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)
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)
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)
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)
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)
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)
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)
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)
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)
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)