.draw_from(downtown).out( independence_sq, black=True, white=True).back().out(arkham_asylum, black=True, white=True).back().out(bank_of_arkham, black=True, white=True).back()) maps.in_neighborhood(maps.neighborhood(game)) northside = maps.location("Northside", street=True) train_station = maps.location("Train Station") newspaper = maps.location("Newspaper") curiosity_shop = maps.location("Curiositie Shoppe", terror_close=6) (maps.draw_from(northside).out( train_station, black=True, white=True).back().out(newspaper, black=True, white=True).back().out(curiosity_shop, black=True, white=True).back()) maps.in_neighborhood(None) maps.location("Sky", sky=True) maps.location("Lost in Time and Space", lost_in_time_and_space=True) (maps.draw_from(downtown).to(northside, black=True).back( white=True).to(merchant_district, black=True).back(white=True).to( miskatonic_u, black=True).back(white=True).out(french_hill).back().to( uptown, black=True).back(white=True).to( southside, black=True).back(white=True).to( french_hill, black=True).back(white=True).to( rivertown, black=True).back(white=True).to(easttown, black=True). back(white=True).to(downtown, black=True).back( white=True).to(merchant_district).back().to(rivertown).back()) game.add_investigator( arkham.CommonInvestigator("\"Ashcan\" Pete", { arkham.health_sanity: 4, arkham.health_stamina: 6 }, 1, 3, arkham.SkillScales(4, 3, 6, 5, 5, 3, 3), river_docks)) import mod_ah_monsters mod_ah_monsters.build(game, self) import mod_ah_items mod_ah_items.build(game, self) # xxx Some of these will have special skills, and it will be # necessary to expand the definition. For now, this condensed # form suffices. Ancient = self.mod_ancient.Ancient def ancient(name): class AH_Ancient(Ancient): def __init__(self): Ancient.__init__(self, name) return AH_Ancient def Nyarlathotep(monster_cup): class Nyarlathotep(Ancient): def __init__(self): Ancient.__init__(self, "Nyarlathotep") def before_turn_0(self, game): import random masks = [ monster for monster in monster_cup.registered_cards() if monster.attributes().flag("mask") ] for mask in random.sample(masks, 5): monster_cup.activate(mask) def before_battle(self, game): # Any investigator with no Clue tokens is devoured. for investigator in game.investigators(): if investigator.clues() == 0: investigator.devour(game, self) return Nyarlathotep for ancient in [ ancient("Azathoth"), ancient("Cthulhu"), Nyarlathotep(self.m_monster_cup) ]: self.mod_ancient.register(ancient)
def construct (self, game): self.m_monster_cup = game.deck (self.mod_monster.MonsterCup) self.m_common_deck = game.deck (self.mod_common.CommonDeck) self.m_unique_deck = game.deck (self.mod_unique.UniqueDeck) self.m_spell_deck = game.deck (self.mod_spell.SpellDeck) self.m_skill_deck = game.deck (self.mod_skill.SkillDeck) class TerrorTrack_AHEvents (arkham.TrackEvent): def event (self, game, owner, level): print "drop ally" # XXX if level == 10: print "relax monster limit" # XXX elif level > 10: print "add to doom track" # XXX for location in game.all_locations (): if location.attributes ().get ("terror_close") == level: print "close location %s" % location.name () # XXX self.mod_terror.track.add_event (TerrorTrack_AHEvents ()) maps.in_neighborhood (maps.neighborhood (game)) merchant_district = maps.location ("Merchant District", street = True) unvisited_isle = maps.location ("Unvisited Isle", unstable = True) river_docks = maps.location ("River Docks") the_unnamable = maps.location ("The Unnamable", unstable = True) (maps.draw_from (merchant_district) .out (unvisited_isle, black = True, white = True).back () .out (the_unnamable, black = True, white = True).back () .out (river_docks, black = True, white = True).back ()) maps.in_neighborhood (maps.neighborhood (game)) miskatonic_u = maps.location ("Miskatonic University", street = True) science_building = maps.location ("Science Building", unstable = True) administration = maps.location ("Administration") library = maps.location ("Library") (maps.draw_from (miskatonic_u) .out (science_building, black = True, white = True).back () .out (administration, black = True, white = True).back () .out (library, black = True, white = True).back ()) maps.in_neighborhood (maps.neighborhood (game)) uptown = maps.location ("Uptown", street = True) st_mary = maps.location ("St. Mary's Hospital", hospital = True, seeker_avoids = True) magick_shop = maps.location ("Ye Olde Magick Shoppe", terror_close = 9) woods = maps.location ("Woods", unstable = True) (maps.draw_from (uptown) .out (st_mary, black = True, white = True).back () .out (magick_shop, black = True, white = True).back () .out (woods, black = True, white = True).back ()) maps.in_neighborhood (maps.neighborhood (game)) southside = maps.location ("Southside", street = True) historical_society = maps.location \ ("Historical society", unstable = True) south_church = maps.location ("South Church") ma_s_boarding = maps.location ("Ma's Boarding House") (maps.draw_from (southside) .out (historical_society, black = True, white = True).back () .out (south_church, black = True, white = True).back () .out (ma_s_boarding, black = True, white = True).back ()) maps.in_neighborhood (maps.neighborhood (game)) french_hill = maps.location ("French Hill", street = True) silver_twilight = maps.location \ ("Silver Twilight Lodge", unstable = True) witch_house = maps.location ("The Witch House", unstable = True) (maps.draw_from (french_hill) .out (silver_twilight, black = True, white = True).back () .out (witch_house, black = True, white = True).back ()) maps.in_neighborhood (maps.neighborhood (game)) rivertown = maps.location ("Rivertown", street = True) general_store = maps.location ("General Store", terror_close = 3) black_cave = maps.location ("Black Cave", unstable = True) graveyard = maps.location ("Graveyard", unstable = True) (maps.draw_from (rivertown) .out (general_store, black = True, white = True).back () .out (black_cave, black = True, white = True).back () .out (graveyard, black = True, white = True).back ()) maps.in_neighborhood (maps.neighborhood (game)) easttown = maps.location ("Easttown", street = True) police_station = maps.location ("Police Station") velmas_dinner = maps.location ("Velma's Dinner") hibbs_roadhouse = maps.location ("Hibb's Roadhouse", unstable = True) (maps.draw_from (easttown) .out (police_station, black = True, white = True).back () .out (velmas_dinner, black = True, white = True).back () .out (hibbs_roadhouse, black = True, white = True).back ()) maps.in_neighborhood (maps.neighborhood (game)) downtown = maps.location ("Downtown", street = True) independence_sq = maps.location ("Independence Square", unstable = True) arkham_asylum = maps.location ("Arkham Asylum", asylum = True, seeker_avoids = True) bank_of_arkham = maps.location ("Bank of Arkham") (maps.draw_from (downtown) .out (independence_sq, black = True, white = True).back () .out (arkham_asylum, black = True, white = True).back () .out (bank_of_arkham, black = True, white = True).back ()) maps.in_neighborhood (maps.neighborhood (game)) northside = maps.location ("Northside", street = True) train_station = maps.location ("Train Station") newspaper = maps.location ("Newspaper") curiosity_shop = maps.location ("Curiositie Shoppe", terror_close = 6) (maps.draw_from (northside) .out (train_station, black = True, white = True).back () .out (newspaper, black = True, white = True).back () .out (curiosity_shop, black = True, white = True).back ()) maps.in_neighborhood (None) maps.location ("Sky", sky = True) maps.location ("Lost in Time and Space", lost_in_time_and_space = True) (maps.draw_from (downtown) .to (northside, black = True).back (white = True) .to (merchant_district, black = True).back (white = True) .to (miskatonic_u, black = True).back (white = True) .out (french_hill).back () .to (uptown, black = True).back (white = True) .to (southside, black = True).back (white = True) .to (french_hill, black = True).back (white = True) .to (rivertown, black = True).back (white = True) .to (easttown, black = True).back (white = True) .to (downtown, black = True).back (white = True) .to (merchant_district).back () .to (rivertown).back ()) game.add_investigator ( arkham.CommonInvestigator ( "\"Ashcan\" Pete", {arkham.health_sanity:4, arkham.health_stamina: 6}, 1, 3, arkham.SkillScales (4, 3, 6, 5, 5, 3, 3), river_docks ) ) import mod_ah_monsters mod_ah_monsters.build (game, self) import mod_ah_items mod_ah_items.build (game, self) # xxx Some of these will have special skills, and it will be # necessary to expand the definition. For now, this condensed # form suffices. Ancient = self.mod_ancient.Ancient def ancient (name): class AH_Ancient (Ancient): def __init__ (self): Ancient.__init__ (self, name) return AH_Ancient def Nyarlathotep (monster_cup): class Nyarlathotep (Ancient): def __init__ (self): Ancient.__init__ (self, "Nyarlathotep") def before_turn_0 (self, game): import random masks = [monster for monster in monster_cup.registered_cards () if monster.attributes ().flag ("mask")] for mask in random.sample (masks, 5): monster_cup.activate (mask) def before_battle (self, game): # Any investigator with no Clue tokens is devoured. for investigator in game.investigators (): if investigator.clues () == 0: investigator.devour (game, self) return Nyarlathotep for ancient in [ancient ("Azathoth"), ancient ("Cthulhu"), Nyarlathotep (self.m_monster_cup)]: self.mod_ancient.register (ancient)