def cast_fireball(self): self.reveal() roll=base.D6.roll() base.put("Carl summons a mass of fire!") if self.action_points > 0: if not self.aggroed: self.select_aggro() if self.aggro.alive: self.attack(self.aggro,self.power) self.aggro.statuses.append(p_status.Burn(math.ceil(roll/2),self.power/8*roll)) else: self.select_aggro() self.attack(self.aggro,self.power) self.aggro.statuses.append(p_status.Burn(math.ceil(roll/2),self.power/8*roll))
def breathefire(self): self.reveal() base.put('Zearth breathes a sea of fire at his enemies!') for player in self.owner.party.inventory: roll=base.D20.roll() if roll<12: player.take_damage(self,self.power/3) player.statuses.append(p_status.Burn(math.ceil(self.level/4),self.power*(self.level/2.0))) else: base.put('%s has dodged the flames!' %player.name)
def do_turn(self,target,damage): chance = base.D40.roll() if chance > 39: base.put('Heavenly Fire leaps from the body of your enemy, striking all enemies in the room') # base.put('Hey if there is an error its on 354 of item_modification.py') for a in self.owner.owner.party.current_dungeon.active_room.things: if isinstance(a,Monster): a.take_damage(self.owner,20*self.owner.level) chance2=base.D20.roll() if chance2>14: a.statuses.append(s.Burn(self.owner.level,self.owner.level*8))
def cast_cosmicBlast(self): num=0 for a in self.owner.things: if isinstance(a,m.Monster): a.conceal() num+=1 self.conceal() base.put("The rooms is plunged into darkness as a all light is gathered into a ball") base.put("Carl seems to have disappeared along with all other monsters!") if self.action_points > 0: if not self.aggroed: self.select_aggro() if self.aggro.alive: self.attack(self.aggro,self.power*(2+num)) self.aggro.statuses.append(p_status.Stun(base.D3.roll())) self.aggro.statuses.append(p_status.Burn(base.D3.roll(),num*(self.power/5))) else: self.select_aggro() self.attack(self.aggro,self.power*(2+num)) self.aggro.statuses.append(p_status.Burn(base.D3.roll(),num*(self.power/5))) self.aggro.statuses.append(p_status.Stun(base.D3.roll()))
def do_turn(self,target,damage): chance=base.D100.roll() if chance >99: base.put('The Arch Powers of the World infuse your body!') base.put('Mortal Blast!') target.statuses.append(s.Burn(self.owner.level,100)) target.statuses.append(s.Poison(self.owner.level,120)) target.statuses.append(s.Bleeding(self.owner.level,1000)) target.statuses.append(s.Maim(self.owner.level)) target.statuses.append(s.Stun(self.owner.level/2)) target.statuses.append(s.Sleep()) target.statuses.append(s.Blind(self.owner.level*2)) for a in self.owner.owner.party.inventory: a.statuses.append(s.Healing()) damage=0
def do_turn(self, target): chance = base.D20.roll() if chance > 18: target.statuses.append(s.Stun(base.D2.roll())) base.put('[STATUS] ' + target.name + " has been stunned by " + self.owner.name) chance2 = base.D20.roll() if chance2 > 19: target.statuses.append( s.Poison(base.D4.roll(), base.D6.roll() * self.level)) base.put('[STATUS] ' + target.name + " has been poisoned by " + self.owner.name) chance3 = base.D20.roll() if chance3 > 18: target.statuses.append( s.Burn(base.D6.roll(), self.level * base.D2.roll())) base.put('[STATUS] ' + target.name + " has been burned by " + self.owner.name)