Exemplo n.º 1
0
 def __init__(self, cr, race=None, pc_class=None):
     super().__init__(cr, race)
     self.profession = "Mercenary"
     if pc_class is None:
         self.npc_class = self.pc_classes()
     else:
         self.npc_class = pc_class
     self.level = smart_clamp(cr - 1, 1, 20)
     self.player = Player(self.npc_class, self.level)
     self.stats = self.player.stats
     self.stat_mod = self.player.stat_mod
     self.fav_stat_mod = self.stat_mod[self.npc_class.fav_stat]
     self.magic_bonus = self.player.magic_bonus
     x = self.player.level
     y = self.class_price_multi(self.player.cls.name)
     z = self.fav_stat_mod + self.magic_bonus
     self.price = smart_clamp(x * y * z, x, 99999)
     self.name = f"NPC {self.player.cls.name}"
     self.damage_bonus = self.stat_mod[
         self.npc_class.fav_stat] + self.player.magic_bonus
     self.damage_type = self.player.damage_type
     self.special_dam_type = self.player.cls.damage_type
     self.damage_formula = self.player.damage_formula
     self.special_dam = f"{Monster(self.level).damage}"
     self.skills = SkillSet(self.level, self.player.prof_bonus, self.stats,
                            self.background)
     self.inventory = Loot()
     while len(self.inventory.magic_items) < CR(self.cr).tier:
         self.inventory.magic_items = career_loot(1, self.level - 1,
                                                  self.level).magic_items
     if len(self.inventory.magic_items) > self.level:
         self.inventory.magic_items = self.inventory.magic_items[:self.
                                                                 level]
     self.treasure = Loot()
Exemplo n.º 2
0
 def __init__(self, cr, name=None, num_people=10):
     self.cr = CR(cr)
     self.num_people = num_people
     self.name = name if name else f"{self.random_name()}"
     self.rooms = []
     self.threats = []
     for room_num in range(1, self.num_people + 1):
         this_room = random_city_npc(self.cr.value)
         self.rooms.append(
             f"Area {room_num}, {self.name.split(', ')[0]}\n{this_room}")
         self.threats.append(this_room)
     self.total_treasure = self.get_treasures()
Exemplo n.º 3
0
 def __init__(self,
              cr,
              dungeon_name=None,
              dungeon_levels=1,
              rooms_per_level=10,
              make_traps=True):
     self.rooms = []
     self.rooms_per_level = rooms_per_level
     self.cr = CR(cr)
     self.name = dungeon_name if dungeon_name else f"{self.random_name()}"
     self.total_xp = 0
     self.dungeon_levels = dungeon_levels
     self.total_rooms = dungeon_levels * self.rooms_per_level
     room_number = 1
     first_room = MinionRoom(
         cr,
         room_name="Dungeon Entrance",
     )
     self.first_room_cr = first_room.threat.cr
     self.boss_cr = 0
     self.rooms.append(f'{first_room}')
     self.threats = [first_room]
     my_room = Room()
     for dun_level in range(dungeon_levels):
         for _ in range(self.rooms_per_level):
             room_number += 1
             if room_number == self.total_rooms:
                 my_room = BossRoom(dun_level + self.cr.value + 2,
                                    "Dungeon Heart")
                 self.boss_cr = my_room.threat.cr
             elif room_number < self.total_rooms:
                 if room_number % self.rooms_per_level == 0:
                     my_room = VillainRoom(dun_level + self.cr.value + 1)
                 elif room_number % self.rooms_per_level == 1:
                     my_room = MinionRoom(dun_level + self.cr.value)
                 elif room_number < self.total_rooms:
                     my_room = Room(dun_level + self.cr.value,
                                    make_traps=False)
             else:
                 break
             self.rooms.append(f'Room {room_number}, {my_room}')
             self.threats.append(my_room)
             self.total_xp += my_room.xp
     self.total_treasure = self.get_treasures()
Exemplo n.º 4
0
    def __init__(self, cr, name=None, num_levels=1, areas_per_level=10):
        self.cr = CR(cr)
        self.name = name if name else f"{self.random_name()}"
        self.total_xp = 0
        rooms_per_level = areas_per_level
        self.total_rooms = num_levels * rooms_per_level
        room_number = 1
        self.rooms = []
        self.threats = []
        self.total_treasure = self.get_treasures()

        for dun_level in range(num_levels):
            for _ in range(rooms_per_level):
                my_room = WildArea(dun_level + self.cr.value, self.name)
                self.rooms.append(
                    f"Area {room_number}, {self.name}\n{my_room}")
                self.threats.append(my_room)
                if my_room.xp:
                    self.total_xp += my_room.xp
                room_number += 1
Exemplo n.º 5
0
 def __init__(self, cr, room_name="Any", name=None):
     self.name = random_monster('monster') if not name else name
     self.cr = CR(cr)
     self.cr_val = self.cr.val
     self.tier = self.cr.tier
     self.cr_key = self.cr.key
     self.total_hp = self.set_hit_points(self.cr_val)
     self.current_hp = self.total_hp
     self.damage = (
         "1d2", "1d2 + 1", "1d2 + 2", "1d2 + 3",
         "1d6 + 8", "1d6 + 14", "1d6 + 20", "1d6 + 26", "1d6 + 32",
         "1d6 + 40", "1d6 + 45", "1d6 + 50", "1d6 + 65", "1d6 + 70",
         "1d8 + 75", "1d8 + 80", "1d8 + 85", "1d8 + 90", "1d8 + 95",
         "1d10 + 100", "1d10 + 105", "1d10 + 110", "1d10 + 115", "1d10 + 120",
         "1d12 + 140", "1d12 + 150", "1d12 + 160", "1d12 + 180", "1d12 + 200",
         "1d20 + 260", "1d20 + 270", "1d20 + 280", "1d20 + 290", "1d20 + 300",
     )[self.cr_key]
     self.xp = self.set_xp_by_cr(self.cr_val)
     self.motive = motivation()
     self.treasure = get_loot(self.cr_val, monster_name=self.name, room_name=room_name, is_villain=False)
     self.prof_bonus = self.set_prof_bonus(self.cr_val)
     variance = plus_or_minus_gauss(3)
     self.ac = self.set_ac(self.cr_val) + variance
     self.att_bonus = self.set_att_bonus(self.cr_val) + -variance
     self.save_dc = self.set_save_dc(self.cr_val)
     self.num_appearing = 1
     self.dam_type = self.find_dam_type()
     self.at_will_dam = f"{smart_clamp(self.cr_val // 3, 1, 10)}d6 + {self.prof_bonus} {self.dam_type}"
     self.rank_by_cr = tuple(x // 5 for x in range(34))
     self.abilities = ["STR", "DEX", "INT", "WIS", "CHA", "CON"]
     self.rank = self.rank_by_cr[self.cr.key]
     self.stats = {
         ability: ability_dice(4) for ability in self.abilities
     }
     self.stat_mod = {}
     self.stat_mod_str = {}
     self.set_stat_mods()
     self.special_damage = f"{self.damage} {damage_types()}"
Exemplo n.º 6
0
 def __init__(self, cr):
     tier = d(CR(cr).tier)
     self.name = self.random_potion(str(tier))
     self.price = f"{dice(5, 100)} {('Silver', 'Electrum', 'Gold', 'Platinum')[tier - 1]}"
Exemplo n.º 7
0
def random_trap(cr, dam_type=None, room_name="Any"):
    _ = room_name
    tier = str(CR(cr).tier)
    return random_trap_by_tier(tier, cr, dam_type)