Esempio n. 1
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def stairs(coords, downwards = True):
    x, y = coords
    if downwards:
        stairs_com = actor.CompStairs()
        stairs = actor.ObjActor(x, y, "stairs", 
                        animation_key = "S_STAIRS_DOWN", 
                        stairs = stairs_com)
    else:
        stairs_com = actor.CompStairs(downwards)
        stairs = actor.ObjActor(x, y, "stairs",
                        animation_key = 'S_STAIRS_UP', 
                        stairs = stairs_com)
        
    globalvars.GAME.current_objects.insert(-2, stairs)
Esempio n. 2
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def LAMP(coords):
    
    x, y = coords
    
    item_com = actor.CompItem()
    
    return_object = actor.ObjActor(x, y, 'THE LAMP', animation_key = 'S_MAGIC_LAMP', item = item_com)

    globalvars.GAME.current_objects.insert(0, return_object)
Esempio n. 3
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def armor_body_diamond(coords):
    x, y = coords
    
    bonus = 8
    
    equipment_com = actor.CompEquipment(defense_bonus = bonus, slot = "body")
    
    return_object = actor.ObjActor(x, y, "Diamond armor", animation_key = "S_STRONG_ARMOR", equipment = equipment_com)
    
    return return_object
Esempio n. 4
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def armor_shield(coords):
    x, y = coords
    
    bonus = libtcod.random_get_int(0, 2, 5)
    
    equipment_com = actor.CompEquipment(defense_bonus = bonus, slot = "hand_left")
    
    return_object = actor.ObjActor(x, y, "Shield", animation_key = "S_SHIELD", equipment = equipment_com)
    
    return return_object
Esempio n. 5
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def armor_body(coords):
    x, y = coords
    
    bonus = 4
    
    equipment_com = actor.CompEquipment(defense_bonus = bonus, slot = "body")
    
    return_object = actor.ObjActor(x, y, "Armor", animation_key = "S_ARMOR", equipment = equipment_com)
    
    return return_object
Esempio n. 6
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def weapon_scythe(coords):
    x, y = coords
    
    bonus = libtcod.random_get_int(0, 10, 15)
    
    equipment_com = actor.CompEquipment(attack_bonus = bonus, slot = "hand_right")
    
    return_object = actor.ObjActor(x, y, "Scythe", animation_key = "S_LONG_SWORD", equipment = equipment_com)
    
    return return_object
Esempio n. 7
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def weapon_dagger(coords):
    x, y = coords
    
    bonus = libtcod.random_get_int(0, 2, 5)
    
    equipment_com = actor.CompEquipment(attack_bonus = bonus, slot = "hand_right")
    
    return_object = actor.ObjActor(x, y, "Dagger", animation_key = "S_DAGGER", equipment = equipment_com)
    
    return return_object
Esempio n. 8
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def scroll_confusion(coords):

    x, y = coords

    effect_length = libtcod.random_get_int(0, 5, 8) 

    item_com = actor.CompItem(use_function = magic.cast_confusion, value = effect_length)
    
    return_object = actor.ObjActor(x, y, "Confusion scroll", animation_key = "S_SCROLL_03", item = item_com)
    
    return return_object
Esempio n. 9
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def scroll_lightning(coords):

    x, y = coords

    damage = libtcod.random_get_int(0, 8, 10)
    m_range = libtcod.random_get_int(0, 8, 9)
    

    item_com = actor.CompItem(use_function = magic.cast_lighting, value = (damage, m_range))
    
    return_object = actor.ObjActor(x, y, "Lightning scroll", animation_key = "S_SCROLL_01", item = item_com)
    
    return return_object
Esempio n. 10
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def scroll_fireball_diamond(coords):

    x, y = coords

    damage = libtcod.random_get_int(0, 7, 10)
    radius = 2
    m_range = libtcod.random_get_int(0, 5, 9)
    

    item_com = actor.CompItem(use_function = magic.cast_fireball_diamond, value = (damage, radius, m_range))
    
    return_object = actor.ObjActor(x, y, "Fireball-diamond scroll", animation_key = "S_SCROLL_04", item = item_com)
    
    return return_object
Esempio n. 11
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def scroll_fireball_box(coords):

    x, y = coords

    damage = libtcod.random_get_int(0, 6, 8)
    radius = 1
    m_range = libtcod.random_get_int(0, 7, 8)
    

    item_com = actor.CompItem(use_function = magic.cast_fireball_box, value = (damage, radius, m_range))
    
    return_object = actor.ObjActor(x, y, "Fireball-box scroll", animation_key = "S_SCROLL_02", item = item_com)
    
    return return_object
Esempio n. 12
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def snake_cobra(coords):

    x, y = coords
    
    max_health = libtcod.random_get_int(0, 15, 20)
    base_attack = libtcod.random_get_int(0, 5, 8)
    
    creature_name = libtcod.namegen_generate('Celtic male')
    
    creature_com = actor.CompCreature(creature_name,death_function = death.snake, 
                                base_atk = base_attack, max_hp = max_health, xp = (max_health + base_attack)// 2)
    
    ai_com = ai.Chase()
    snake = actor.ObjActor(x, y, "Cobra", 
                    animation_key = "A_SNAKE_02", 
                    animation_speed = 1, 
                    creature = creature_com, 
                    ai= ai_com)
    
    return snake
Esempio n. 13
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def mouse(coords):
    x, y = coords
    
    max_health = 1
    base_attack = 0
    
    creature_name = libtcod.namegen_generate('Celtic male')
    
    creature_com = actor.CompCreature(creature_name, death_function = death.mouse, 
                                base_atk = base_attack, max_hp = max_health, xp = -2, speed = 20)
    
    ai_com = ai.Flee()
    
    item_com = actor.CompItem(use_function = magic.cast_heal, value = 3)
    
    mouse = actor.ObjActor(x, y, "mouse", 
                    animation_key = "A_MOUSE", 
                    animation_speed = 1, 
                    creature = creature_com, 
                    ai= ai_com,
                    item = item_com)
    
    return mouse
Esempio n. 14
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def player(coords):

    x, y = coords

    # create the player
    container_com = actor.CompContainers()

    creature_com = actor.CompCreature("Greg",
                                base_atk = 5,
                                max_hp = 50,
                                xp = 0,
                                speed = constants.PLAYER_SPEED,
                                death_function = death.player)

    globalvars.PLAYER = actor.ObjActor(x, y, "python",
                        animation_key = "A_globalvars.PLAYER",
                        animation_speed = 1,
                        creature = creature_com,
                        container = container_com)
    
    globalvars.PLAYER.level = 0

    globalvars.GAME.current_objects.append(globalvars.PLAYER)
Esempio n. 15
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def portal(coords):
    x, y = coords
    portal_com = actor.CompExitPortal()
    portal = actor.ObjActor(x, y, 'exit portal', animation_key = 'S_PORTALCLOSED', exitportal = portal_com)
    
    globalvars.GAME.current_objects.insert(-2, portal)