def __init__(self): name = "Security Guards" description = "Like all the rest of the security team recently hired by Father Malachi, the gear these two \ are sporting definitely seems overkill for looking after a rehab centre. They're wearing a full suit of crimson body \ armour and each carrying a rifle. They're starting to look very impatient with the young woman who's making such a fuss at the reception desk." seenDesc = "There are two security guards standing at either end of the receptionist desk look irritated." talkResponse = "One of them chuckles a little at the scene the young woman is causing. \"Sheesh!\" he says. \"She's like a little girl having a temper tantrum, huh?\"" keywords = "guard,guards,security guard,security guards,officers,security" super(SecurityGuards109, self).__init__(name, description, seenDesc, talkResponse, keywords) self.addDialogue( NPCs.Dialogue( "little girl,temper tantrum,girl,tantrum,temper,woman,irritated", "Considering everything the House is doing for the people here, you think she'd show a little respect." )) self.addDialogue( NPCs.Dialogue( "rejuvinax,drug", "One of the security guards grins at the mention of this. \"Yes, Rejuvenax! The drug that will make everything better!\" You try to explain that Rejuvenax isn't helping you at all today, but he doesn't seem to care or pay attention." )) self.addDialogue( NPCs.Dialogue( "father malachi,malachi,father,boss", "\"A great man! Who else could put you all you addicts and crazies on the straight and narrow as well as him?\"" )) self.addDialogue( NPCs.Dialogue( "management,new management,treatment", "\"All of you residents seem to be complaining that we're so hard on you. But we protect you at every turn and give you a perfect drug to cure all your ills. Tell me - did the previous managment do that for you?\"" ))
def randEncounter(miles): for i in range(miles): en=random.randint(1,100) #Enconter is a battle if en in range(91,95): ll=random.choice(commonHunters) return NPCs.GenMons(random.randint(2,5), Class=ll),i #encounter is hunting opprotunity elif en in range(25,35): ll=random.choice(commonHunted) return NPCs.GenMons(random.randint(1,3), Class=ll),i
def __init__(self): name = "Security Guards" description = "Big and muscular, they're both dressed in crimson body armour and sport heavy \ looking handguns holstered at their sides that gleam threateningly in the soft \ light of the hallway. On the backs of their armour the logo of a large white \ phoenix with the words \"Phoenix Security Corporation\" can be seen. I can't help \ miss the security the older management use to employ - Officers Brooks and O'Sullivan \ might have been strict, but at least they weren't intimidating." seenDesc = "Standing in the middle of the hallway are two security guards engaged in a discussion." talkResponse = "They don't seem to mind that I interrupted them. \"Well well, if it isn't Mr. Hunter!\" \ one of them says. \"You and the other residents here are very lucky to have us \ here. Trust us, you\'re in good hands!\"" keywords = "guard,guards,security guard,security guards,officers" super(SecurityGuards102, self).__init__(name, description, seenDesc, talkResponse, keywords) self.addDialogue( NPCs.Dialogue( "good hands,lucky,security", "\"Well, of course you're in good hands! Now that we and Dr. Malachi are in charge \ of this superb facility I'd say every one of you junkies and derelicts are going to \ be just fine! And especially since you've been taking your new medication, eh? I bet \ it\'s doing wonders for you all!\""))
import sys, random sys.path.append("C:\Users\Phillip\Desktop\Dnd Stuff\Scripts") import Helpers, NPCs, Spells import Int2char #City Folks BlackSmith = NPCs.merchant(Name="Bur (Black Smith)", Type="BlkSmith", Str=70, Gold=50, Special=" ") WeaponSmith = NPCs.merchant( Name="Brihelm (Weapon Smith)", Type="Weps", Str=3, Gold=100, Special="Quest: Gave his daugther (Erwyn) to young Niwald (oldes son" + "of the Bondar family in Rieswald (town) in order to forge a new trading" + "relations with the merchant family. However, their marriage was about 1 month" "ago and he has yet to recieve any good from the family. Go to Reiwald in the north east" + "and remind them of the promises they made during marriage") GeneralStore = NPCs.merchant( Name="Garbri (General Goods)", Type="General", Gold=150, Special='Will give 7sp for finely skinned deer pelts' + 'because of the shortage good skinners this winter') Grimfast = NPCs.warrior(
speech = input("It's usually rude to speak to strangers " "while they are in the bathroom, but go on " "ahead \n 'Who are you?', you hear in a " "meek and muffled voice.(ANSWER HONESTLY " "OR LIE)") if speech == "ANSWER HONESTLY": print("'A passenger? But you all...', the voice " "trails off. " "\nThe door unlocks and out comes a " "stewardess. The marks of dried tears run down " "her cheeks. " "\n 'Come with me and let's find out what's " "going on here. " "\n You aren't going to get to use the " "bathroom, are you?") holly = NPCs.NPC("Holly", "shaken", 60) party.append("Holly") holly.mood = "Emboldened" holly.opinion = 85 - knockCount * 2 dialogue = "N" if speech == "LIE": print("Ah, wow, a brilliant and morally correct " "move. You stammer for a lie. 'I'm the " "captain', you say, putting on your best " "impression of a pilot") print("'You don't really sound like the captain.'") lieSuccess = random.randint(0, 100) speech = input("Uh oh, doesn't sound convinced. (" "COME CLEAN or LIE MORE)") if speech == "COME CLEAN": print("You can't keep doing this. You answer "
#Spare groups for misc battles import sys, random sys.path.append("C:\Users\Phillip\Desktop\Dnd Stuff") sys.path.append("C:\Users\Phillip\Desktop\Dnd Stuff\Scripts") import Helpers, Items, NPCs, Spells import Int2char from Helpers import * Carrions = NPCs.GenMons(10, Class="Carrion", name="Carrion") Goblins = NPCs.GenMons(15, Class="Goblin", name="Goblin") Azers = NPCs.GenMons(20, Class="Goblin", name="Goblin") TotalPop = [] TotalPop.extend(one)
#extra encounters import sys, random, os #base path basepath = os.path.normpath(os.getcwd() + os.sep + os.pardir) sys.path.append(os.path.join(basepath, 'Scripts')) import NPCs import numpy as np #make some antlions f = [ NPCs.GenMons(8, Class="Antlion", name="Antlion_A"), NPCs.GenMons(10, Class="Antlion", name="Antlion_B"), NPCs.GenMons(8, Class="Bandit", name="Bandit_Thievs"), NPCs.GenMons(20, Class="Bandit", name="Bandit_B"), NPCs.GenMons(2, Class="Basilisk", name="Basilisk_A") ] TotalPop = [] for sset in f: TotalPop.extend(sset)
#Dirty Dans Water Hole import sys, random, os import numpy as np #base path basepath = os.path.normpath(os.getcwd() + os.sep + os.pardir) sys.path.append(os.path.join(basepath, 'Scripts')) import Helpers, NPCs import Items_New as it #bartender bt = NPCs.merchant(Name='Clayton (Bartender)', Type="InnKeep", Gold=350) #drunks dr = NPCs.GenNPCs(4, Lev=1) #gangMembers gms = [ NPCs.NPC(Level=5, Dmg='1d4', Name='Silver Tooth' + str(i), Stuff=[np.random.choice(it.commonWeapons)]) for i in range(3) ] #officers ofs = [ NPCs.NPC(Level=5, Dmg='1d4', Name='Officer' + str(i), Stuff=[ u for u in it.commonWeapons if u["Item"] == 'Gloc.' or u["Item"] == 'Baton'
'''prison they have to break into''' import sys, random, os import numpy as np #base path basepath = os.path.normpath(os.getcwd() + os.sep + os.pardir) sys.path.append(os.path.join(basepath, 'Scripts')) import Helpers, NPCs import Items_New as it #guy to save iona = NPCs.NPC(Level=10, AC=22, Dmg='2d10', Name='Iona', Special="Has the rest of the Duck Tails Book", Stuff=[ thing for thing in it.Weapons if thing['Item'] == 'Browning BPS 10-gauge' ]) #Warden, needs a good gun Derik = NPCs.NPC(Level=8, Dmg='2d8', Name='Deric', AC=20) ofs = [ NPCs.NPC(Level=5, Dmg='1d4', Name='Officer' + str(i), AC=18, Stuff=[ np.random.choice([ u for u in it.commonWeapons
# _____ work camp '''prison they have to break into''' import sys, random, os import numpy as np #base path basepath = os.path.normpath(os.getcwd() + os.sep + os.pardir) sys.path.append(os.path.join(basepath, 'Scripts')) import Helpers, NPCs import Items_New as it #guy to save clive = NPCs.NPC( Level=4, Dmg='1d4', Name='Clive', Special= "Must make it out of the prison alive or else the player can't make the bomb", Stuff=[np.random.choice(it.commonWeapons)]) #Warden, needs a good gun Warden = NPCs.NPC(Level=8, Dmg='1d6', Name='Warden', AC=17, Stuff=[ thing for thing in it.Weapons if thing['Item'] == 'Browning BPS 10-gauge' ]) ofs = [ NPCs.NPC(Level=5,
def __init__(self, x, y): super().__init__(x, y, NPC=NPCs.TownsPerson())
def __init__(self, x, y): super().__init__(x, y, NPC=NPCs.ShopKeeper())
print("Exception in CoDfdfList = CoDfdf.readlines()") CoDfdf = io.open(selectFDF.select(record)) CoDfdfList = CoDfdf.readlines() CoDlist = [] CoDlist = CoDfdfList[2].split(sep = '<<') try: #These lines work, so... roll back if you need, but they're literal values so they don't allow user-defined values #if CoDlist[2].find('/F(CofD_1-Page_Interactive.pdf)') > -1 or CoDlist[2].find('/F(MTA_2ndED_2-Pagev2_Interactive.pdf)') > -1: # NPCs.npcStats(record) #elif CoDlist[2].find('CofD_Horrors_1-Page_Interactive.pdf') > -1: # monsters.monsterStats(record) if parsedArgs.npc == 'yes': NPCs.npcStats(record) else: monsters.monsterStats(record) record['Intelligence'] = record['Int'] record['Wits'] = record['Wis'] record['Resolve'] = record['Wis'] record['Strength'] = record['Str'] record['Dexterity'] = record['Dex'] record['Stamina'] = record['Con'] record['Presence'] = record['Cha'] record['Manipulation'] = record['Cha'] record['Composure'] = record['Wis']
#Red Valley import sys, random, os import numpy as np #base path basepath = os.path.normpath(os.getcwd() + os.sep + os.pardir) sys.path.append(os.path.join(basepath, 'Scripts')) import Helpers, NPCs import Items_New as it #gun smiths guns = [ NPCs.merchant(Type="Weps", Str=3, Gold=random.randint(20, 300)) for i in range(6) ] for l in guns: l.name = l.name + ' Guns' #armorers armr = [ NPCs.merchant(Type="Armor", Str=3, Gold=random.randint(20, 300)) for i in range(6) ] for ar in armr: ar.name = ar.name + ' Armor' #fences fences = [ NPCs.merchant(Type="Thief", Str=3, Gold=random.randint(50, 200)) for i in range(6) ] for gh in fences:
import sys, random, os import numpy as np #base path basepath = os.path.normpath(os.getcwd() + os.sep + os.pardir) sys.path.append(os.path.join(basepath, 'Scripts')) import Helpers, NPCs import Items_New as it #guy to save commander_navlen = NPCs.NPC(Level=5, AC=15, Dmg='2d10', Name='Commander Navel') #Warden, needs a good gun commander_ardeth = NPCs.NPC(Level=5, Dmg='2d8', Name='Commander Ardeth', AC=20) ogre = NPCs.monster(Race='Ogre', Name='Orge') ofs = [ NPCs.NPC(Level=2, Dmg='1d4', Name='soldier', AC=12, Stuff=[thing for thing in it.Weapons if thing['Item'] == 'Spear']) for i in range(200) ] TotalPop = [commander_ardeth, commander_navlen, ogre] TotalPop.extend(ofs)