def stairs(coords, downwards = True): x, y = coords if downwards: stairs_com = actor.CompStairs() stairs = actor.ObjActor(x, y, "stairs", animation_key = "S_STAIRS_DOWN", stairs = stairs_com) else: stairs_com = actor.CompStairs(downwards) stairs = actor.ObjActor(x, y, "stairs", animation_key = 'S_STAIRS_UP', stairs = stairs_com) globalvars.GAME.current_objects.insert(-2, stairs)
def LAMP(coords): x, y = coords item_com = actor.CompItem() return_object = actor.ObjActor(x, y, 'THE LAMP', animation_key = 'S_MAGIC_LAMP', item = item_com) globalvars.GAME.current_objects.insert(0, return_object)
def armor_body_diamond(coords): x, y = coords bonus = 8 equipment_com = actor.CompEquipment(defense_bonus = bonus, slot = "body") return_object = actor.ObjActor(x, y, "Diamond armor", animation_key = "S_STRONG_ARMOR", equipment = equipment_com) return return_object
def armor_shield(coords): x, y = coords bonus = libtcod.random_get_int(0, 2, 5) equipment_com = actor.CompEquipment(defense_bonus = bonus, slot = "hand_left") return_object = actor.ObjActor(x, y, "Shield", animation_key = "S_SHIELD", equipment = equipment_com) return return_object
def armor_body(coords): x, y = coords bonus = 4 equipment_com = actor.CompEquipment(defense_bonus = bonus, slot = "body") return_object = actor.ObjActor(x, y, "Armor", animation_key = "S_ARMOR", equipment = equipment_com) return return_object
def weapon_scythe(coords): x, y = coords bonus = libtcod.random_get_int(0, 10, 15) equipment_com = actor.CompEquipment(attack_bonus = bonus, slot = "hand_right") return_object = actor.ObjActor(x, y, "Scythe", animation_key = "S_LONG_SWORD", equipment = equipment_com) return return_object
def weapon_dagger(coords): x, y = coords bonus = libtcod.random_get_int(0, 2, 5) equipment_com = actor.CompEquipment(attack_bonus = bonus, slot = "hand_right") return_object = actor.ObjActor(x, y, "Dagger", animation_key = "S_DAGGER", equipment = equipment_com) return return_object
def scroll_confusion(coords): x, y = coords effect_length = libtcod.random_get_int(0, 5, 8) item_com = actor.CompItem(use_function = magic.cast_confusion, value = effect_length) return_object = actor.ObjActor(x, y, "Confusion scroll", animation_key = "S_SCROLL_03", item = item_com) return return_object
def scroll_lightning(coords): x, y = coords damage = libtcod.random_get_int(0, 8, 10) m_range = libtcod.random_get_int(0, 8, 9) item_com = actor.CompItem(use_function = magic.cast_lighting, value = (damage, m_range)) return_object = actor.ObjActor(x, y, "Lightning scroll", animation_key = "S_SCROLL_01", item = item_com) return return_object
def scroll_fireball_diamond(coords): x, y = coords damage = libtcod.random_get_int(0, 7, 10) radius = 2 m_range = libtcod.random_get_int(0, 5, 9) item_com = actor.CompItem(use_function = magic.cast_fireball_diamond, value = (damage, radius, m_range)) return_object = actor.ObjActor(x, y, "Fireball-diamond scroll", animation_key = "S_SCROLL_04", item = item_com) return return_object
def scroll_fireball_box(coords): x, y = coords damage = libtcod.random_get_int(0, 6, 8) radius = 1 m_range = libtcod.random_get_int(0, 7, 8) item_com = actor.CompItem(use_function = magic.cast_fireball_box, value = (damage, radius, m_range)) return_object = actor.ObjActor(x, y, "Fireball-box scroll", animation_key = "S_SCROLL_02", item = item_com) return return_object
def snake_cobra(coords): x, y = coords max_health = libtcod.random_get_int(0, 15, 20) base_attack = libtcod.random_get_int(0, 5, 8) creature_name = libtcod.namegen_generate('Celtic male') creature_com = actor.CompCreature(creature_name,death_function = death.snake, base_atk = base_attack, max_hp = max_health, xp = (max_health + base_attack)// 2) ai_com = ai.Chase() snake = actor.ObjActor(x, y, "Cobra", animation_key = "A_SNAKE_02", animation_speed = 1, creature = creature_com, ai= ai_com) return snake
def mouse(coords): x, y = coords max_health = 1 base_attack = 0 creature_name = libtcod.namegen_generate('Celtic male') creature_com = actor.CompCreature(creature_name, death_function = death.mouse, base_atk = base_attack, max_hp = max_health, xp = -2, speed = 20) ai_com = ai.Flee() item_com = actor.CompItem(use_function = magic.cast_heal, value = 3) mouse = actor.ObjActor(x, y, "mouse", animation_key = "A_MOUSE", animation_speed = 1, creature = creature_com, ai= ai_com, item = item_com) return mouse
def player(coords): x, y = coords # create the player container_com = actor.CompContainers() creature_com = actor.CompCreature("Greg", base_atk = 5, max_hp = 50, xp = 0, speed = constants.PLAYER_SPEED, death_function = death.player) globalvars.PLAYER = actor.ObjActor(x, y, "python", animation_key = "A_globalvars.PLAYER", animation_speed = 1, creature = creature_com, container = container_com) globalvars.PLAYER.level = 0 globalvars.GAME.current_objects.append(globalvars.PLAYER)
def portal(coords): x, y = coords portal_com = actor.CompExitPortal() portal = actor.ObjActor(x, y, 'exit portal', animation_key = 'S_PORTALCLOSED', exitportal = portal_com) globalvars.GAME.current_objects.insert(-2, portal)