コード例 #1
0
class GiantBombardierBeetle(Insect):
    name = "Giant Bombardier Beetle"
    hit_dice = dice.D8(2)

    attack_bonus = AttackBonusTable.get_by_hit_dice(hit_dice.amount)
    attack_sets = [AttackSet(Bite(dice.D4(1)))]
    base_armor_class = 16
    morale = 9
    movement = movement.MovementSet(walk=units.FeetPerGameTurn(10), fly=units.Feet(50))
    no_appearing = AppearingSet(dice_dungeon=dice.D6(1), dice_wild=dice.D6(1), dice_lair=dice.D6(5))
    save_as = Fighter.level_table.levels[hit_dice.amount].saving_throws_set
    special_abilities = specialabilities.CombatFrenzy,
    treasure_type = TreasureType.Special
    xp = 13
コード例 #2
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ファイル: bats.py プロジェクト: ChrisLR/BFLib
class GiantBat(Animal):
    name = "Giant Bat"
    hit_dice = dice.D8(2)
    attack_bonus = AttackBonusTable.get_by_hit_dice(hit_dice.amount)
    attack_sets = [AttackSet(Bite(dice.D4(1)))]
    base_armor_class = 14

    morale = 8
    movement = movement.MovementSet(walk=units.FeetPerGameTurn(10),
                                    fly=units.FeetPerGameTurn(60))
    no_appearing = AppearingSet(dice_dungeon=dice.D10(1),
                                dice_wild=dice.D10(1),
                                dice_lair=dice.D10(1))
    save_as = Fighter.level_table.levels[hit_dice.amount].saving_throws_set
    xp = 75
コード例 #3
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ファイル: horses.py プロジェクト: ChrisLR/BasicDungeonRL
class Pony(Horse):
    name = "Pony"
    attack_bonus = AttackBonusTable.get_by_hit_dice(1)
    attack_sets = [AttackSet(Bite(dice.D4(1)))]
    base_armor_class = 13
    carry_capacity = CarryCapacity(units.Pound(275), units.Pound(550))
    hit_dice = dice.D8(2)
    morale = 6
    movement = movement.MovementSet(walk=units.FeetPerGameTurn(40),
                                    turning_distance=units.Feet(10))
    no_appearing = None
    save_as = Fighter.level_table.levels[1].saving_throws_set
    special_abilities = None
    treasure_type = None
    xp = 25
コード例 #4
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ファイル: horses.py プロジェクト: ChrisLR/BasicDungeonRL
class Donkey(Horse):
    name = "Donkey"
    attack_bonus = AttackBonusTable.get_by_hit_dice(2)
    attack_sets = [AttackSet(Bite(dice.D2(1)))]
    base_armor_class = 13
    carry_capacity = CarryCapacity(units.Pound(400), units.Pound(800))
    hit_dice = dice.D8(2)
    morale = 7
    movement = movement.MovementSet(walk=units.FeetPerGameTurn(40),
                                    turning_distance=units.Feet(10))
    no_appearing = AppearingSet(dice_wild=dice.D4(2))
    save_as = Fighter.level_table.levels[2].saving_throws_set
    special_abilities = None
    treasure_type = None
    xp = 75
コード例 #5
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class GiantAnt(Ant):
    name = "Giant Ant"
    hit_dice = dice.D8(4)

    attack_bonus = AttackBonusTable.get_by_hit_dice(hit_dice.amount)
    attack_sets = [AttackSet(Bite(dice.D6(2)))]
    base_armor_class = 17
    morale = 7
    movement = movement.MovementSet(walk=units.FeetPerGameTurn(60), turning_distance=units.Feet(10))
    no_appearing = AppearingSet(dice_dungeon=dice.D6(2), dice_wild=dice.D6(2), dice_lair=dice.D6(4))
    save_as = Fighter.level_table.levels[hit_dice.amount].saving_throws_set
    size = Size.Medium
    special_abilities = specialabilities.CombatFrenzy,
    treasure_type = TreasureType.U
    weight = units.Pound(200)
    xp = 25
コード例 #6
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class Basilisk(Insect):
    name = "Basilisk"
    hit_dice = dice.D8(6)

    attack_bonus = AttackBonusTable.get_by_hit_dice(hit_dice.amount)
    attack_sets = [
        AttackSet(Bite(dice.D10(1))),
        AttackSet(Gaze(None), special_properties=specialproperties.Petrify)
    ]
    base_armor_class = 16
    morale = 9
    movement = movement.MovementSet(walk=units.FeetPerGameTurn(20),
                                    turning_distance=units.Feet(10))
    no_appearing = AppearingSet(dice_dungeon=dice.D6(1),
                                dice_wild=dice.D6(1),
                                dice_lair=dice.D6(1))
    save_as = Fighter.level_table.levels[hit_dice.amount].saving_throws_set
    special_abilities = specialabilities.CombatFrenzy,
    treasure_type = TreasureType.F
    xp = 610
コード例 #7
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ファイル: bears.py プロジェクト: ChrisLR/BasicDungeonRL
class PolarBear(Bear):
    name = "Polar Bear"
    hit_dice = dice.D8(6)
    attack_bonus = AttackBonusTable.get_by_hit_dice(hit_dice.amount)
    attack_sets = [
        AttackChain(
            AttackSet(Claw(dice.D6(1)), amount=2, special_properties=specialproperties.BearHug),
            AttackSet(Bite(dice.D10(1)))
        ),
        AttackSet(Crush(dice.D8(2)))
    ]
    base_armor_class = 14

    morale = 8
    movement = movement.MovementSet(walk=units.FeetPerGameTurn(40))
    no_appearing = AppearingSet(dice_dungeon=dice.D1(1), dice_wild=dice.D2(1), dice_lair=dice.D2(1))
    save_as = Fighter.level_table.levels[hit_dice.amount].saving_throws_set
    special_abilities = SpecialAbilitySet((LastBreath,))
    size = Size.Large
    weight = units.Pound(992)
    xp = 500
コード例 #8
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ファイル: bears.py プロジェクト: ChrisLR/BFLib
class CaveBear(Animal):
    name = "Cave Bear"
    hit_dice = dice.D8(7)
    attack_bonus = AttackBonusTable.get_by_hit_dice(hit_dice.amount)
    attack_sets = [
        AttackChain(
            AttackSet(Claw(dice.D8(1)),
                      amount=2,
                      special_properties=specialproperties.BearHug),
            AttackSet(Bite(dice.D6(2)))),
        AttackSet(Crush(dice.D8(2)))
    ]
    base_armor_class = 15

    morale = 9
    movement = movement.MovementSet(walk=units.FeetPerGameTurn(40))
    no_appearing = AppearingSet(dice_dungeon=dice.D2(1),
                                dice_wild=dice.D2(1),
                                dice_lair=dice.D2(1))
    save_as = Fighter.level_table.levels[hit_dice.amount].saving_throws_set
    special_abilities = SpecialAbilitySet((LastBreath, ))
    xp = 670