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
Exemplo n.º 2
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    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
Exemplo n.º 4
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    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
Exemplo n.º 6
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    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
Exemplo n.º 7
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    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
Exemplo n.º 9
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    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
Exemplo n.º 10
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    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
Exemplo n.º 12
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    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
Exemplo n.º 13
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    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
Exemplo n.º 14
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    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
Exemplo n.º 17
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    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
Exemplo n.º 19
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    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
Exemplo n.º 20
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 def rollInitative(self):
     return randint(0, 20) + calc_attribute_bonus(self.dexterity)
Exemplo n.º 21
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 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)