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") )
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") )
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") )