Пример #1
0
def gen_demon_avin(level, coords):
    pos = level.world.component_for_player(Position)
    x, y = coords

    level.world.create_entity(Health(20), Position(x, y), Attacker(attack=8,
                                                                   defense=2, hit_chance=50, evasion_chance=3),
                              Name("Avin"), AiChase(pos),
                              Renderable(depth=constants.DEPTH_CREATURE, animation_key="A_DEMON_AVIN"),
                              Energy(100),
                              BlocksMovement(),
                              Alignment(CreatureAlignment.FOE),
                              Experience(on_death=100),
                              Death(animation_key="S_DEAD_DEMON")
                              )
Пример #2
0
def gen_aquatic_frog_hypno(level, coords):
    pos = level.world.component_for_player(Position)
    x, y = coords

    level.world.create_entity(Health(20), Position(x, y),
                              Attacker(attack=6, defense=3, hit_chance=80, evasion_chance=20),
                              Name("Hypno Frog"), AiChase(pos),
                              Renderable(depth=constants.DEPTH_CREATURE, animation_key="A_AQUATIC_FROG_HYPNO"),
                              Energy(100),
                              BlocksMovement(),
                              Alignment(CreatureAlignment.FOE),
                              Experience(on_death=100),
                              Death(animation_key="S_FLESH_FISH")
                              )
Пример #3
0
def gen_aquatic_watersnake(level, coords):
    pos = level.world.component_for_player(Position)
    x, y = coords

    level.world.create_entity(Health(20), Position(x, y),
                              Attacker(attack=5, defense=1, hit_chance=90, evasion_chance=30),
                              Name("Watersnake"), AiChase(pos),
                              Renderable(depth=constants.DEPTH_CREATURE, animation_key="A_AQUATIC_WATERSNAKE"),
                              Energy(100),
                              BlocksMovement(),
                              Alignment(CreatureAlignment.FOE),
                              Experience(on_death=100),
                              Death(animation_key="S_FLESH_FISH")
                              )