コード例 #1
0
ファイル: H6.py プロジェクト: saifilali/Crescendia
    if (unit_stats["health_current"] < 1):
        action_helper.dead_action_receipt(battle_id, team, unit,
                                          unit_stats["title"], turn)
    elif (unit_stats["energy_current"] < cost):
        action_helper.exhausted_action_receipt(battle_id, team, unit,
                                               unit_stats["title"], turn)
    else:
        action_helper.spend_energy(battle_id, team, unit, cost)
        sql = "SELECT * FROM battle_unit_stats WHERE health_current > 0 AND battle_id = %s AND team = %s AND slot = %s"
        params = (battle_id, target_team, action_target_unit)
        cursor.execute(sql, params)
        target_stats = cursor.fetchone()

        heal = (10 + unit_stats["power_current"]) * scale * target_stats[
            "health_default"] * action_helper.key_bonus_ally(
                action_helper.key_difference(target_stats["song_key"],
                                             unit_stats["song_key"]))
        heal_string = heal_string + str(heal) + " "
        newhealth = target_stats["health_current"] + heal

        if (newhealth > target_stats["health_default"]):
            newhealth = target_stats["health_default"]

        sql = "UPDATE battle_unit_stats SET health_current = %s WHERE battle_id = %s AND team = %s AND slot = %s"
        params = (newhealth, battle_id, target_team, action_target_unit)
        cursor.execute(sql, params)
        '''
        This is the part where it updates some stuff in the receipt
        '''
        if (heal > target_stats["health_default"] * 0.2):
            effective_text = "It was extremely strong!"
            target_animation = "healing_action_effect_strong"
コード例 #2
0
    params = (battle_id, team, unit)
    cursor.execute(sql, params)
    unit_stats = cursor.fetchone()

    if (unit_stats["energy_current"] < cost):
        action_helper.exhausted_action_receipt(battle_id, team, unit,
                                               unit_stats["title"], turn)
    else:
        action_helper.spend_energy(battle_id, team, unit, cost)
        sql = "SELECT * FROM battle_unit_stats WHERE battle_id = %s AND team = %s AND slot = %s"
        params = (battle_id, target_team, action_target_unit)
        cursor.execute(sql, params)
        target_stats = cursor.fetchone()
        power_multiplied = action_helper.key_bonus_enemy(
            action_helper.key_difference(
                target_stats["song_key"],
                unit_stats["song_key"])) * unit_stats["power_current"] * scale
        damage_percent = (power_multiplied * 0.01 + 0.05)
        print(damage_percent)
        damage = damage_percent * target_stats["health_current"]
        if (target_stats["defense_current"] > damage):
            damage = 1
        else:
            damage = damage - target_stats["defense_current"]
        if (action_helper.is_immune(target_stats["immune"], battle_id, turn,
                                    target_stats["team"], target_stats["slot"])
                != 0):
            damage = 0
        newhealth = target_stats["health_current"] - damage
        '''
        This is the part where it updates some stuff in the receipt