def __init__(self, characterStrength): super().__init__() self.damageMod = calc_attribute_bonus(characterStrength) self.audioPath = 'none yet' self.baseDamage = 5 self.name = 'Longsword two handed strike' self.coolDown = 4
def __init__(self, characterStrength): super().__init__() self.damageMod = calc_attribute_bonus(characterStrength) self.audioPath = 'none yet' self.baseDamage = 3 self.name = 'Life Drain' self.coolDown = 1
def __init__(self, characterStrength): super().__init__() self.damageMod = calc_attribute_bonus(characterStrength) self.audioPath = 'none yet' self.baseDamage = 20 self.isAOE = True self.name = 'Arcane Blast' self.coolDown = 10
def __init__(self, characterStrength): super().__init__() self.damageMod = calc_attribute_bonus(characterStrength) self.audioPath = 'none yet' self.baseDamage = 14 self.isAOE = True self.name = 'Poison Spray' self.coolDown = 4
def __init__(self, characterStrAtribute): super().__init__() self.damageMod = calc_attribute_bonus(characterStrAtribute) self.audioPath = 'none yet' self.baseDamage = 2 self.name = 'DoubleStrike' self.description = '%s:\n you swing your sword twice in rapid succession.\n' \ ' On hit, the target takes %i physical damage.' self.coolDown = 1
def __init__(self, characterConAtribute): super().__init__() self.damageMod = calc_attribute_bonus(characterConAtribute) self.audioPath = 'none yet' self.baseDamage = 2 self.name = 'ParasolParry' self.description = "%s:\nyou enter a fighting stance and parry attacks agaisnt you .\n" \ " The target takes %2 physical damage." self.coolDown = 3
def __init__(self, characterStrAtribute): super().__init__() self.damageMod = calc_attribute_bonus(characterStrAtribute) self.audioPath = 'none yet' self.baseDamage = 3 self.name = 'Brolly Barrage' self.description = "%s:\n you unleast a barrage of brolly blows.\n" \ " The target takes %i physical damage." self.coolDown = 4
def __init__(self, characterStrAtribute): super().__init__() self.damageMod = calc_attribute_bonus(characterStrAtribute) self.audioPath = 'none yet' self.baseDamage = 9 self.name = 'Furious slash' self.description = '%s:\nyou swing with wild ferocity .\n' \ ' On target, you deal %i physical damage.' self.coolDown = 3
def __init__(self, characterStrAtribute): super().__init__() self.damageMod = calc_attribute_bonus(characterStrAtribute) self.audioPath = 'none yet' self.baseDamage = 4 self.name = 'Umbrella Smash' self.description = "%s:\nyou smash your umbrella hard agaisnt the target .\n" \ "on Target, takes %i physical damage." self.coolDown = 1
def __init__(self, characterIntAtribute): super().__init__() self.damageMod = calc_attribute_bonus(characterIntAtribute) self.audioPath = '../../assets/images/sounds/Warlock/eldritchBlast.mp3' self.baseDamage = 9 self.name = 'Eldritch Blast' self.description = '%s:\n You create a beam of magical energy and hurl it at an enemy.\n' \ ' On hit, the target takes %i fire damage.' self.coolDown = 1
def __init__(self, characterIntAtribute): super().__init__() self.damageMod = calc_attribute_bonus(characterIntAtribute) self.baseDamage = 10 self.name = 'Fiendish Vigor' self.isHeal = True self.healType = "self" self.description = '%s:\n You create a field of magical energy around yourself.\n' \ ' Your AC is increased by %i for 3 turns' self.coolDown = 2
def __init__(self, characterIntAtribute): super().__init__() self.damageMod = calc_attribute_bonus(characterIntAtribute) self.audioPath = 'none yet' self.baseDamage = 4 self.name = 'Burning Sight' self.description = "%s:\n You gaze into your enemy's eyes as their eyelids begin to burn.\n" \ " The target takes %i fire damage." self.coolDown = 2
def __init__(self, characterStrAtribute): super().__init__() self.damageMod = calc_attribute_bonus(characterStrAtribute) self.audioPath = 'none yet' self.baseDamage = 3 self.name = 'Slash' self.description = '%s:\nyou lunge forwards slashing your claws .\n' \ ' dealing %i physical damage to a target.' self.coolDown = 1
def __init__(self, characterStrAtribute): super().__init__() self.damageMod = calc_attribute_bonus(characterStrAtribute) self.audioPath = 'none yet' self.baseDamage = 8 self.name = 'HeavySwing' self.description = '%s:\n you rise your sword higg in to the air and swing with unstoppable force.\n' \ ' On hit, the target takes %i physical damage.' self.coolDown = 4
def __init__(self, characterConAtribute): super().__init__() self.damageMod = calc_attribute_bonus(characterConAtribute) self.audioPath = 'none yet' self.baseDamage = 20 self.name = 'Glorious Presence' self.isHeal = True self.healType = "all" self.description = "Your beauty and elegance inspire all, yourself included, healing everyone %i health" self.coolDown = 4
def __init__(self, characterIntAtribute): super().__init__() self.damageMod = calc_attribute_bonus(characterIntAtribute) self.audioPath = 'none yet' self.baseDamage = 5 self.name = 'Hellfire Whirlwind' self.description = 'You surround and enemy in a whirlwind of hellfire.\n ' \ 'On hit, the target takes %i fire damage.' self.AllDetails = '%s:\n %s' % (self.name, self.description) self.coolDown = 4
def __init__(self, characterIntAtribute): super().__init__() self.damageMod = calc_attribute_bonus(characterIntAtribute) self.audioPath = 'none yet' self.baseDamage = 7 self.isHeal = True self.healType = "self" self.name = 'Tending Wounds' self.description = '%s:\nyou treat your hurts.\n' \ ' On self, healing your self for %i health.' self.coolDown = 2
def __init__(self, characterConAtribute): super().__init__() self.damageMod = calc_attribute_bonus(characterConAtribute) self.audioPath = 'none yet' self.baseDamage = 6 self.isHeal = True self.healType = "self" self.name = 'Power Through' self.description = '%s:\nyou battle through the pain .\n' \ ' On self, healing your self for %i health.' self.coolDown = 3
def __init__(self, characterIntAtribute): super().__init__() self.damageMod = calc_attribute_bonus(characterIntAtribute) self.audioPath = 'none yet' self.baseDamage = 8 self.isHeal = True self.healType = "self" self.name = 'Natures Touch' self.description = '%s:\nyou feel nature grasp healing you and your allies .\n' \ 'healing you and your allies for %i health.' self.coolDown = 3
def rollInitative(self): return randint(0, 20) + calc_attribute_bonus(self.dexterity)
def setHealth(self, newHealth): self.maxHealth = newHealth + calc_attribute_bonus(self.constitution) self.health = self.maxHealth
def updateDamageMod(self, newDamageModAttribute): self.damageMod = calc_attribute_bonus(newDamageModAttribute)