Example #1
0
async def magic_2(player,mob):
    ch = mob.mob
    if player.magic_lv() < 500:
        em = discord.Embed(description=f"熟練度が足りないようだ…")
        await ch.send(embed=em)
        return
    if player.now_mp < 100:
        em=discord.Embed(description="MPが足りないようだ…")
        await ch.send(embed=em)
        return
    start_check = await battle.battle_start(player,mob)
    if start_check is False: return
    now_hp = player.cut_hp(int(player.max_hp*(0.5+ ((player.magic_lv()-500)/100000))))
    text = f"『命を力に…!』 {player.user}に{int(player.max_hp*(0.5+((player.magic_lv()-500)/100000)))}の反動"
    if 0 >= now_hp:
        text += f"\n{player.user}は死んでしまった!"
        await ch.send(f"{text}")
        return
    up_num = min(3 + ((player.magic_lv()-500)/100000),6)
    # 戦闘処理(Player後手) #
    text1 = battle.create_battle_text(mob,player)
    if player.now_hp > 0:
        player.magic_lv(1)
        player.cut_mp(100)
        text2 = battle.create_battle_text(player,mob,atk_word="『StrengthRein』",strength_rate=up_num)
    else:
        text2 = f"{player.user} はやられてしまった…"
    battle_log = f">>> {text}\n* * * *\n{text1}\n* * * *\n{text2}"
    result_em,spawn_em,anti_magic_em = await battle.battle_result(player, mob)
    await ch.send(content=battle_log,embed=result_em)
    if spawn_em:await ch.send(embed=spawn_em)
    if anti_magic_em:await ch.send(embed=anti_magic_em)
Example #2
0
async def magic_4(player, mob):
    ch = mob.mob
    start_check = await battle.battle_start(player, mob)
    if start_check is False: return
    if player.magic_lv() < 2000:
        em = discord.Embed(description="魔法練度が不足…!")
        await ch.send(embed=em)
        return
    if player.now_mp < 300:
        em = discord.Embed(description="MPが不足…!")
        await ch.send(embed=em)
        return
    player.now_defe += int(player.now_defe * min(
        ((player.magic_lv() - 2000) / 100000), 4))
    text0 = f"{player.name} を護りの波動が包み込む…!"
    text1 = battle.create_battle_text(mob, player)
    text2 = "耐えきれなかったようだ…"
    if player.now_hp > 0:
        before_mobhp = mob.now_hp
        text2 = battle.create_battle_text(player,
                                          mob,
                                          set_strength=(player.max_hp -
                                                        player.now_hp),
                                          atk_word="『InversionemAegis』")
        heal_num = before_mobhp - mob.now_hp
        player.magic_lv(2)
        player.cut_mp(300)
    player.now_defe = player.max_defe
    magic_text = f">>> {text0}\n* * * *\n{text1}\n* * * * \n{text2}"
    result_em, spawn_em, anti_magic_em = await battle.battle_result(
        player, mob)
    await ch.send(content=magic_text, embed=result_em)
    if spawn_em: await ch.send(embed=spawn_em)
    if anti_magic_em: await ch.send(embed=anti_magic_em)
Example #3
0
async def magic_1(player,mob):
    start_check = await battle.battle_start(player,mob)
    if start_check is False: return
    ch = mob.mob
    if player.now_mp < 50:
        em=discord.Embed(description="MPが足りないようだ…")
        await ch.send(embed=em)
        return
    up_num = min(1.5 + ((player.magic_lv())/100000),3)
    # 戦闘処理(Player先手) #
    if player.AGI() >= mob.agi():
        text1 = battle.create_battle_text(player,mob,atk_word="『BeeRay』",strength_rate=up_num)
        text2 = battle.create_battle_text(mob,player)
    # 戦闘処理(Player後手) #
    else:
        text1 = battle.create_battle_text(mob,player)
        if player.now_hp > 0:
            text2 = battle.create_battle_text(player,mob,atk_word="『BeeRay』",strength_rate=up_num)
        else:
            text2 = f"{player.user} はやられてしまった…"
    battle_log = f">>> {text1}\n* * * *\n{text2}"
    player.magic_lv(1)
    player.cut_mp(50)
    result_em,spawn_em,anti_magic_em = await battle.battle_result(player, mob)
    await ch.send(content=battle_log,embed=result_em)
    if spawn_em:await ch.send(embed=spawn_em)
    if anti_magic_em:await ch.send(embed=anti_magic_em)
Example #4
0
async def magic_4(player,mob):
    ch = mob.mob
    if player.magic_lv() < 2000:
        em = discord.Embed(description=f"熟練度が足りないようだ…")
        await ch.send(embed=em)
        return
    if player.now_mp < 10:
        em=discord.Embed(description="MPが足りないようだ…")
        await ch.send(embed=em)
        return
    start_check = await battle.battle_start(player,mob)
    if start_check is False: return
    up_num = min(1 + ((player.magic_lv()-2000)/100000),8)
    if player.ID() in box.power_charge:
        num = box.power_charge[player.ID()]*0.5
        up_num += num
        del box.power_charge[player.ID()]
        str_up_text = f"Discharge!! {up_num*100}%(+{num*100}%)"
    else:
        str_up_text = ""
    # 戦闘処理(Player後手) #
    text1 = battle.create_battle_text(mob,player)
    if player.now_hp > 0:
        player.magic_lv(2)
        player.cut_mp(10)
    text2 = battle.create_battle_text(player,mob,atk_word="『IgnisStrike』",strength_rate=up_num)
    battle_log = f">>> {text1}\n* * * *\n{str_up_text}\n* * * *\n{text2}"
    result_em,spawn_em,anti_magic_em = await battle.battle_result(player, mob)
    await ch.send(content=battle_log,embed=result_em)
    if spawn_em:await ch.send(embed=spawn_em)
    if anti_magic_em:await ch.send(embed=anti_magic_em)
Example #5
0
async def magic_1(player, mob):
    ch = mob.mob
    start_check = await battle.battle_start(player, mob)
    if start_check is False: return
    if player.magic_lv() < 0:
        em = discord.Embed(description="魔法練度が不足…!")
        await ch.send(embed=em)
        return
    if player.now_mp < 80:
        em = discord.Embed(description="MPが不足…!")
        await ch.send(embed=em)
        return
    if random() <= 0.5:
        buff_num = 1
    else:
        buff_num = 0
    up_num = min(0.8 + (player.magic_lv() / 100000), 2)
    # 戦闘処理(Player先手) #
    if player.AGI() >= mob.agi():
        player.magic_lv(1)
        player.cut_mp(80)
        text1 = battle.create_battle_text(player,
                                          mob,
                                          atk_word="『StunRain』",
                                          strength_rate=up_num,
                                          buff=buff_num)
        if mob.now_hp > 0:
            text2 = battle.create_battle_text(mob, player)
        else:
            text2 = f'{mob.name}を倒した!'
    # 戦闘処理(Player後手) #
    else:
        text1 = battle.create_battle_text(mob, player)
        if player.now_hp > 0:
            player.magic_lv(1)
            player.cut_mp(80)
            text2 = battle.create_battle_text(player,
                                              mob,
                                              atk_word="『StunRain』",
                                              strength_rate=up_num,
                                              buff=buff_num)
        else:
            text2 = f'{player.user}はやられてしまった…'
    magic_log = f">>> {text1}\n* * * *\n{text2}"
    result_em, spawn_em, anti_magic_em = await battle.battle_result(
        player, mob)
    await ch.send(content=magic_log, embed=result_em)
    if spawn_em: await ch.send(embed=spawn_em)
    if anti_magic_em: await ch.send(embed=anti_magic_em)
Example #6
0
async def magic_2(player, mob):
    magic_name = "PalePiscis"
    ch = mob.mob
    start_check = await battle.battle_start(player, mob)
    if start_check is False: return
    if player.magic_lv() < 500:
        em = discord.Embed(description="魔法練度が不足…!")
        await ch.send(embed=em)
        return
    if player.now_mp < 150:
        em = discord.Embed(description="MPが不足…!")
        await ch.send(embed=em)
        return
    up_num = min(2 + ((player.magic_lv() - 500) / 100000), 4)
    # 戦闘処理(Player先手) #
    if player.AGI() >= mob.agi():
        if mob.ID() in box.stun:
            up_num += 0.5
        player.magic_lv(1)
        player.cut_mp(150)
        text1 = battle.create_battle_text(player,
                                          mob,
                                          atk_word=f"『{magic_name}』",
                                          strength_rate=up_num)
        if mob.now_hp > 0:
            text2 = battle.create_battle_text(mob, player)
        else:
            text2 = f'{mob.name}を倒した!'
    # 戦闘処理(Player後手) #
    else:
        text1 = battle.create_battle_text(mob, player)
        if mob.ID() in box.stun:
            up_num += 0.5
        if player.now_hp > 0:
            player.magic_lv(1)
            player.cut_mp(150)
            text2 = battle.create_battle_text(player,
                                              mob,
                                              atk_word=f"『{magic_name}』",
                                              strength_rate=up_num)
        else:
            text2 = f'{player.user}はやられてしまった…'
    magic_log = f">>> {text1}\n* * * *\n{text2}"
    result_em, spawn_em, anti_magic_em = await battle.battle_result(
        player, mob)
    await ch.send(content=magic_log, embed=result_em)
    if spawn_em: await ch.send(embed=spawn_em)
    if anti_magic_em: await ch.send(embed=anti_magic_em)
Example #7
0
async def magic_5(player,mob,final=False):
    ch = mob.mob
    if player.magic_lv() < 4000:
        em = discord.Embed(description=f"熟練度が足りないようだ…")
        await ch.send(embed=em)
        return
    if player.now_mp < 10:
        em=discord.Embed(description="MPが足りないようだ…")
        await ch.send(embed=em)
        return
    soul_fire_num = battle.pg.fetchdict(f"select item from player_tb where id = {player.ID()};")[0]["item"]["魂の焔"]
    if soul_fire_num < 32:
        em=discord.Embed(description="触媒が足りないようだ…")
        await ch.send(embed=em)
        return
    if final:
        if soul_fire_num < 100:
            em=discord.Embed(description="触媒が足りないようだ…")
            await ch.send(embed=em)
            return
        magic_name = "ᶠ ᵢ ⁿ ₐ ᶪ ᴤ ᵖ ₐ ᵣ ᵏ"
        use_num = soul_fire_num
        up_num = 10 + ((player.magic_lv()-4000)/100000) + (use_num/100)
    elif not final:
        magic_name = "MasterSpark"
        use_num = 32
        up_num = min(10 + ((player.magic_lv()-4000)/100000),30)
    start_check = await battle.battle_start(player,mob)
    if start_check is False: return
    # 戦闘処理(Player後手) #
    text1 = battle.create_battle_text(mob,player)
    if player.now_hp > 0:
        player.magic_lv(3)
        player.cut_mp(10)
        status.get_item(client.get_user(player.ID()),4,-use_num)
        text2 = battle.create_battle_text(player,mob,atk_word=f"『{magic_name}』",strength_rate=up_num)
    else:
        text2 = f"{player.user} はやられてしまった…"
    battle_log = f">>> {text1}\n* * * *\n{text2}"
    result_em,spawn_em,anti_magic_em = await battle.battle_result(player, mob)
    await ch.send(content=battle_log,embed=result_em)
    if spawn_em:await ch.send(embed=spawn_em)
    if anti_magic_em:await ch.send(embed=anti_magic_em)
Example #8
0
async def magic_5(player, mob):
    ch = mob.mob
    start_check = await battle.battle_start(player, mob)
    if start_check is False: return
    if player.magic_lv() < 4000:
        em = discord.Embed(description="魔法練度が不足…!")
        await ch.send(embed=em)
        return
    if player.now_mp < 1200:
        em = discord.Embed(description="MPが不足…!")
        await ch.send(embed=em)
        return
    fleez = False
    if random() <= 0.5:
        buff_num = 1
    else:
        buff_num = 0
    up_num = min(6 + ((player.magic_lv() - 4000) / 100000), 10)
    player.magic_lv(2)
    player.cut_mp(1200)
    text1 = battle.create_battle_text(player,
                                      mob,
                                      atk_word="『PermaFrost』",
                                      strength_rate=up_num,
                                      buff=buff_num)
    if mob.now_hp > 0:
        text2 = battle.create_battle_text(mob, player)
        magic_log = f">>> {text1}\n* * * *\n{text2}"
        if random() <= 0.5:
            text3 = f"{mob.name}は凍りついた!"
            magic_log += f"\n* * * *\n{text3}"
            box.fleez.append(mob.ID())
    else:
        text2 = f'{mob.name}を倒した!'
        magic_log = f">>> {text1}\n* * * *\n{text2}"
    result_em, spawn_em, anti_magic_em = await battle.battle_result(
        player, mob)
    await ch.send(content=magic_log, embed=result_em)
    if spawn_em: await ch.send(embed=spawn_em)
    if anti_magic_em: await ch.send(embed=anti_magic_em)
Example #9
0
async def magic_3(player,mob):
    ch = mob.mob
    if player.magic_lv() < 1000:
        em = discord.Embed(description=f"熟練度が足りないようだ…")
        await ch.send(embed=em)
        return
    if player.now_mp < 200:
        em=discord.Embed(description="MPが足りないようだ…")
        await ch.send(embed=em)
        return
    start_check = await battle.battle_start(player,mob)
    if start_check is False: return
    if not player.ID() in box.power_charge:
        box.power_charge[player.ID()] = 0
    box.power_charge[player.ID()] += 1
    power_charge_amount = box.power_charge[player.ID()]*50
    # 戦闘処理(Player先手) #
    if player.AGI() >= mob.agi():
        player.magic_lv(1)
        player.cut_mp(200)
        text1 = f"{player.user} 『PowerCharge』->"
        text1 += f"{power_charge_amount}%分チャージ完了!"
        text2 = battle.create_battle_text(mob,player)
    # 戦闘処理(Player後手) #
    else:
        text1 = battle.create_battle_text(mob,player)
        if player.now_hp > 0:
            player.magic_lv(1)
            player.cut_mp(200)
            text2 = f"{player.user} 『PowerCharge』->"
            text2 += f"『IgnisStrike』の攻撃力が{100 + power_charge_amount}%に上昇!"
        else:
            text2 = f"{player.user} はやられてしまった…"
    battle_log = f">>> {text1}\n* * * *\n{text2}"
    result_em,spawn_em,anti_magic_em = await battle.battle_result(player, mob)
    await ch.send(content=battle_log,embed=result_em)
    if spawn_em:await ch.send(embed=spawn_em)
    if anti_magic_em:await ch.send(embed=anti_magic_em)
Example #10
0
async def magic_1(player, mob):
    ch = mob.mob
    start_check = await battle.battle_start(player, mob)
    if start_check is False: return
    if player.now_mp < 30:
        em = discord.Embed(description="MPが不足…!")
        await ch.send(embed=em)
        return
    if random() <= 0.5:
        buff_num = 2
    else:
        buff_num = 0
    up_num = min(0.8 + (player.magic_lv() / 100000), 1.5)
    player.magic_lv(1)
    # 戦闘処理(Player先手) #
    if player.AGI() >= mob.agi():
        text1 = battle.create_battle_text(player,
                                          mob,
                                          atk_word="『DrumFang』",
                                          strength_rate=up_num,
                                          buff=buff_num)
        text2 = battle.create_battle_text(mob, player)
    # 戦闘処理(Player後手) #
    else:
        text1 = battle.create_battle_text(mob, player)
        text2 = battle.create_battle_text(player,
                                          mob,
                                          atk_word="『DrumFang』",
                                          strength_rate=up_num,
                                          buff=buff_num)
    magic_log = f">>> {text1}\n* * * *\n{text2}"
    player.magic_lv(1)
    player.cut_mp(30)
    result_em, spawn_em, anti_magic_em = await battle.battle_result(
        player, mob)
    await ch.send(content=magic_log, embed=result_em)
    if spawn_em: await ch.send(embed=spawn_em)
    if anti_magic_em: await ch.send(embed=anti_magic_em)