def Navigating(character = char.Char(), direction = 0, speed = 0, personal = 0, familiarity = 0, technology = 0, extra_against = 0, extra_for = 0, accuracy = 0, difficulty = 0, skill = "Cylaxian"): dict_i = {"Acrobatics":0, "Aerobatics":1, "Aiding":2, "Aquabatics":3, "Arm_Combat":4, "Art":5, "Attack":6, "Chemistry":7, "Climbing":8, "Cooking":9, "Cylaxian":10, "Diplomacy":11, "Disguise":12, "Electrician":13, "Electronic_Operation":14, "Engineering":15, "Fast_Draw":16, "Games":17, "Guns":18, "Hobby":19, "Math":20, "Melee_Weapon":21, "Navigation":22, "Naturalist":23, "Physics":24, "Repair":25, "Science":26, "Stealth":27, "Strategy":28, "Suit":29, "Tactics":30, "Vehicle":31, "Writing":32} list_i = [character.Acrobatics[0], character.Aerobatics[0], character.Aiding[0], character.Aquabatics[0], character.Arm_Combat[0], character.Art[0], character.Attack[0], character.Chemistry[0], character.Climbing[0], character.Cooking[0], character.Cylaxian[0], character.Diplomacy[0], character.Disguise[0], character.Electrician[0], character.Electronic_Operation[0], character.Engineering[0], character.Fast_Draw[0], character.Games[0], character.Guns[0], character.Hobby[0], character.Math[0], character.Melee_Weapon[0], character.Navigation[0], character.Naturalist[0], character.Physics[0], character.Repair[0], character.Science[0], character.Stealth[0], character.Strategy[0], character.Suit[0], character.Tactics[0], character.Vehicle[0], character.Writing[0]] Navigator = char.Char() Direction = direction ### 0 North, 90 East, 180 South, 270 West Speed = speed Familiarity = familiarity Technology = technology Extra_Against = extra_against Extra_For = extra_for Rating = list_i[dict_i[skill]] Personal = personal Difficulty = difficulty Vision = vision S = (((Rating + Personal + Accuracy) * round(rd.uniform(Cal_i.result, 1.10), 2) - (Difficulty * ((1 + Vision + Extra_Against ) / (1 + Familiarity + Technology + Extra_For))))) if S > 0: if S >= 12 - Technology: print("You know where you are going. You move as desired.") elif S < 12 - Technology: miss_meters = round(Speed*rd.uniform(0.85,1.00), 2) misdirection = eg.Random_Direction(int(Direction-(S*5)), int(Direction+(S*5))) print("You are heading the right direction, but you move", miss_meters, "towards", misdirection.Final_Direction) else: if S <= -1 and S >= -4: print("You couldn't get a good read. You don't know where to go.") else: miss_meters = round(Speed*rd.uniform(0.85,1.00), 2) misdirection = eg.Random_Direction(int((Direction-40)-(S*5)), int((Direction+40)+(S*5))) print("You move, but realize that you are lost. You move", miss_meters, "at", misdirection.Final_Direction)
def Repair(character = char.Char(), target = item.Item, personal = 0, familiarity = 0, technology = 0, extra_against = 0, extra_for = 0, difficulty = 0, skill = "Repair"): dict_i = {"Acrobatics":0, "Aerobatics":1, "Aiding":2, "Aquabatics":3, "Arm_Combat":4, "Art":5, "Attack":6, "Chemistry":7, "Climbing":8, "Cooking":9, "Cylaxian":10, "Diplomacy":11, "Disguise":12, "Electrician":13, "Electronic_Operation":14, "Engineering":15, "Fast_Draw":16, "Games":17, "Guns":18, "Hobby":19, "Math":20, "Melee_Weapon":21, "Navigation":22, "Naturalist":23, "Physics":24, "Repair":25, "Science":26, "Stealth":27, "Strategy":28, "Suit":29, "Tactics":30, "Vehicle":31, "Writing":32} list_i = [character.Acrobatics[0], character.Aerobatics[0], character.Aiding[0], character.Aquabatics[0], character.Arm_Combat[0], character.Art[0], character.Attack[0], character.Chemistry[0], character.Climbing[0], character.Cooking[0], character.Cylaxian[0], character.Diplomacy[0], character.Disguise[0], character.Electrician[0], character.Electronic_Operation[0], character.Engineering[0], character.Fast_Draw[0], character.Games[0], character.Guns[0], character.Hobby[0], character.Math[0], character.Melee_Weapon[0], character.Navigation[0], character.Naturalist[0], character.Physics[0], character.Repair[0], character.Science[0], character.Stealth[0], character.Strategy[0], character.Suit[0], character.Tactics[0], character.Vehicle[0], character.Writing[0]] Repairer = character Target = target Rating = list_i[dict_i[skill]] Personal = personal ### Enter Personality and Emotional Factors (p) Familiarity = familiarity ### How well they know the recipe (f) Technology = technology ### Quality of the Technology (t) Extra_Against = extra_against ### Any Additional Factors (e_n) Extra_For = extra_for ### Any Additional Factors (e_d) Difficulty = difficulty S = ((Rating + Personal) * round(rd.uniform(0.90,1.10), 2)) - (Difficulty * ((1 + Extra_Against) / (1 + Familiarity * Technology * Extra_For))) print(S) if S >= 0: Repaired = Target.Damage[0] - S*10 Target.Damage[0] = Repaired if Repaired <= 0: print(Target.Name, "has been repaired", abs(Repaired), "damage.") else: print(Target.Name, "has been damaged by", abs(Repaired), "amount.") #!/usr/bin/env python else: Repaired = Target.Damage[0] - S*2 Target.Damage[0] = Repaired print(Target, "has been damaged by", Repaired, "amount.")
def Generic_Skill(character = char.Char(), personal = 0, familiarity = 0, technology = 0, extra_against = 0, extra_for = 0, accuracy = 0, difficulty = 0, skill = "Cylaxian"): Skill_User = character dict_i = {"Acrobatics":0, "Aerobatics":1, "Aiding":2, "Aquabatics":3, "Arm_Combat":4, "Art":5, "Attack":6, "Chemistry":7, "Climbing":8, "Cooking":9, "Cylaxian":10, "Diplomacy":11, "Disguise":12, "Electrician":13, "Electronic_Operation":14, "Engineering":15, "Fast_Draw":16, "Games":17, "Guns":18, "Hobby":19, "Math":20, "Melee_Weapon":21, "Navigation":22, "Naturalist":23, "Physics":24, "Repair":25, "Science":26, "Stealth":27, "Strategy":28, "Suit":29, "Tactics":30, "Vehicle":31, "Writing":32} list_i = [character.Acrobatics[0], character.Aerobatics[0], character.Aiding[0], character.Aquabatics[0], character.Arm_Combat[0], character.Art[0], character.Attack[0], character.Chemistry[0], character.Climbing[0], character.Cooking[0], character.Cylaxian[0], character.Diplomacy[0], character.Disguise[0], character.Electrician[0], character.Electronic_Operation[0], character.Engineering[0], character.Fast_Draw[0], character.Games[0], character.Guns[0], character.Hobby[0], character.Math[0], character.Melee_Weapon[0], character.Navigation[0], character.Naturalist[0], character.Physics[0], character.Repair[0], character.Science[0], character.Stealth[0], character.Strategy[0], character.Suit[0], character.Tactics[0], character.Vehicle[0], character.Writing[0]] Rating = list_i[dict_i[skill]] Personal = personal Familiarity = familiarity Technology = technology Extra_Against = extra_against Extra_For = extra_for Accuracy = accuracy Difficulty = difficulty Cal_i = eg.Minner((Accuracy/20) + 0.80, 0.80, 1.20) S = round((Rating + Personal + Accuracy) * round(rd.uniform(0.80, 1.20), 2) - (Difficulty * ((1 + Extra_Against) / (1 + Familiarity + Technology + Extra_For))), 2) print(S) if S > 0: print(Skill_User.Name, "succeed the challenge.") elif S <= 0: print(Skill_User.Name, "failed the challenge.") else: print("Something have went wrong. Most likely due to S not being a float.")
import math as mt import numpy as np import random as rd import engine as eg import physics as ph import cylax as cl import sys import config as cf sys.path.insert(1, 'C:/Users/Frank/Desktop/Cylax/PySystem') ### Import the Character here import character_sheet as char import common_items as item Repairer = char.Char() Target = item.Item() Rating = Repairer.Repair[0] ### (r) Skill = Repairer.Repair[1] Personal = 2 ### Enter Personality and Emotional Factors (p) Extra_Against = 1 ### Any Additional Factors (e_n) Extra_For = 2 ### Any Additional Factors (e_d) Difficulty = Target.Damage[0] / 10 ### (d) Familiarity = 3 ### How well they know the recipe (f) Technology = 1 ### Quality of the Technology (t) S = ((Rating + Personal) * round(rd.uniform(0.90, 1.10), 2)) - (Difficulty * ( (1 + Extra_Against) / (1 + Familiarity * Technology * Extra_For)))
import math as mt import numpy as np import random as rd import engine as eg import physics as ph import cylax as cl ### Import the Character here import character_sheet as char import character_sheet as defender import basic_attacks as attack import character_sheet as protect Attacker = char.Char() Defender = defender.Char() Attack = attack.Pheromone_Spray(Attacker) ### if weapon, add the weapon class after the Attacker Protection = protect.Char() Familiarity = 1 Technology = 3 Rating = Attacker.Arm_Combat[0] + 6 ### (r) Personal = 1 ### Enter Personality and Emotional Factors (p) Accuracy = 4 ### Acc (a) Extra_Against = 1 ### Any Additional Factors (e_n) Extra_For = 2 ### Any Additional Factors (e_d) Cover = 0 ### Cover of the Target (c) Vision = 1 ### How well can they see the target (v) Range = 1 ### In Meters (g) Hit_Zone = 0
import math as mt import numpy as np import random as rd import engine as eg import physics as ph import cylax as cl import sys import config as cf sys.path.insert(1, 'C:/Users/Frank/Desktop/Cylax/PySystem') import character_sheet as char Skill_User = char.Char() Rating = char.{}[0] Familiarity = Technology = Extra_Against = Extra_For = Cal_i = eg.Minner(var = , min = , max = ) S = round((Rating + Personal + Accuracy) * round(rd.uniform(0.80, 1.20), 2) - (Difficulty * ((1 + Extra_Against) / (1 + Familiarity + Technology + Extra_For))), 2) print(S) if S > 0: print(Skill_User.Name, "succeed the challenge.")
def Attacking(char_att = char.Char(), char_def = char.Char(), external_effect = eg.Empty(), attack = ba.Attack(None), protect = char.Char(), additional_dr = 0, familiarity = 0, technology = 0, personal = 0, accuracy = 0, extra_against = 0, extra_for = 0, cover = 0, vision = 0, range = 0, hit_zone = 0, inability = 0, preperation = 0, skill_att = "Arm_Combat", difficulty = "Arm_Combat"): dict_i = {"Acrobatics":0, "Aerobatics":1, "Aiding":2, "Aquabatics":3, "Arm_Combat":4, "Art":5, "Attack":6, "Chemistry":7, "Climbing":8, "Cooking":9, "Cylaxian":10, "Diplomacy":11, "Disguise":12, "Electrician":13, "Electronic_Operation":14, "Engineering":15, "Fast_Draw":16, "Games":17, "Guns":18, "Hobby":19, "Math":20, "Melee_Weapon":21, "Navigation":22, "Naturalist":23, "Physics":24, "Repair":25, "Science":26, "Stealth":27, "Strategy":28, "Suit":29, "Tactics":30, "Vehicle":31, "Writing":32} dict_ii = {"Acrobatics":0, "Aerobatics":1, "Aiding":2, "Aquabatics":3, "Arm_Combat":4, "Art":5, "Attack":6, "Chemistry":7, "Climbing":8, "Cooking":9, "Cylaxian":10, "Diplomacy":11, "Disguise":12, "Electrician":13, "Electronic_Operation":14, "Engineering":15, "Fast_Draw":16, "Games":17, "Guns":18, "Hobby":19, "Math":20, "Melee_Weapon":21, "Navigation":22, "Naturalist":23, "Physics":24, "Repair":25, "Science":26, "Stealth":27, "Strategy":28, "Suit":29, "Tactics":30, "Vehicle":31, "Writing":32} list_i = [character.Acrobatics[0], character.Aerobatics[0], character.Aiding[0], character.Aquabatics[0], character.Arm_Combat[0], character.Art[0], character.Attack[0], character.Chemistry[0], character.Climbing[0], character.Cooking[0], character.Cylaxian[0], character.Diplomacy[0], character.Disguise[0], character.Electrician[0], character.Electronic_Operation[0], character.Engineering[0], character.Fast_Draw[0], character.Games[0], character.Guns[0], character.Hobby[0], character.Math[0], character.Melee_Weapon[0], character.Navigation[0], character.Naturalist[0], character.Physics[0], character.Repair[0], character.Science[0], character.Stealth[0], character.Strategy[0], character.Suit[0], character.Tactics[0], character.Vehicle[0], character.Writing[0]] list_ii = [character.Acrobatics[0], character.Aerobatics[0], character.Aiding[0], character.Aquabatics[0], character.Arm_Combat[0], character.Art[0], character.Attack[0], character.Chemistry[0], character.Climbing[0], character.Cooking[0], character.Cylaxian[0], character.Diplomacy[0], character.Disguise[0], character.Electrician[0], character.Electronic_Operation[0], character.Engineering[0], character.Fast_Draw[0], character.Games[0], character.Guns[0], character.Hobby[0], character.Math[0], character.Melee_Weapon[0], character.Navigation[0], character.Naturalist[0], character.Physics[0], character.Repair[0], character.Science[0], character.Stealth[0], character.Strategy[0], character.Suit[0], character.Tactics[0], character.Vehicle[0], character.Writing[0]] Attacker = char_att Defender = char_def Attack = attack ### Weapons need to be called Protection = protect Additional_DR = additional_dr External_Effect = eg.Empty() Familiarity = familiarity Technology = technology Rating = list_i[dict_i[skill_att]] Personal = personal Accuracy = accuracy Extra_Against = extra_against Extra_For = extra_for Cover = cover Vision = vision Range = range Hit_Zone = hit_zone Inability = inability Difficulty = abs(5 + list_ii[dict_ii[skill_def]] + Hit_Zone - Inability) Preperation = preperation ''' Hit Zones Arm (2) Eye (9) Face (5) Foot (4) Groin (3) Hand (4) Leg (2) Limb (2) Neck (5) Skull (7) Tail (2) Torso (0) Add bonuses and penalities if they are abnormally larger or shorter than the body. ''' Damage = ((Attacker.Damage[0]/((Attacker.Height/33) + (Attacker.Width/33) + (Attacker.Length/33) + ((Attacker.CO)*10)))) + ((Attacker.Damage[1]/10) * (Attacker.Weight/100) / ((Attacker.HT)*10)) + (Attacker.Damage[2]/(Attacker.WIL*10)) + (Attacker.Damage[3]/(Attacker.WIL*10)) + (Attacker.Damage[4]/(Attacker.WIL*10)) + (Attacker.Damage[5]/ (Attacker.WIL*10)) ### Damage on the attacker(m) Cal_i = eg.Minner((Accuracy/20) + 0.80, 0.80, 1.20) Cal_ii = eg.Minner((Preperation/20) + 0.80, 0.80, 1.20) S = round((((Rating + Personal + Accuracy) * round(rd.uniform(Cal_i.result, 1.20), 2) - (Difficulty * ((1 + Cover + Damage + Vision + Range + Extra_Against ) / (1 + Familiarity + Technology + Extra_For)) * round(rd.uniform(Cal_ii.result, 1.20), 2)))), 2) print(S) if S > 0: Attack.Effect(Attacker, Defender, Attack, Protection, Additional_DR, External_Effect) else: print("You miss the target.")
def Artist(character = char.Char(), personal = 0, familiarity = 0, technology = 0, extra_against = 0, extra_for = 0, difficulty = 0, cultures_amount = 1, time = 1, assistance = 0, budget = 1, budget_requirement = 100, viewers = [5], skill = "Repair"): dict_i = {"Acrobatics":0, "Aerobatics":1, "Aiding":2, "Aquabatics":3, "Arm_Combat":4, "Art":5, "Attack":6, "Chemistry":7, "Climbing":8, "Cooking":9, "Cylaxian":10, "Diplomacy":11, "Disguise":12, "Electrician":13, "Electronic_Operation":14, "Engineering":15, "Fast_Draw":16, "Games":17, "Guns":18, "Hobby":19, "Math":20, "Melee_Weapon":21, "Navigation":22, "Naturalist":23, "Physics":24, "Repair":25, "Science":26, "Stealth":27, "Strategy":28, "Suit":29, "Tactics":30, "Vehicle":31, "Writing":32} list_i = [character.Acrobatics[0], character.Aerobatics[0], character.Aiding[0], character.Aquabatics[0], character.Arm_Combat[0], character.Art[0], character.Attack[0], character.Chemistry[0], character.Climbing[0], character.Cooking[0], character.Cylaxian[0], character.Diplomacy[0], character.Disguise[0], character.Electrician[0], character.Electronic_Operation[0], character.Engineering[0], character.Fast_Draw[0], character.Games[0], character.Guns[0], character.Hobby[0], character.Math[0], character.Melee_Weapon[0], character.Navigation[0], character.Naturalist[0], character.Physics[0], character.Repair[0], character.Science[0], character.Stealth[0], character.Strategy[0], character.Suit[0], character.Tactics[0], character.Vehicle[0], character.Writing[0]] Artist = character Rating = list_i[dict_i[skill]] Personal = personal ### Enter Personality and Emotional Factors (p) Familiarity = familiarity Technology = technology Extra_Against = extra_against ### Any Additional Factors (e_n) Extra_For = extra_for ### Any Additional Factors (e_d) Viewers = viewers ### From 1 to 10, how much do they like art the artist is creating. Put a number for each group of viewers Cultures = cultures_amount ### How many cultures are there amoung the viewers Group = sum(Viewers)/Cultures ### Add the cultural difference of the artist and the viewers. x_! is each viewers and y is the number of cultures. Time = time ### How many time spend in 1 every 24 hours on the piece of work? Assistance = assistance ### How many people are working at the project. Budget = budget ### Amount of money in the project Size = budget_requirement ### How big is the project? How much have to be spent to start this project of this quality Example: AAA is $100,000,000 Difficulty = 4 + Cultures Cal_i = eg.Minner(Budget/Size, 0, 2) Cal_ii = eg.Minner(Time/(3650/Assistance), -400, 3) S = ((Rating + Personal) * round(rd.uniform(0.90, 1.10))) - (Difficulty * ((1 + Extra_Against + Group)/(1 + Extra_For + Familiarity + Technology + Cal_i + Cal_ii))) print(S) if S < -19: print(Artist.Name, Skill, "was one of the worst works of art of all times. It will be remembered as an abomination of the arts. It's a 1/10") elif S >= -19 and S < -13: print(Artist.Name, Skill, "is a terrible work of art. It will get an infamous status among the arts. It's a 2/10") elif S >= -13 and S < -8: print(Artist.Name, Skill, "is isn't a great piece of work, could have been much more. It's a 3/10") elif S >= -8 and S < -4: print(Artist.Name, Skill, "is a bleak piece of work. It's a 4/10") elif S >= -4 and S < 0: print(Artist.Name, Skill, "is medicore. Forgettable. It's a 5/10") elif S >= 0 and S < 5: print(Artist.Name, Skill, "is okay, passible. It's a 6/10") elif S >= 5 and S < 11: print(Artist.Name, Skill, "is a good piece of work, something people will comeback too. It's a 7/10") elif S >= 11 and S < 15: print(Artist.Name, Skill, "is a great piece of work, it will be known in as a mark in the history of the arts. It's a 8/10") elif S >= 15 and S < 20: print(Artist.Name, Skill, "is an outstanding work of art, a milestone in the development of the arts. It's a 9/10") elif S >= 20: print(Artist.Name, Skill, "is one of the greatest works of art of all time, it has revoultionized the entire artscape of its field, created a cultural shift. It's a 10/10")
import math as mt import numpy as np import random as rd import engine as eg import physics as ph import cylax as cl import sys import config as cf sys.path.insert(1, 'C:/Users/Frank/Desktop/Cylax/PySystem') import character_sheet as char Navigator = char.Char() Direction = 90 ### 0 North, 90 East, 180 South, 270 West Speed = 5 Familiarity = 1 Technology = 2 Extra_Against = 1 Extra_For = 1 Accuracy = 3 Rating = Navigator.Navigation[0] Personal = 1 Difficulty = 1 Vision = 0 Cal_i = eg.Minner((Accuracy / 20) + 0.80, 0.80, 1.10)
def Cooking(character = char.Char(), food_item = food.Food(), personal = 0, familiarity = 0, technology = 0, extra_against = 0, extra_for = 0, difficulty = 0, skill = "Cooking"): dict_i = {"Acrobatics":0, "Aerobatics":1, "Aiding":2, "Aquabatics":3, "Arm_Combat":4, "Art":5, "Attack":6, "Chemistry":7, "Climbing":8, "Cooking":9, "Cylaxian":10, "Diplomacy":11, "Disguise":12, "Electrician":13, "Electronic_Operation":14, "Engineering":15, "Fast_Draw":16, "Games":17, "Guns":18, "Hobby":19, "Math":20, "Melee_Weapon":21, "Navigation":22, "Naturalist":23, "Physics":24, "Repair":25, "Science":26, "Stealth":27, "Strategy":28, "Suit":29, "Tactics":30, "Vehicle":31, "Writing":32} list_i = [character.Acrobatics[0], character.Aerobatics[0], character.Aiding[0], character.Aquabatics[0], character.Arm_Combat[0], character.Art[0], character.Attack[0], character.Chemistry[0], character.Climbing[0], character.Cooking[0], character.Cylaxian[0], character.Diplomacy[0], character.Disguise[0], character.Electrician[0], character.Electronic_Operation[0], character.Engineering[0], character.Fast_Draw[0], character.Games[0], character.Guns[0], character.Hobby[0], character.Math[0], character.Melee_Weapon[0], character.Navigation[0], character.Naturalist[0], character.Physics[0], character.Repair[0], character.Science[0], character.Stealth[0], character.Strategy[0], character.Suit[0], character.Tactics[0], character.Vehicle[0], character.Writing[0]] Cooker = character Food_Item = food_item Rating = list_i[dict_i[skill]] ### (r) Personal = personal ### Enter Personality and Emotional Factors (p) Familiarity = familiarity Technology = technology Extra_Against = extra_against ### Any Additional Factors (e_n) Extra_For = extra_for ### Any Additional Factors (e_d) Difficulty = difficulty ### (d) S = round((((Rating + Personal) * rd.uniform(0.80,1.20), 2)) - (Difficulty * ((1 + Extra_Against) / (1 + Familiarity + Technology + Extra_For))), 2) print(S) if S > 0 and S <= 5: print(Cooker.Name, "successifully cooked the", Food_Item.Name, ". It's decent quality.") if S > 5 and S <= 12: print(Cooker.Name, "successifully cooked a delicious meal of", Food_Item.Name, ". It's good quality.") if S > 12 and S <= 18: print(Cooker.Name, "successifully cooked an amazing meal of", Food_Item.Name, ". It's great quality") if S > 18: print(Cooker.Name, "made and outstanding meal of", Food_Item.Name, ". It's excellent quality.") if Food_Item.COOK_EATABLE is False and (Cooker.Naturalist[0] > 9 or (Cooker.Science[0] > (11 - (Cooker.ANA/3 - Cooker.PE/3)) and "Biology" in Cooker.Science[1] is True)): if Food_Item.RAW_EATABLE is True: print("But you notice that this is uneatable now and can only be eaten raw.") else: print("But you notice that this is still uneatable.") if Food_Item.POISONOUS[0] is True and S > (10 - Cooker.ANA/2 - Cooker.PE/2): print("You also find out that", Food_Item.Name, "is poisonous to", Food_Item.POISONOUS[1]) if S < 0: rd.randint(1,100) if Food_Item.FLAMMABLE is True and roll >= 1 and roll < 20: if S >= -4 and S < 0: print(Cooker.Name,"burnt the", Food_Item.Name, "but it still eatable. It's poor quality.") elif S >= -9 and S < -4: print(Cooker.Name, "burn the", Food_Item.Name, "to a crisp. It's uneatable.") elif S < -9: print(Cooker.Name, "set the food on fire!", Food_Item.Name, "is uneatable and in flames.") if Food_Item.MOIST is True and roll >= 20 and roll < 51: if S >= -4 and S < 0: print(Food_Item.Name, "have dried out. Now it's poor quality.") elif S < -4: print(Food_Item.Name, "have dried out and is completely spoiled. Now it's uneatable.") else: if S >= -5 and S < 0: print(Cooker.Name, "made a bad meal.", Food_Item.Name, "is poor quality.") elif S < -5: print(Cooker.Name, "made a horrible meal.", Food_Item.Name, "is uneatable.")
import math as mt import numpy as np import random as rd import engine as eg import physics as ph import cylax as cl import sys import config as cf sys.path.insert(1, 'C:/Users/Frank/Desktop/Cylax/PySystem') ### Import the Character here import character_sheet as char Success = S Artist = char.Char() Rating = Artist.{Insert}[0] Skill = Arist.{Insert}[0] Familiarity = Technology = Personal = ### Enter Personality and Emotional Factors (p) Extra_Against = ### Any Additional Factors (e_n) Extra_For = ### Any Additional Factors (e_d) Viewers = [] ### From 1 to 10, how much do they like art the artist is creating. Put a number for each group of viewers Cultures = ### How many cultures are there amoung the viewers Group = sum(Viewers)/Cultures ### Add the cultural difference of the artist and the viewers. x_! is each viewers and y is the number of cultures.
import math as mt import numpy as np import random as rd import engine as eg import physics as ph import cylax as cl import sys import config as cf sys.path.insert(1, 'C:/Users/Frank/Desktop/Cylax/PySystem') ### Import the Character here import character_sheet as char Success = S Attacker = char.Char() Attack = Rating = Attacker.{Insert} ### (r) Personal = ### Enter Personality and Emotional Factors (p) Accuracy = ### Acc (a) Extra_Against = ### Any Additional Factors (e_n) Extra_For = ### Any Additional Factors (e_d) Cover = ### Cover of the Target (c) Vision = ### How well can they see the target (v) Range = ### In Meters (g) Difficulty = 0 ### (d) ''' Hit Zones
import math as mt import numpy as np import engine as eg import cylax as cl import sys import config as cf import basic_attacks as ba import character_sheet as cs import physics as ph sys.path.insert(1, 'C:/Users/Frank/Desktop/Cylax/PySystem') ch = cs.Char() def test(a, b, c): x = a y = b z = c print(x, y, z)
import math as mt import numpy as np import random as rd import engine as eg import physics as ph import cylax as cl import technology_function as tf import sys import config as cf sys.path.insert(1, 'C:/Users/Frank/Desktop/Cylax/PySystem') import character_sheet as char Builder = char.Char() Rating = char.{}[0] Familiarity = Technology = Tools = tf.BuildingTools(self, tools = False, pullers = False, vehicles = False, additive = False, interlock = False, magnetism = False, cylax = False) Extra_Against = Extra_For = Building_Progress = ### In Precentage Time_Spent = 0 ### In Minutes Structure_Volume = ### In Metrics Cubic Cal_i = eg.Minner(var = Building_Progress, min = 0, max = 100) S = round((Rating + Personal + Accuracy) * round(rd.uniform(0.80, 1.20), 2) -
sys.path.insert(1, 'C:/Users/Frank/Desktop/Cylax/PySystem') ''' This is an inventory system for characters. Copy this file for each characters that will be carrying inventory space. Make sure to import each item module into the inventory to upload those items. If your carrier have multiple pockets, make an additional self.Items and for self.Weight, add all the dictionaries combined. ''' import character_sheet as char import common_items as items import common_food as food Carrier = char.Char() ### List items Item_1 = items.Items() Item_2 = food.Poison_Fruit() class Backpack: def __init__(self): self.Name = "Backpack" self.SpaceHeight = 100 ### in centimeters self.SpaceWidth = 100 self.SpaceLength = 100
def Attacking(char_att=char.Char(), char_def=defender.Char(), attack=ba.Attack(), protect=defender.Char(), additional_dr=0, external_effect=eg.Empty(), familiarity=0, technology=0, rating=skill_att[0] + 6, personal=0, accuracy=0, extra_against=0, extra_for=0, cover=0, vision=0, range=0, hit_zone=0, inability=0, difficulty=abs(5 + skill_def[0] + Hit_Zone - Inability), preperation=0): Attacker = char_att Defender = char_def Attack = attack ### Weapons need to be called Protection = protect Additional_DR = additional_dr External_Effect = eg.Empty() Familiarity = familiarity Technology = technology Rating = rating Personal = personal Accuracy = accuracy Extra_Against = extra_against Extra_For = extra_for Cover = cover Vision = vision Range = range Hit_Zone = hit_zone Inability = inability Difficulty = difficulty Preperation = preperation ''' Hit Zones Arm (2) Eye (9) Face (5) Foot (4) Groin (3) Hand (4) Leg (2) Limb (2) Neck (5) Skull (7) Tail (2) Torso (0) Add bonuses and penalities if they are abnormally larger or shorter than the body. ''' Damage = ( (Attacker.Damage[0] / ((Attacker.Height / 33) + (Attacker.Width / 33) + (Attacker.Length / 33) + ((Attacker.CO) * 10))) ) + ((Attacker.Damage[1] / 10) * (Attacker.Weight / 100) / ((Attacker.HT) * 10)) + (Attacker.Damage[2] / (Attacker.WIL * 10)) + ( Attacker.Damage[3] / (Attacker.WIL * 10)) + (Attacker.Damage[4] / (Attacker.WIL * 10)) + ( Attacker.Damage[5] / (Attacker.WIL * 10) ) ### Damage on the attacker(m) Cal_i = eg.Minner((Accuracy / 20) + 0.60, 0.60, 1.20) Cal_ii = eg.Minner((Preperation / 20) + 0.60, 0.60, 1.20) S = round((((Rating + Personal + Accuracy) * round(rd.uniform(Cal_i.result, 1.20), 2) - (Difficulty * ((1 + Cover + Damage + Vision + Range + Extra_Against) / (1 + Familiarity + Technology + Extra_For)) * round(rd.uniform(Cal_ii.result, 1.20), 2)))), 2) print(S) if S > 0: Attack.Effect(Attacker, Defender, Attack, Protection, Additional_DR, External_Effect) else: print("You miss the target.")
import physics as ph import cylax as cl import sys import config as cf sys.path.insert(1, 'C:/Users/Frank/Desktop/Cylax/PySystem') ''' This file is for handling effects that influence characters themselves. ''' import character_sheet as char import common_species as species import realm as world Character = char.Char() def Confusion(Sanity): result = rd.uniform(1,Sanity) + Sanity if result >= 75: print("You're are losing a grip with yourself. (The GM decides your next action)") else: print("You are fine.") def Lusting(Lust, randvar_i, randvar_ii): ### Lust is based on Character.Damage[5] step = 1 if randvar_i > randvar_ii: print("Error: randvar_i can't be greater than randvar_ii.") elif Character.Lust is "None":