def tick(self): self.host.game.do_damage(self.host, d(3), D_GENERIC, self.owner) if self.host == self.host.game.player: self.host.game.shout('You are bleeding') else: self.host.game.shout('%s bleeds' % (self.host.name)) Effect.tick(self)
def tick(self): self.host.game.do_damage(self.host, d(3), D_FIRE, self.owner) if self.host == self.host.game.player: self.host.game.shout('You are getting burned!') else: self.host.game.shout('%s is getting burned!' % (self.host.name)) Effect.tick(self)
def tick(self): self.host.game.do_damage(self.host, d(3), D_ACID, self.owner) if self.host == self.host.game.player: self.host.game.shout('You are splashed by acid!') else: self.host.game.shout('%s is splashed by acid!' % (self.host.name)) Effect.tick(self)
def tick(self): self.host.game.do_damage(self.host, d(3), D_COLD, self.owner) if self.host == self.host.game.player: self.host.game.shout('You are freezing!') else: self.host.game.shout('%s is freezing!' % (self.host.name)) Effect.tick(self)
def tick(self): self.host.dazzled = True if self.host == self.host.game.player: self.host.game.shout('You are blinded!') else: self.host.game.shout('%s is blinded!' % (self.host.name)) Effect.tick(self)
def tick(self): self.host.timer += self.host.speed * d(3) if self.host == self.host.game.player: self.host.game.shout('You are stunned') else: self.host.game.shout('%s is stunned' % (self.host.name)) Effect.tick(self)
def tick(self): if d(100) < 5: self.host.timer += self.host.speed * d(5) if self.host == self.host.game.player: self.host.game.shout('You suddenly fell asleep') else: self.host.game.shout('%s suddenly fells asleep' % (self.host.name)) Effect.tick(self)
def tick(self): self.host.timer += 1000 if self.host == self.host.game.player: self.host.game.shout('You are stunned by the Floating Eye`s gaze!') else: self.host.game.shout('%s is stunned by the Floating Eye`s gaze!' % (self.host.name)) Effect.tick(self)
def tick(self): a = -d(4) if self.host.cur_health - a > self.host.health: a = self.host.cur_health - self.host.health self.host.game.do_damage(self.host, a, D_ORDER) if self.host == self.host.game.player: self.host.game.shout('You are regenerating') else: self.host.game.shout('%s is regenerating' % (self.host.name)) Effect.tick(self)
def tick(self): self.host.game.do_damage(self.host, d(3), D_POISON, self.owner) if d(100) < 35: StunEffect(self.host, self.owner) if d(100) < 35: DazzleEffect(self.host, self.owner) if self.host == self.host.game.player: self.host.game.shout('You are poisoned') else: self.host.game.shout('%s is poisoned' % (self.host.name)) Effect.tick(self)
def tick(self): new_pos = self.host.game.get_free_adj(self.owner.pos()) if new_pos != None: self.owner.game.shout('%s splits in half!' % (self.owner.name)) new = dungeon.Populator.create_creature(self.owner.pop_name, self.owner.filename) new.set_pos(new_pos) new.game.add_actor(new) self.owner.health = self.owner.health / 2 + 1 self.owner.cur_health = self.owner.cur_health / 2 + 1 new.health = self.owner.health new.cur_health = self.owner.cur_health new.xp_value = self.owner.xp_value / 3 + 2 Effect.tick(self)
def tick(self): self.host.game.do_damage(self.host, d(3), D_POISON, self.owner) notice = False if d(100) < 10: StunEffect(self.host, self.owner) notice = True if d(100) < 10: DazzleEffect(self.host, self.owner) notice = True if d(100) < 10: self.host.game.do_damage(self.host, d(3), D_POISON, self.owner) notice = True if d(100) < 2: self.host.game.do_damage(self.host, d(25), D_POISON, self.owner) notice = True if notice: if self.host == self.host.game.player: self.host.game.shout('You are poisoned') else: self.host.game.shout('%s is poisoned' % (self.host.name)) Effect.tick(self)
def tick(self): if self.host == self.host.game.player: self.host.game.shout('You are getting stroked by %s' % (self.owner.name)) else: self.host.game.shout('%s is getting stroked' % (self.host.name)) Effect.tick(self)