generateWeapon(int(arg[2]), int(arg[3]), int(arg[4]), True) if(arg[1] == 'armor'): if(len(arg) < 3): arg.append(1); arg.append(7) if(len(arg) < 4): arg.append(7) generateArmor(int(arg[2]), int(arg[3])) #py generate.py encounter <map> <level> if(arg[1] == 'encounter'): if(len(arg) < 3): print 'ERROR: bad call sequence' sys.exit() generateEnemy(0, 2, arg[2], 3, int(arg[3])) #py generate.py multifoe <low> <high> <map> <enemy amount> <level> if(arg[1] == 'multifoe'): if(len(arg) < 3): print 'ERROR: bad call sequence' sys.exit() generateEnemy(int(arg[2]), int(arg[3]), arg[4], int(arg[5]), int(arg[6])) #py generate.py foe <id> <map> <level> if(arg[1] == 'foe'): if(len(arg) < 3): print 'ERROR: bad call sequence' sys.exit() generateEnemy(int(arg[2]), int(arg[2]), arg[3], 1, int(arg[4]))
#Suggestion: Create a seperate script for taking two weapon types, finding the appropriate dice, and calcualting an action encounter result #So have battleSim.py, tactics.py, and actionResolution.py? import dict from weaponGeneration import generateWeapon from armorGeneration import generateArmor from enemyGeneration import generateEnemy from npcGeneration import generateNPC from random import randint import sys arg = sys.argv # arg1<map> arg2<level> arg3<?> #generate enemy party foe = generateEnemy(0, 2, arg[1], 3, int(arg[2])) #generate npc self = generateNPC(arg[2]) #check npc stats, decide Role. #? #Generate Weapon, Aegis. self['armor'] = generateArmor(level) self['weapon'] = generateWeapon(level) #check agility scores, set up turn order #begin turn sequence
# Room-by-room dungeon enemy generation. # author: amesen # Takes world number, enemy level as argv1 & 2 from random import randint import sys from enemyGeneration import generateEnemy roll = randint(1, 10) if roll <= 6: print("Room clear.") elif roll <= 8: print("Enemies!") generateEnemy(int(sys.argv[1]), randint(1, 4), int(sys.argv[2])) elif roll <= 9: print("Enemies+") generateEnemy(int(sys.argv[1]), randint(1, 4), int(sys.argv[2]) + 3) else: print("Self!")