def __init__(self, name, pos, sprite, hp, defense, res, strength, attack_kind, classes, equipments, strategy, lvl, skills, race, gold, interaction, compl_sprite=None): Movable.__init__( self, name, pos, sprite, hp, defense, res, Character.races_data[race]['move'] + Character.classes_data[classes[0]]['move'], strength, attack_kind, strategy, lvl, skills, compl_sprite) self.equipments = equipments self.classes = classes self.race = race self.gold = gold self.interaction = interaction self.join_team = False self.reach_ = [1] self.constitution = Character.races_data[race]['constitution'] + \ Character.classes_data[classes[0]]['constitution']
def __init__(self, name, pos, sprite, hp, defense, res, max_move, strength, attack_kind, classes, equipments, strategy, lvl, race, gold, talk, compl_sprite=None): Movable.__init__(self, name, pos, sprite, hp, defense, res, max_move, strength, attack_kind, strategy, lvl, compl_sprite) self.equipments = equipments self.classes = classes self.race = race self.gold = gold self.dialog = talk
def __init__(self, name, pos, sprite, hp, defense, res, max_move, strength, attack_kind, xp_gain, strategy, lvl=1): Movable.__init__(self, name, pos, sprite, hp, defense, res, max_move, strength, strategy, lvl) '''Possible states : - 0 : Have to act - 1 : On move - 2 : Have to attack - 3 : Turn finished ''' self.xp_gain = int(xp_gain * ((1.1) ** (lvl - 1))) self.attack_kind = attack_kind
def __init__(self, name, pos, sprite, hp, defense, res, max_move, strength, attack_kind, classes, equipments, strategy, lvl, race, gold, talk, compl_sprite=None): Movable.__init__(self, name, pos, sprite, hp, defense, res, max_move, strength, attack_kind, strategy, lvl, compl_sprite) self.equipments = equipments self.classes = classes self.race = race self.gold = gold self.dialog = talk self.constitution = Character.races_data[race]['constitution'] + \ Character.classes_data[classes[0]]['constitution']
def __init__(self, name, pos, sprite, hp, defense, res, max_move, strength, attack_kind, xp_gain, strategy, lvl=1): Movable.__init__(self, name, pos, sprite, hp, defense, res, max_move, strength, attack_kind, strategy, lvl) self.xp_gain = int(xp_gain * (1.1**(lvl - 1)))
def __init__(self, name, pos, sprite, hp, defense, res, max_move, strength, attack_kind, classes, equipments, strategy, lvl, race, gold, talk, compl_sprite=None): Movable.__init__(self, name, pos, sprite, hp, defense, res, max_move, strength, strategy, lvl, compl_sprite) '''Possible states : - 0 : Have to act - 1 : On move - 2 : Have to attack - 3 : Turn finished ''' self.equipments = equipments self.classes = classes self.race = race self.gold = gold self.dialog = talk self.attack_kind = attack_kind
def __init__(self, name, pos, sprite, hp, defense, res, max_move, strength, attack_kind, strategy, reach, xp_gain, loot, lvl=1): Movable.__init__(self, name, pos, sprite, hp, defense, res, max_move, strength, attack_kind, strategy, lvl) self.reach = reach self.xp_gain = int(xp_gain * (1.1**(lvl - 1))) self.potential_loot = loot
def __init__(self, name, pos, sprite, hp, defense, res, max_move, strength, xp_gain, lvl=1): Movable.__init__(self, name, pos, sprite, hp, defense, res, max_move, strength, lvl) '''Possible states : - 0 : Have to act - 1 : On move - 2 : Have to attack - 3 : Turn finished ''' self.state = 0 self.xp_gain = xp_gain
def __init__(self, name, pos, sprite, hp, defense, res, max_move, strength, classes, equipments, lvl): Movable.__init__(self, name, pos, sprite, hp, defense, res, max_move, strength, lvl) self.equipments = equipments self.classes = classes