Esempio n. 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
Esempio n. 2
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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
Esempio n. 3
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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
Esempio n. 4
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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
Esempio n. 5
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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
Esempio n. 6
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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
Esempio n. 7
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def set_melee_weapon_component(item):
    item.set_child(EquipmentType(equipment.EquipmentTypes.MELEE_WEAPON))
    item.set_child(ItemType(ItemType.WEAPON))
    item.set_child(DamageType(DamageTypes.PHYSICAL))
    item.set_child(AddSpoofChildEquipEffect2(WeaponMeleeAttacker(item)))
    item.set_child(ReEquipAction())
 def before_attack_effect(self, source_entity, target_entity):
     self.parent.add_spoof_child(DamageType(DamageTypes.IGNORE_ARMOR))