Exemple #1
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def new_dagger(game_state):
    """
    A composite component representing a Knife item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description(
            "Dagger",
            "A trusty dagger, small and precise but will only inflict small wounds."
        ))
    c.set_child(GraphicChar(None, colors.GRAY, icon.DAGGER))
    c.set_child(DataPoint(DataTypes.WEIGHT, 5))
    c.set_child(DamageType(DamageTypes.CUTTING))

    c.set_child(damage_item_stat(1, 3))
    c.set_child(accuracy_item_stat(15))

    c.set_child(CritChanceBonusEffect(0.2))
    c.set_child(crit_multiplier_item_stat(3.5))

    c.set_child(ExtraSwingAttackEffect(0.20))
    c.set_child(BleedAttackEffect(0.10))

    return c
Exemple #2
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def new_morning_star(game_state):
    """
    A composite component representing a Sword item.
    """
    mace = Composite()
    set_item_components(mace, game_state)
    set_melee_weapon_component(mace)
    mace.set_child(
        Description(
            "Morning Star",
            "This old club has an lump of iron with rusty spikes at one end."))
    mace.set_child(GraphicChar(None, colors.GRAY, icon.MORNING_STAR))
    mace.set_child(DataPoint(DataTypes.WEIGHT, 8))

    mace.set_child(accuracy_item_stat(8))
    mace.set_child(damage_item_stat(1, 6))

    mace.set_child(CritChanceBonusEffect(0.1))
    mace.set_child(crit_multiplier_item_stat(2))

    mace.set_child(StunAttackEffect(0.2))
    mace.set_child(IgnoreArmorAttackEffect(0.2))
    mace.set_child(BleedAttackEffect(0.1))

    return mace
Exemple #3
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def new_chain_and_ball(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description(
            "Chain and Spike Ball",
            "A huge metal ball on a chain, hard to use but can deal massive damage."
        ))
    c.set_child(GraphicChar(None, colors.GRAY, icon.BALL_AND_CHAIN))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(damage_item_stat(2, 9))
    c.set_child(accuracy_item_stat(5))

    c.set_child(CritChanceBonusEffect(0.10))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(KnockBackAttackEffect(0.20))
    c.set_child(DefenciveAttackEffect(0.60))
    c.set_child(IgnoreArmorAttackEffect(0.10))
    return c
Exemple #4
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def new_kris(game_state):
    """
    A composite component representing a Knife item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description(
            "Kris",
            "A dagger with a wavy blade, its sharp end can cause major damage."
        ))
    c.set_child(GraphicChar(None, colors.GRAY_D, icon.KRIS))
    c.set_child(DataPoint(DataTypes.WEIGHT, 5))
    c.set_child(DamageType(DamageTypes.CUTTING))

    c.set_child(damage_item_stat(1, 3))
    c.set_child(accuracy_item_stat(15))

    c.set_child(CritChanceBonusEffect(0.20))
    c.set_child(crit_multiplier_item_stat(3.5))

    c.set_child(ExtraSwingAttackEffect(0.2))
    c.set_child(BleedAttackEffect(0.2))

    return c
Exemple #5
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def new_trident(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description(
            "Trident",
            "A long stick with a with three sharp points at one end."
            "It's a useful weapon when you want to keep danger at bay."))
    c.set_child(GraphicChar(None, colors.ORANGE_D, icon.TRIDENT))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(accuracy_item_stat(10))
    c.set_child(damage_item_stat(1, 5))

    c.set_child(CritChanceBonusEffect(0.15))
    c.set_child(crit_multiplier_item_stat(2.5))

    c.set_child(DefenciveAttackEffect(0.75))
    c.set_child(BleedAttackEffect(0.20))

    return c
Exemple #6
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def new_flame_orb(game_state):
    orb = Composite()
    set_item_components(orb, game_state)
    set_ranged_weapon_components(orb)
    orb.set_child(RangeWeaponType(RangeWeaponType.MAGIC))
    orb.set_child(Description("Flame Orb",
                              "An orb with a living flame inside, it allows the wielder to channel fire from it."))
    orb.set_child(GraphicChar(None, colors.RED, icon.ORB))
    orb.set_child(DataPoint(DataTypes.WEAPON_RANGE, 5))
    orb.set_child(DataPoint(DataTypes.WEIGHT, 2))
    orb.set_child(accuracy_item_stat(5))
    orb.set_child(Damage(2, 4))
    orb.set_child(MagicMissileEffect(GraphicChar(None, colors.RED, icon.BIG_CENTER_DOT)))
    return orb
Exemple #7
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def new_bolas(game_state):
    sling = Composite()
    set_item_components(sling, game_state)
    set_ranged_weapon_components(sling)
    sling.set_child(RangeWeaponType(RangeWeaponType.SLING))
    sling.set_child(Description("Bolas",
                                "Two weights strung together by a string, when thrown they may trip the victim."))
    sling.set_child(GraphicChar(None, colors.CHAMPAGNE, icon.HEART + 18))
    sling.set_child(DataPoint(DataTypes.WEAPON_RANGE, 4))
    sling.set_child(DataPoint(DataTypes.WEIGHT, 3))
    sling.set_child(accuracy_item_stat(3))
    sling.set_child(damage_item_stat(1, 2))

    sling.set_child(CritChanceBonusEffect(0.2))
    sling.set_child(crit_multiplier_item_stat(2.0))

    sling.set_child(TripAttackEffect(0.4))
    return sling
Exemple #8
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def new_flame_orb(game_state):
    orb = Composite()
    set_item_components(orb, game_state)
    set_ranged_weapon_components(orb)
    orb.set_child(RangeWeaponType(RangeWeaponType.MAGIC))
    orb.set_child(
        Description(
            "Flame Orb",
            "An orb with a living flame inside, it allows the wielder to channel fire from it."
        ))
    orb.set_child(GraphicChar(None, colors.RED, icon.ORB))
    orb.set_child(DataPoint(DataTypes.WEAPON_RANGE, 5))
    orb.set_child(DataPoint(DataTypes.WEIGHT, 2))
    orb.set_child(accuracy_item_stat(5))
    orb.set_child(Damage(2, 4))
    orb.set_child(
        MagicMissileEffect(GraphicChar(None, colors.RED, icon.BIG_CENTER_DOT)))
    return orb
Exemple #9
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def new_sling(game_state):
    sling = Composite()
    set_item_components(sling, game_state)
    set_ranged_weapon_components(sling)
    sling.set_child(RangeWeaponType(RangeWeaponType.SLING))
    sling.set_child(Description("Sling",
                                "This weapon propels rocks more effectively than throwing them would."))
    sling.set_child(GraphicChar(None, colors.ORANGE, icon.SLING))
    sling.set_child(DataPoint(DataTypes.WEAPON_RANGE, 4))
    sling.set_child(DataPoint(DataTypes.WEIGHT, 3))
    sling.set_child(accuracy_item_stat(5))
    sling.set_child(damage_item_stat(1, 3))

    sling.set_child(CritChanceBonusEffect(0.2))
    sling.set_child(crit_multiplier_item_stat(2.0))

    sling.set_child(StunAttackEffect(1))

    return sling
Exemple #10
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def new_hammer(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(Description("Hammer",
                            "A heavy hammer, it may knock away enemies."))
    c.set_child(GraphicChar(None, colors.GRAY, icon.HAMMER))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(damage_item_stat(1, 7))
    c.set_child(accuracy_item_stat(8))

    c.set_child(CritChanceBonusEffect(0.15))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(KnockBackAttackEffect(0.35))
    return c
Exemple #11
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def new_cestus(game_state):
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(Description("Cestus", "A pair of leather battle gloves, they improve your punches."))
    c.set_child(GraphicChar(None, colors.ORANGE_D, icon.GLOVE))
    c.set_child(DataPoint(DataTypes.WEIGHT, 5))
    c.set_child(DamageType(DamageTypes.BLUNT))

    c.set_child(damage_item_stat(1, 3))
    c.set_child(accuracy_item_stat(17))

    c.set_child(CritChanceBonusEffect(0.10))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(ExtraSwingAttackEffect(0.3))
    c.set_child(CounterAttackEffect(0.2))
    c.set_child(StunAttackEffect(0.2))

    return c
Exemple #12
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def new_iron_hand(game_state):
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(Description("Iron Hand", "A pair of iron battle gloves, they put some weight behind your punches."))
    c.set_child(GraphicChar(None, colors.GRAY, icon.GLOVE))
    c.set_child(DataPoint(DataTypes.WEIGHT, 5))
    c.set_child(DamageType(DamageTypes.BLUNT))

    c.set_child(damage_item_stat(1, 3))
    c.set_child(accuracy_item_stat(14))

    c.set_child(CritChanceBonusEffect(0.10))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(ExtraSwingAttackEffect(0.20))
    c.set_child(CounterAttackEffect(0.2))
    c.set_child(StunAttackEffect(0.35))

    return c
Exemple #13
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def new_claw(game_state):
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(Description("Claws", "A pair of gloves with sharp blades attached to them,"))
    c.set_child(GraphicChar(None, colors.CHAMPAGNE, icon.CLAWS))
    c.set_child(DataPoint(DataTypes.WEIGHT, 5))
    c.set_child(DamageType(DamageTypes.BLUNT))

    c.set_child(damage_item_stat(1, 3))
    c.set_child(accuracy_item_stat(17))

    c.set_child(CritChanceBonusEffect(0.10))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(ExtraSwingAttackEffect(0.15))
    c.set_child(CounterAttackEffect(0.20))
    c.set_child(BleedAttackEffect(0.30))

    return c
Exemple #14
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def new_club(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(Description("Club",
                                "A thick wooden stick, It may be used as a weapon."))
    c.set_child(GraphicChar(None, colors.ORANGE_D, icon.CLUB))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(damage_item_stat(1, 6))
    c.set_child(accuracy_item_stat(8))

    c.set_child(CritChanceBonusEffect(0.1))
    c.set_child(crit_multiplier_item_stat(1.5))

    c.set_child(StunAttackEffect(0.3))
    return c
Exemple #15
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def new_hammer(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description("Hammer", "A heavy hammer, it may knock away enemies."))
    c.set_child(GraphicChar(None, colors.GRAY, icon.HAMMER))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(damage_item_stat(1, 7))
    c.set_child(accuracy_item_stat(8))

    c.set_child(CritChanceBonusEffect(0.15))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(KnockBackAttackEffect(0.35))
    return c
Exemple #16
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def new_sword(game_state):
    """
    A composite component representing a Sword item.
    """
    sword = Composite()
    set_item_components(sword, game_state)
    set_melee_weapon_component(sword)
    sword.set_child(Description("Iron Sword",
                                "This old blade has seen some better days, it's as sharp as ever tough."))
    sword.set_child(GraphicChar(None, colors.GRAY, icon.SWORD))
    sword.set_child(DataPoint(DataTypes.WEIGHT, 10))

    sword.set_child(damage_item_stat(2, 5))
    sword.set_child(accuracy_item_stat(10))

    sword.set_child(CritChanceBonusEffect(0.1))
    sword.set_child(crit_multiplier_item_stat(2))

    sword.set_child(ExtraSwingAttackEffect(0.1))
    sword.set_child(BleedAttackEffect(0.1))
    return sword
Exemple #17
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def new_club(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description("Club",
                    "A thick wooden stick, It may be used as a weapon."))
    c.set_child(GraphicChar(None, colors.ORANGE_D, icon.CLUB))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(damage_item_stat(1, 6))
    c.set_child(accuracy_item_stat(8))

    c.set_child(CritChanceBonusEffect(0.1))
    c.set_child(crit_multiplier_item_stat(1.5))

    c.set_child(StunAttackEffect(0.3))
    return c
Exemple #18
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def new_gun(game_state):
    gun = Composite()
    set_item_components(gun, game_state)
    set_ranged_weapon_components(gun)
    gun.set_child(RangeWeaponType(RangeWeaponType.GUN))
    gun.set_child(Description("Gun",
                              "This was once a fine weapon, \
                               but age has torn it real bad.\n\
                               The wooden handle is dry and gray, \
                               you see rust eating into the iron pipe."))
    gun.set_child(GraphicChar(None, colors.WHITE, icon.GUN))
    gun.set_child(DataPoint(DataTypes.WEAPON_RANGE, 15))
    gun.set_child(accuracy_item_stat(13))
    gun.set_child(damage_item_stat(5, 25))
    gun.set_child(BleedAttackEffect(1))

    gun.set_child(CritChanceBonusEffect(0.3))
    gun.set_child(crit_multiplier_item_stat(2.0))

    gun.set_child(DataPoint(DataTypes.WEIGHT, 5))
    return gun
Exemple #19
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def new_axe(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(Description("Axe",
                                "This old axe has seen many battles, but age hasn't dulled the blade."))
    c.set_child(GraphicChar(None, colors.GRAY, icon.AXE))
    c.set_child(DataPoint(DataTypes.WEIGHT, 10))

    c.set_child(damage_item_stat(3, 5))
    c.set_child(accuracy_item_stat(8))

    c.set_child(CritChanceBonusEffect(0.1))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(OffenciveAttackEffect(0.75))
    c.set_child(BleedAttackEffect(0.1))
    return c
Exemple #20
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def new_bolas(game_state):
    sling = Composite()
    set_item_components(sling, game_state)
    set_ranged_weapon_components(sling)
    sling.set_child(RangeWeaponType(RangeWeaponType.SLING))
    sling.set_child(
        Description(
            "Bolas",
            "Two weights strung together by a string, when thrown they may trip the victim."
        ))
    sling.set_child(GraphicChar(None, colors.CHAMPAGNE, icon.HEART + 18))
    sling.set_child(DataPoint(DataTypes.WEAPON_RANGE, 4))
    sling.set_child(DataPoint(DataTypes.WEIGHT, 3))
    sling.set_child(accuracy_item_stat(3))
    sling.set_child(damage_item_stat(1, 2))

    sling.set_child(CritChanceBonusEffect(0.2))
    sling.set_child(crit_multiplier_item_stat(2.0))

    sling.set_child(TripAttackEffect(0.4))
    return sling
Exemple #21
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def new_flail(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(Description("Flail",
                            "A wooden handle with a chain and metal ball attached to it."))
    c.set_child(GraphicChar(None, colors.GRAY, icon.FLAIL))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(damage_item_stat(1, 7))
    c.set_child(accuracy_item_stat(7))

    c.set_child(CritChanceBonusEffect(0.15))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(IgnoreArmorAttackEffect(0.3))
    c.set_child(KnockBackAttackEffect(0.2))
    c.set_child(OffenciveAttackEffect(0.1))
    return c
Exemple #22
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def new_katar(game_state):
    """
    A composite component representing a Knife item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(Description("Katar", "A blade with an unusual handle, it looks ancient."))
    c.set_child(GraphicChar(None, colors.CHAMPAGNE, icon.KATAR))
    c.set_child(DataPoint(DataTypes.WEIGHT, 5))
    c.set_child(DamageType(DamageTypes.CUTTING))

    c.set_child(damage_item_stat(1, 3))
    c.set_child(accuracy_item_stat(17))

    c.set_child(CritChanceBonusEffect(0.10))
    c.set_child(crit_multiplier_item_stat(3))

    c.set_child(ExtraSwingAttackEffect(0.2))
    c.set_child(CounterAttackEffect(0.2))

    return c
Exemple #23
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def new_dagger(game_state):
    """
    A composite component representing a Knife item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(Description("Dagger", "A trusty dagger, small and precise but will only inflict small wounds."))
    c.set_child(GraphicChar(None, colors.GRAY, icon.DAGGER))
    c.set_child(DataPoint(DataTypes.WEIGHT, 5))
    c.set_child(DamageType(DamageTypes.CUTTING))

    c.set_child(damage_item_stat(1, 3))
    c.set_child(accuracy_item_stat(15))

    c.set_child(CritChanceBonusEffect(0.2))
    c.set_child(crit_multiplier_item_stat(3.5))

    c.set_child(ExtraSwingAttackEffect(0.20))
    c.set_child(BleedAttackEffect(0.10))

    return c
Exemple #24
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def new_kris(game_state):
    """
    A composite component representing a Knife item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(Description("Kris", "A dagger with a wavy blade, its sharp end can cause major damage."))
    c.set_child(GraphicChar(None, colors.GRAY_D, icon.KRIS))
    c.set_child(DataPoint(DataTypes.WEIGHT, 5))
    c.set_child(DamageType(DamageTypes.CUTTING))

    c.set_child(damage_item_stat(1, 3))
    c.set_child(accuracy_item_stat(15))

    c.set_child(CritChanceBonusEffect(0.20))
    c.set_child(crit_multiplier_item_stat(3.5))

    c.set_child(ExtraSwingAttackEffect(0.2))
    c.set_child(BleedAttackEffect(0.2))

    return c
Exemple #25
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def new_chain_and_ball(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(Description("Chain and Spike Ball",
                            "A huge metal ball on a chain, hard to use but can deal massive damage."))
    c.set_child(GraphicChar(None, colors.GRAY, icon.BALL_AND_CHAIN))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(damage_item_stat(2, 9))
    c.set_child(accuracy_item_stat(5))

    c.set_child(CritChanceBonusEffect(0.10))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(KnockBackAttackEffect(0.20))
    c.set_child(DefenciveAttackEffect(0.60))
    c.set_child(IgnoreArmorAttackEffect(0.10))
    return c
Exemple #26
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def new_gun(game_state):
    gun = Composite()
    set_item_components(gun, game_state)
    set_ranged_weapon_components(gun)
    gun.set_child(RangeWeaponType(RangeWeaponType.GUN))
    gun.set_child(
        Description(
            "Gun", "This was once a fine weapon, \
                               but age has torn it real bad.\n\
                               The wooden handle is dry and gray, \
                               you see rust eating into the iron pipe."))
    gun.set_child(GraphicChar(None, colors.WHITE, icon.GUN))
    gun.set_child(DataPoint(DataTypes.WEAPON_RANGE, 15))
    gun.set_child(accuracy_item_stat(13))
    gun.set_child(damage_item_stat(5, 25))
    gun.set_child(BleedAttackEffect(1))

    gun.set_child(CritChanceBonusEffect(0.3))
    gun.set_child(crit_multiplier_item_stat(2.0))

    gun.set_child(DataPoint(DataTypes.WEIGHT, 5))
    return gun
Exemple #27
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def new_claw(game_state):
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description("Claws",
                    "A pair of gloves with sharp blades attached to them,"))
    c.set_child(GraphicChar(None, colors.CHAMPAGNE, icon.CLAWS))
    c.set_child(DataPoint(DataTypes.WEIGHT, 5))
    c.set_child(DamageType(DamageTypes.BLUNT))

    c.set_child(damage_item_stat(1, 3))
    c.set_child(accuracy_item_stat(17))

    c.set_child(CritChanceBonusEffect(0.10))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(ExtraSwingAttackEffect(0.15))
    c.set_child(CounterAttackEffect(0.20))
    c.set_child(BleedAttackEffect(0.30))

    return c
Exemple #28
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def new_scimitar(game_state):
    """
    A composite component representing a Sword item.
    """
    sword = Composite()
    set_item_components(sword, game_state)
    set_melee_weapon_component(sword)
    sword.set_child(Description("Scimitar",
                                "A curved sword, an ancient design from the east."))
    sword.set_child(GraphicChar(None, colors.WHITE, icon.SCIMITAR))
    sword.set_child(DataPoint(DataTypes.WEIGHT, 8))

    sword.set_child(damage_item_stat(2, 5))
    sword.set_child(accuracy_item_stat(12))

    sword.set_child(CritChanceBonusEffect(0.2))
    sword.set_child(crit_multiplier_item_stat(2.5))

    sword.set_child(ExtraSwingAttackEffect(0.1))
    sword.set_child(DefenciveAttackEffect(0.1))
    sword.set_child(OffenciveAttackEffect(0.1))
    return sword
Exemple #29
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def new_rapier(game_state):
    """
    A composite component representing a Sword item.
    """
    sword = Composite()
    set_item_components(sword, game_state)
    set_melee_weapon_component(sword)
    sword.set_child(Description("Rapier",
                                "A sword with a thin sharp blade, swift but deadly."))
    sword.set_child(GraphicChar(None, colors.CHAMPAGNE, icon.RAPIER))
    sword.set_child(DataPoint(DataTypes.WEIGHT, 8))

    sword.set_child(damage_item_stat(2, 5))
    sword.set_child(accuracy_item_stat(10))

    sword.set_child(CritChanceBonusEffect(0.2))
    sword.set_child(crit_multiplier_item_stat(2.5))

    sword.set_child(ExtraSwingAttackEffect(0.1))
    sword.set_child(CounterAttackEffect(0.1))
    sword.set_child(OffenciveAttackEffect(0.1))
    return sword
Exemple #30
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def new_sling(game_state):
    sling = Composite()
    set_item_components(sling, game_state)
    set_ranged_weapon_components(sling)
    sling.set_child(RangeWeaponType(RangeWeaponType.SLING))
    sling.set_child(
        Description(
            "Sling",
            "This weapon propels rocks more effectively than throwing them would."
        ))
    sling.set_child(GraphicChar(None, colors.ORANGE, icon.SLING))
    sling.set_child(DataPoint(DataTypes.WEAPON_RANGE, 4))
    sling.set_child(DataPoint(DataTypes.WEIGHT, 3))
    sling.set_child(accuracy_item_stat(5))
    sling.set_child(damage_item_stat(1, 3))

    sling.set_child(CritChanceBonusEffect(0.2))
    sling.set_child(crit_multiplier_item_stat(2.0))

    sling.set_child(StunAttackEffect(1))

    return sling
Exemple #31
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def new_whip(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(Description("Whip",
                            "An unusual weapon, most often used for torture."))
    c.set_child(GraphicChar(None, colors.ORANGE_D, icon.WHIP))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(accuracy_item_stat(10))
    c.set_child(damage_item_stat(1, 4))

    c.set_child(CritChanceBonusEffect(0.15))
    c.set_child(crit_multiplier_item_stat(2.5))

    c.set_child(TripAttackEffect(0.50))
    c.set_child(DefenciveAttackEffect(0.30))
    c.set_child(StunAttackEffect(0.10))

    return c
Exemple #32
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def new_spear(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(Description("Spear",
                            "A stick with a sharp piece of metal at one end."
                            "It's a useful weapon when you want to keep danger at bay."))
    c.set_child(GraphicChar(None, colors.GRAY, icon.SPEAR))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(accuracy_item_stat(10))
    c.set_child(damage_item_stat(1, 5))

    c.set_child(CritChanceBonusEffect(0.1))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(DefenciveAttackEffect(0.75))
    c.set_child(CounterAttackEffect(0.1))

    return c
Exemple #33
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def new_whip(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description("Whip", "An unusual weapon, most often used for torture."))
    c.set_child(GraphicChar(None, colors.ORANGE_D, icon.WHIP))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(accuracy_item_stat(10))
    c.set_child(damage_item_stat(1, 4))

    c.set_child(CritChanceBonusEffect(0.15))
    c.set_child(crit_multiplier_item_stat(2.5))

    c.set_child(TripAttackEffect(0.50))
    c.set_child(DefenciveAttackEffect(0.30))
    c.set_child(StunAttackEffect(0.10))

    return c
Exemple #34
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def new_scimitar(game_state):
    """
    A composite component representing a Sword item.
    """
    sword = Composite()
    set_item_components(sword, game_state)
    set_melee_weapon_component(sword)
    sword.set_child(
        Description("Scimitar",
                    "A curved sword, an ancient design from the east."))
    sword.set_child(GraphicChar(None, colors.WHITE, icon.SCIMITAR))
    sword.set_child(DataPoint(DataTypes.WEIGHT, 8))

    sword.set_child(damage_item_stat(2, 5))
    sword.set_child(accuracy_item_stat(12))

    sword.set_child(CritChanceBonusEffect(0.2))
    sword.set_child(crit_multiplier_item_stat(2.5))

    sword.set_child(ExtraSwingAttackEffect(0.1))
    sword.set_child(DefenciveAttackEffect(0.1))
    sword.set_child(OffenciveAttackEffect(0.1))
    return sword
Exemple #35
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def new_rapier(game_state):
    """
    A composite component representing a Sword item.
    """
    sword = Composite()
    set_item_components(sword, game_state)
    set_melee_weapon_component(sword)
    sword.set_child(
        Description("Rapier",
                    "A sword with a thin sharp blade, swift but deadly."))
    sword.set_child(GraphicChar(None, colors.CHAMPAGNE, icon.RAPIER))
    sword.set_child(DataPoint(DataTypes.WEIGHT, 8))

    sword.set_child(damage_item_stat(2, 5))
    sword.set_child(accuracy_item_stat(10))

    sword.set_child(CritChanceBonusEffect(0.2))
    sword.set_child(crit_multiplier_item_stat(2.5))

    sword.set_child(ExtraSwingAttackEffect(0.1))
    sword.set_child(CounterAttackEffect(0.1))
    sword.set_child(OffenciveAttackEffect(0.1))
    return sword
Exemple #36
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def new_trident(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(Description("Trident",
                            "A long stick with a with three sharp points at one end."
                            "It's a useful weapon when you want to keep danger at bay."))
    c.set_child(GraphicChar(None, colors.ORANGE_D, icon.TRIDENT))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(accuracy_item_stat(10))
    c.set_child(damage_item_stat(1, 5))

    c.set_child(CritChanceBonusEffect(0.15))
    c.set_child(crit_multiplier_item_stat(2.5))

    c.set_child(DefenciveAttackEffect(0.75))
    c.set_child(BleedAttackEffect(0.20))

    return c
Exemple #37
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def new_morning_star(game_state):
    """
    A composite component representing a Sword item.
    """
    mace = Composite()
    set_item_components(mace, game_state)
    set_melee_weapon_component(mace)
    mace.set_child(Description("Morning Star",
                               "This old club has an lump of iron with rusty spikes at one end."))
    mace.set_child(GraphicChar(None, colors.GRAY, icon.MORNING_STAR))
    mace.set_child(DataPoint(DataTypes.WEIGHT, 8))

    mace.set_child(accuracy_item_stat(8))
    mace.set_child(damage_item_stat(1, 6))

    mace.set_child(CritChanceBonusEffect(0.1))
    mace.set_child(crit_multiplier_item_stat(2))

    mace.set_child(StunAttackEffect(0.2))
    mace.set_child(IgnoreArmorAttackEffect(0.2))
    mace.set_child(BleedAttackEffect(0.1))

    return mace
Exemple #38
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def new_halberd(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(Description("Halberd",
                            "A long stick with a with an axe-head at one end."
                            "It's a useful weapon when you want to keep danger at bay."))
    c.set_child(GraphicChar(None, colors.GRAY, icon.HALBERD))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(accuracy_item_stat(10))
    c.set_child(damage_item_stat(1, 5))

    c.set_child(CritChanceBonusEffect(0.1))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(DefenciveAttackEffect(0.75))
    c.set_child(OffenciveAttackEffect(0.20))

    return c
Exemple #39
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def new_cestus(game_state):
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description(
            "Cestus",
            "A pair of leather battle gloves, they improve your punches."))
    c.set_child(GraphicChar(None, colors.ORANGE_D, icon.GLOVE))
    c.set_child(DataPoint(DataTypes.WEIGHT, 5))
    c.set_child(DamageType(DamageTypes.BLUNT))

    c.set_child(damage_item_stat(1, 3))
    c.set_child(accuracy_item_stat(17))

    c.set_child(CritChanceBonusEffect(0.10))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(ExtraSwingAttackEffect(0.3))
    c.set_child(CounterAttackEffect(0.2))
    c.set_child(StunAttackEffect(0.2))

    return c
Exemple #40
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def new_iron_hand(game_state):
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description(
            "Iron Hand",
            "A pair of iron battle gloves, they put some weight behind your punches."
        ))
    c.set_child(GraphicChar(None, colors.GRAY, icon.GLOVE))
    c.set_child(DataPoint(DataTypes.WEIGHT, 5))
    c.set_child(DamageType(DamageTypes.BLUNT))

    c.set_child(damage_item_stat(1, 3))
    c.set_child(accuracy_item_stat(14))

    c.set_child(CritChanceBonusEffect(0.10))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(ExtraSwingAttackEffect(0.20))
    c.set_child(CounterAttackEffect(0.2))
    c.set_child(StunAttackEffect(0.35))

    return c
Exemple #41
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def new_katar(game_state):
    """
    A composite component representing a Knife item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description("Katar",
                    "A blade with an unusual handle, it looks ancient."))
    c.set_child(GraphicChar(None, colors.CHAMPAGNE, icon.KATAR))
    c.set_child(DataPoint(DataTypes.WEIGHT, 5))
    c.set_child(DamageType(DamageTypes.CUTTING))

    c.set_child(damage_item_stat(1, 3))
    c.set_child(accuracy_item_stat(17))

    c.set_child(CritChanceBonusEffect(0.10))
    c.set_child(crit_multiplier_item_stat(3))

    c.set_child(ExtraSwingAttackEffect(0.2))
    c.set_child(CounterAttackEffect(0.2))

    return c
Exemple #42
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def new_sword(game_state):
    """
    A composite component representing a Sword item.
    """
    sword = Composite()
    set_item_components(sword, game_state)
    set_melee_weapon_component(sword)
    sword.set_child(
        Description(
            "Iron Sword",
            "This old blade has seen some better days, it's as sharp as ever tough."
        ))
    sword.set_child(GraphicChar(None, colors.GRAY, icon.SWORD))
    sword.set_child(DataPoint(DataTypes.WEIGHT, 10))

    sword.set_child(damage_item_stat(2, 5))
    sword.set_child(accuracy_item_stat(10))

    sword.set_child(CritChanceBonusEffect(0.1))
    sword.set_child(crit_multiplier_item_stat(2))

    sword.set_child(ExtraSwingAttackEffect(0.1))
    sword.set_child(BleedAttackEffect(0.1))
    return sword
Exemple #43
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def new_flail(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description(
            "Flail",
            "A wooden handle with a chain and metal ball attached to it."))
    c.set_child(GraphicChar(None, colors.GRAY, icon.FLAIL))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(damage_item_stat(1, 7))
    c.set_child(accuracy_item_stat(7))

    c.set_child(CritChanceBonusEffect(0.15))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(IgnoreArmorAttackEffect(0.3))
    c.set_child(KnockBackAttackEffect(0.2))
    c.set_child(OffenciveAttackEffect(0.1))
    return c
Exemple #44
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def new_spear(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description(
            "Spear", "A stick with a sharp piece of metal at one end."
            "It's a useful weapon when you want to keep danger at bay."))
    c.set_child(GraphicChar(None, colors.GRAY, icon.SPEAR))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(accuracy_item_stat(10))
    c.set_child(damage_item_stat(1, 5))

    c.set_child(CritChanceBonusEffect(0.1))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(DefenciveAttackEffect(0.75))
    c.set_child(CounterAttackEffect(0.1))

    return c
Exemple #45
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def new_halberd(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description(
            "Halberd", "A long stick with a with an axe-head at one end."
            "It's a useful weapon when you want to keep danger at bay."))
    c.set_child(GraphicChar(None, colors.GRAY, icon.HALBERD))
    c.set_child(DataPoint(DataTypes.WEIGHT, 8))

    c.set_child(accuracy_item_stat(10))
    c.set_child(damage_item_stat(1, 5))

    c.set_child(CritChanceBonusEffect(0.1))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(DefenciveAttackEffect(0.75))
    c.set_child(OffenciveAttackEffect(0.20))

    return c
Exemple #46
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def new_axe(game_state):
    """
    A composite component representing a Sword item.
    """
    c = Composite()
    set_item_components(c, game_state)
    set_melee_weapon_component(c)
    c.set_child(
        Description(
            "Axe",
            "This old axe has seen many battles, but age hasn't dulled the blade."
        ))
    c.set_child(GraphicChar(None, colors.GRAY, icon.AXE))
    c.set_child(DataPoint(DataTypes.WEIGHT, 10))

    c.set_child(damage_item_stat(3, 5))
    c.set_child(accuracy_item_stat(8))

    c.set_child(CritChanceBonusEffect(0.1))
    c.set_child(crit_multiplier_item_stat(2))

    c.set_child(OffenciveAttackEffect(0.75))
    c.set_child(BleedAttackEffect(0.1))
    return c