示例#1
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def register_entangling_roots_ability():
    register_ability_effect(ABILITY_TYPE, _apply_ability)
    description = "Stun an enemy and deal " + str(DEBUFF_TOTAL_DAMAGE) + " magic damage over " + \
                  "{:.0f}".format(DEBUFF_DURATION / 1000) + "s."
    mana_cost = 22
    ability_data = AbilityData("Entangling roots", ICON_SPRITE, mana_cost,
                               ENTANGLING_ROOTS_COOLDOWN, description,
                               SoundId.ABILITY_ENTANGLING_ROOTS)
    register_ability_data(ABILITY_TYPE, ability_data)
    register_ui_icon_sprite_path(
        ICON_SPRITE, "resources/graphics/ability_icon_entangling_roots.png")
    register_projectile_controller(PROJECTILE_TYPE, ProjectileController)

    sprite_sheet = SpriteSheet(
        "resources/graphics/projectile_entangling_roots.png")
    original_sprite_size = (165, 214)
    indices_by_dir = {Direction.LEFT: [(x, 0) for x in range(9)]}
    register_entity_sprite_map(PROJECTILE_SPRITE, sprite_sheet,
                               original_sprite_size, PROJECTILE_SIZE,
                               indices_by_dir, (0, 0))
    register_buff_effect(BUFF_TYPE, Rooted)
    _register_engangling_roots_effect_decoration()
    register_hero_upgrade_effect(
        HeroUpgradeId.ABILITY_ENTANGLING_ROOTS_COOLDOWN,
        _upgrade_entangling_roots_cooldown)
示例#2
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def register_zuls_aegis():
    _register_ability()
    register_buff_effect(BUFF_TYPE_STUNNED, StunnedFromAegis)
    item_type = ItemType.ZULS_AEGIS
    effect = ItemEffect()
    register_custom_effect_item(
        item_type=item_type,
        item_level=7,
        ui_icon_sprite=UiIconSprite.ITEM_ZULS_AEGIS,
        sprite=Sprite.ITEM_ZULS_AEGIS,
        image_file_path="resources/graphics/item_zuls_aegis.png",
        item_equipment_category=ItemEquipmentCategory.OFF_HAND,
        name="Zul's Aegis",
        custom_effect=effect,
        stat_modifier_intervals=[
            StatModifierInterval(HeroStat.ARMOR, [3]),
            StatModifierInterval(HeroStat.BLOCK_AMOUNT, [6]),
            StatModifierInterval(HeroStat.DAMAGE, [0.12]),
            StatModifierInterval(HeroStat.MANA_ON_KILL, [1])
        ],
        custom_description=[
            "On block: stun attacker for " +
            "{:.1f}".format(STUN_DURATION / 1000) + "s",
            "Active: " + ABILITY_DESCRIPTION
        ],
        is_unique=True,
        active_ability_type=ABILITY_TYPE)
示例#3
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def register_fireball_ability():
    register_ability_effect(AbilityType.FIREBALL, _apply_ability)
    description = "Shoot a fireball, dealing " + str(MIN_DMG) + "-" + str(MAX_DMG) + \
                  " magic damage to the first enemy that it hits."
    ability_data = AbilityData("Fireball", UiIconSprite.ABILITY_FIREBALL,
                               FIREBALL_MANA_COST, Millis(500), description,
                               SoundId.ABILITY_FIREBALL)
    register_ability_data(AbilityType.FIREBALL, ability_data)
    register_ui_icon_sprite_path(UiIconSprite.ABILITY_FIREBALL,
                                 "resources/graphics/icon_fireball.png")
    register_projectile_controller(ProjectileType.PLAYER_FIREBALL,
                                   ProjectileController)

    sprite_sheet = SpriteSheet(
        "resources/graphics/projectile_player_fireball.png")
    original_sprite_size = (64, 64)
    indices_by_dir = {
        Direction.LEFT: [(x, 0) for x in range(8)],
        Direction.UP: [(x, 2) for x in range(8)],
        Direction.RIGHT: [(x, 4) for x in range(8)],
        Direction.DOWN: [(x, 6) for x in range(8)]
    }
    scaled_sprite_size = (48, 48)
    register_entity_sprite_map(Sprite.PROJECTILE_PLAYER_FIREBALL, sprite_sheet,
                               original_sprite_size, scaled_sprite_size,
                               indices_by_dir, (-9, -9))
    register_buff_effect(BUFF_TYPE, BurntByFireball)
    register_hero_upgrade_effect(HeroUpgradeId.ABILITY_FIREBALL_MANA_COST,
                                 _upgrade_fireball_mana_cost)
示例#4
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def register_whirlwind_ability():
    ability_type = AbilityType.WHIRLWIND
    ui_icon_sprite = UiIconSprite.ABILITY_WHIRLWIND
    mana_cost = 13
    cooldown = Millis(750)

    register_ability_effect(ability_type, _apply_ability)
    description = "Summon a whirlwind that deals up to " + str(PROJECTILE_MAX_TOTAL_DAMAGE) + \
                  " magic damage to enemies in its path."
    ability_data = AbilityData("Whirlwind", ui_icon_sprite, mana_cost,
                               cooldown, description,
                               SoundId.ABILITY_WHIRLWIND)
    register_ability_data(ability_type, ability_data)
    register_ui_icon_sprite_path(ui_icon_sprite,
                                 "resources/graphics/whirlwind.png")
    sprite_sheet = SpriteSheet(
        "resources/graphics/ability_whirlwind_transparent_spritemap.png")
    original_sprite_size = (94, 111)
    scaled_sprite_size = (140, 140)
    indices_by_dir = {Direction.DOWN: [(0, 0), (1, 0), (2, 0), (1, 0)]}
    register_entity_sprite_map(PROJECTILE_SPRITE, sprite_sheet,
                               original_sprite_size, scaled_sprite_size,
                               indices_by_dir, (-8, -50))
    register_projectile_controller(PROJECTILE_TYPE, ProjectileController)
    register_buff_effect(BUFF_TYPE, Stunned)
示例#5
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def register_dark_reaper_enemy():
    size = (
        50, 50
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.ENEMY_DARK_REAPER
    npc_type = NpcType.DARK_REAPER
    movement_speed = 0.04
    health = 80
    loot = LootTableId.LEVEL_1
    register_npc_data(
        npc_type,
        NpcData.enemy(sprite, size, health, 0, movement_speed, 40, loot))
    register_npc_behavior(npc_type, NpcMind)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (50, 50)
    indices_by_dir = {
        Direction.DOWN: [(9, 0), (10, 0), (11, 0)],
        Direction.LEFT: [(9, 1), (10, 1), (11, 1)],
        Direction.RIGHT: [(9, 2), (10, 2), (11, 2)],
        Direction.UP: [(9, 3), (10, 3), (11, 3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (0, 0))
    register_buff_effect(BUFF_TYPE_INVULN, Invuln)
示例#6
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def register_ice_witch_enemy():
    size = (
        32, 32
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.ENEMY_ICE_WITCH
    npc_type = NpcType.ICE_WITCH
    movement_speed = 0.07
    health = 50
    exp_reward = 40
    npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed,
                             exp_reward, LootTableId.LEVEL_6,
                             SoundId.DEATH_ICE_WITCH)
    register_npc_data(npc_type, npc_data)
    register_npc_behavior(npc_type, NpcMind)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_ice_witch.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)

    sheet_x = 0
    indices_by_dir = {
        Direction.DOWN: [(sheet_x, 0), (sheet_x + 1, 0), (sheet_x + 2, 0),
                         (sheet_x + 1, 0)],
        Direction.LEFT: [(sheet_x, 1), (sheet_x + 1, 1), (sheet_x + 2, 1),
                         (sheet_x + 1, 1)],
        Direction.RIGHT: [(sheet_x, 2), (sheet_x + 1, 2), (sheet_x + 2, 2),
                          (sheet_x + 1, 2)],
        Direction.UP: [(sheet_x, 3), (sheet_x + 1, 3), (sheet_x + 2, 3),
                       (sheet_x + 1, 3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-8, -16))
    register_buff_effect(SLOW_BUFF_TYPE, SlowedByIceWitch)
    register_buff_text(SLOW_BUFF_TYPE, "Frozen")
def register_skeleton_boss_enemy():
    x = 6
    y = 0
    indices_by_dir = {
        Direction.DOWN: [(x + i, y + 0) for i in range(3)],
        Direction.LEFT: [(x + i, y + 1) for i in range(3)],
        Direction.RIGHT: [(x + i, y + 2) for i in range(3)],
        Direction.UP: [(x + i, y + 3) for i in range(3)]
    }

    register_basic_enemy(
        npc_type=NpcType.SKELETON_BOSS,
        npc_data=NpcData.enemy(
            sprite=Sprite.ENEMY_SKELETON_BOSS,
            size=(32, 32),
            max_health=120,
            health_regen=3,
            speed=0.07,
            exp_reward=60,
            enemy_loot_table=LootTableId.BOSS_SKELETON,
            death_sound_id=SoundId.DEATH_BOSS,
            is_boss=True),
        mind_constructor=NpcMind,
        spritesheet_path="resources/graphics/enemy_sprite_sheet.png",
        original_sprite_size=(32, 32),
        scaled_sprite_size=(52, 56),
        spritesheet_indices=indices_by_dir,
        sprite_position_relative_to_entity=(-10, -24)
    )

    register_projectile_controller(PROJECTILE_TYPE, ProjectileController)
    register_buff_effect(BUFF_STUNNED, StunnedFromFiring)
示例#8
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def register_hero_warrior():
    sprite = Sprite.HERO_WARRIOR
    portrait_icon_sprite = PortraitIconSprite.HERO_WARRIOR
    player_sprite_sheet = SpriteSheet(
        "resources/graphics/enemy_sprite_sheet_3.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    x = 6
    indices_by_dir = {
        Direction.DOWN: [(x + i, 4) for i in range(3)],
        Direction.LEFT: [(x + i, 5) for i in range(3)],
        Direction.RIGHT: [(x + i, 6) for i in range(3)],
        Direction.UP: [(x + i, 7) for i in range(3)]
    }
    sprite_position_relative_to_entity = (-8, -16)
    register_entity_sprite_map(sprite, player_sprite_sheet,
                               original_sprite_size, scaled_sprite_size,
                               indices_by_dir,
                               sprite_position_relative_to_entity)
    register_portrait_icon_sprite_path(
        portrait_icon_sprite, 'resources/graphics/portrait_warrior_hero.png')
    entity_speed = 0.105
    description = "A sturdy melee fighter, the warrior can stand his ground against any foe, and thrives when there " \
                  "are enemies all around."
    hero_data = HeroData(sprite, portrait_icon_sprite,
                         _get_initial_player_state_warrior(), entity_speed,
                         PLAYER_ENTITY_SIZE, description)
    register_hero_data(HERO_ID, hero_data)
    register_hero_upgrade_effect(HeroUpgradeId.WARRIOR_RETRIBUTION,
                                 _apply_retribution_talent)
    register_buff_effect(BUFF_RETRIBUTION, BuffedFromRetribution)
    register_buff_text(BUFF_RETRIBUTION, "Retribution")
def register_necklace_of_suffering_item():
    register_custom_effect_item(
        item_type=ITEM_TYPE,
        ui_icon_sprite=UiIconSprite.ITEM_NECKLACE_OF_SUFFERING,
        sprite=Sprite.ITEM_NECKLACE_OF_SUFFERING,
        image_file_path="resources/graphics/item_necklace_of_suffering.png",
        item_equipment_category=ItemEquipmentCategory.NECK,
        name="Necklace of Suffering",
        item_effect=ItemEffect())
    register_buff_effect(BUFF_TYPE, BuffEffect)
示例#10
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def register_heal_ability():
    register_ability_effect(AbilityType.HEAL, _apply_heal)
    register_ability_data(
        AbilityType.HEAL,
        AbilityData("Heal", UiIconSprite.ABILITY_HEAL, 10, Millis(15000),
                    "TODO", None))
    register_ui_icon_sprite_path(UiIconSprite.ABILITY_HEAL,
                                 "resources/graphics/heal_ability.png")
    register_buff_effect(BuffType.HEALING_OVER_TIME, HealingOverTime)
    register_buff_text(BuffType.HEALING_OVER_TIME, "Healing")
示例#11
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def register_stealth_ability():
    ui_icon_sprite = UiIconSprite.ABILITY_STEALTH

    register_ability_effect(ABILITY_TYPE, _apply_ability)
    description = "Become invisible to enemies, and add effects to your other abilities."
    ability_data = AbilityData("Stealth", ui_icon_sprite, STEALTH_MANA_COST, STEALTH_COOLDOWN, description,
                               SoundId.ABILITY_STEALTH)
    register_ability_data(ABILITY_TYPE, ability_data)
    register_ui_icon_sprite_path(ui_icon_sprite, "resources/graphics/sneak_icon.png")
    register_buff_effect(BUFF_STEALTH, Stealthing)
    register_buff_text(BUFF_STEALTH, "Stealthed")
    register_hero_upgrade_effect(HeroUpgradeId.ABILITY_STEALTH_MANA_COST, UpgradeStealthManaCost())
示例#12
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def register_dash_ability():
    ui_icon_sprite = UiIconSprite.ABILITY_DASH
    register_ability_effect(ABILITY_TYPE, _apply_ability)
    description = "Dash over an enemy, dealing " + str(DAMAGE) + " magic damage. Then, gain +" + \
                  "{:.0f}".format(DODGE_CHANCE_BOOST * 100) + "% dodge chance and +" + \
                  str(HEALTH_REGEN_BOOST) + " health regen"
    mana_cost = 12
    ability_data = AbilityData("Dash", ui_icon_sprite, mana_cost, Millis(4000), description, SoundId.ABILITY_DASH)
    register_ability_data(ABILITY_TYPE, ability_data)
    register_ui_icon_sprite_path(ui_icon_sprite, "resources/graphics/icon_ability_dash.png")
    register_buff_effect(BUFF_AFTER_ENEMY_JUMP, AfterEnemyJump)
    register_buff_text(BUFF_AFTER_ENEMY_JUMP, "Protected")
    register_buff_effect(BUFF_SPEED, IncreasedSpeedAfterDash)
示例#13
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def register_infuse_dagger_ability():
    ui_icon_sprite = UiIconSprite.ABILITY_INFUSE_DAGGER

    register_ability_effect(ABILITY_TYPE, _apply_ability)
    description = "Poison an enemy, dealing " + str(TOTAL_DOT_DAMAGE) + " physical damage over " + \
                  "{:.0f}".format(DEBUFF_DURATION / 1000) + "s. [from stealth: stun for full duration]"
    mana_cost = 18
    ability_data = AbilityData(
        "Infuse Dagger", ui_icon_sprite, mana_cost, Millis(10000), description, SoundId.ABILITY_INFUSE_DAGGER)
    register_ability_data(ABILITY_TYPE, ability_data)
    register_ui_icon_sprite_path(ui_icon_sprite, "resources/graphics/ability_infuse_dagger.png")

    register_buff_effect(DEBUFF, DamagedByInfusedDagger)
示例#14
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def register_charge_ability():
    ability_type = AbilityType.CHARGE
    register_ability_effect(ability_type, _apply_ability)
    ui_icon_sprite = UiIconSprite.ABILITY_CHARGE
    description = "Charge forward, dealing " + str(MIN_DMG) + "-" + str(
        MAX_DMG) + " physical damage on impact if an enemy is hit. (Higher damage on long range)"
    register_ability_data(
        ability_type,
        AbilityData("Charge", ui_icon_sprite, 12, Millis(5000), description, SoundId.ABILITY_CHARGE))
    register_ui_icon_sprite_path(ui_icon_sprite, "resources/graphics/icon_charge.png")
    register_buff_effect(BUFF_TYPE_CHARGING, Charging)
    register_buff_as_channeling(BUFF_TYPE_CHARGING)
    register_buff_effect(BUFF_TYPE_STUNNED, StunnedFromCharge)
示例#15
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def register_portal():
    original_sprite_size = (28, 62)
    scaled_sprite_size = (46, 100)
    indices_by_dir = {Direction.DOWN: [(0, 0)]}
    sprite_position_relative_to_entity = (-4, -54)
    register_entity_sprite_map(Sprite.PORTAL_DISABLED,
                               SpriteSheet("resources/graphics/statue.png"),
                               original_sprite_size, scaled_sprite_size,
                               indices_by_dir,
                               sprite_position_relative_to_entity)
    register_entity_sprite_map(
        Sprite.PORTAL_BLUE, SpriteSheet("resources/graphics/statue_blue.png"),
        original_sprite_size, scaled_sprite_size, indices_by_dir,
        sprite_position_relative_to_entity)
    register_entity_sprite_map(
        Sprite.PORTAL_RED, SpriteSheet("resources/graphics/statue_red.png"),
        original_sprite_size, scaled_sprite_size, indices_by_dir,
        sprite_position_relative_to_entity)
    register_entity_sprite_map(
        Sprite.PORTAL_DARK, SpriteSheet("resources/graphics/statue_dark.png"),
        original_sprite_size, scaled_sprite_size, indices_by_dir,
        sprite_position_relative_to_entity)

    register_entity_sprite_map(
        Sprite.PORTAL_GREEN,
        SpriteSheet("resources/graphics/statue_green.png"),
        original_sprite_size, scaled_sprite_size, indices_by_dir,
        sprite_position_relative_to_entity)

    register_portal_data(
        PortalId.A_BASE, _data(False, PortalId.A_REMOTE,
                               Sprite.PORTAL_DISABLED))
    register_portal_data(PortalId.A_REMOTE,
                         _data(True, PortalId.A_BASE, Sprite.PORTAL_BLUE))
    register_portal_data(
        PortalId.B_BASE, _data(False, PortalId.B_REMOTE,
                               Sprite.PORTAL_DISABLED))
    register_portal_data(PortalId.B_REMOTE,
                         _data(True, PortalId.B_BASE, Sprite.PORTAL_RED))
    register_portal_data(
        PortalId.C_BASE, _data(False, PortalId.C_REMOTE,
                               Sprite.PORTAL_DISABLED))
    register_portal_data(PortalId.C_REMOTE,
                         _data(True, PortalId.C_BASE, Sprite.PORTAL_DARK))
    register_portal_data(
        PortalId.D_BASE, _data(False, PortalId.D_REMOTE,
                               Sprite.PORTAL_DISABLED))
    register_portal_data(PortalId.D_REMOTE,
                         _data(True, PortalId.D_BASE, Sprite.PORTAL_GREEN))

    register_buff_effect(BUFF_TYPE, BeingTeleported)
示例#16
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def register_warp_point():
    original_sprite_size = (640, 640)
    scaled_sprite_size = (40, 40)
    indices_by_dir = {Direction.DOWN: [(x, 0) for x in range(6)]}
    sprite_position_relative_to_entity = (
        (PLAYER_ENTITY_SIZE[0] - scaled_sprite_size[0]) / 2,
        (PLAYER_ENTITY_SIZE[1] - scaled_sprite_size[1]) / 2)
    register_entity_sprite_map(
        Sprite.WARP_POINT,
        SpriteSheet("resources/graphics/animated_warppoint.png"),
        original_sprite_size, scaled_sprite_size, indices_by_dir,
        sprite_position_relative_to_entity)
    register_buff_effect(WARP_STONE_BUFF, TeleportingWithWarpStone)
    register_buff_effect(WARP_POINT_BUFF, TeleportingWithWarpPoint)
示例#17
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def register_dash_ability():
    ui_icon_sprite = UiIconSprite.ABILITY_DASH
    register_ability_effect(ABILITY_TYPE, _apply_ability)
    description = "Dash over an enemy, dealing " + str(DAMAGE) + " magic damage. [from stealth: gain +" + \
                  "{:.0f}".format(DODGE_CHANCE_BOOST * 100) + "% dodge chance and +" + \
                  "{:.0f}".format(LIFE_STEAL_BOOST * 100) + "% life steal for " + \
                  "{:.0f}".format(BUFF_FROM_STEALTH_DURATION / 1000) + "s]"
    mana_cost = 12
    ability_data = AbilityData("Dash", ui_icon_sprite, mana_cost, Millis(4000), description, SoundId.ABILITY_DASH)
    register_ability_data(ABILITY_TYPE, ability_data)
    register_ui_icon_sprite_path(ui_icon_sprite, "resources/graphics/icon_ability_dash.png")
    register_buff_effect(BUFF_FROM_STEALTH, FromStealth)
    register_buff_text(BUFF_FROM_STEALTH, "Element of surprise")
    register_buff_effect(BUFF_SPEED, IncreasedSpeedAfterDash)
示例#18
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def register_stone_amulet_item():
    register_buff_effect(BUFF_TYPE, ProtectedByStoneAmulet)
    register_buff_text(BUFF_TYPE, "Protected")

    item_type = ItemType.STONE_AMULET
    register_custom_effect_item(
        item_type=item_type,
        ui_icon_sprite=UiIconSprite.ITEM_STONE_AMULET,
        sprite=Sprite.ITEM_STONE_AMULET,
        image_file_path="resources/graphics/item_stone_amulet.png",
        item_equipment_category=ItemEquipmentCategory.NECK,
        name="Stone Amulet",
        item_effect=ItemEffect(item_type)
    )
示例#19
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def register_invis_potion():
    ui_icon_sprite = UiIconSprite.POTION_INVISIBILITY
    sprite = Sprite.POTION_INVIS
    register_consumable_effect(POTION_TYPE, _apply_invis)
    register_buff_effect(BUFF_TYPE, Invisibility)
    register_buff_text(BUFF_TYPE, "Invisibility")
    image_path = "resources/graphics/invis_potion.png"
    register_ui_icon_sprite_path(ui_icon_sprite, image_path)
    register_entity_sprite_initializer(
        sprite, SpriteInitializer(image_path, POTION_ENTITY_SIZE))
    data = ConsumableData(ui_icon_sprite, sprite, "Invisibility potion",
                          "Grants temporary invisibility",
                          ConsumableCategory.OTHER, SoundId.CONSUMABLE_BUFF)
    register_consumable_data(POTION_TYPE, data)
示例#20
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def register_freezing_gauntlet_item():
    ui_icon_sprite = UiIconSprite.ITEM_FREEZING_GAUNTLET
    sprite = Sprite.ITEM_FREEZING_GAUNTLET
    image_file_path = "resources/graphics/item_freezing_gauntlet.png"
    register_ui_icon_sprite_path(ui_icon_sprite, image_file_path)
    register_entity_sprite_initializer(
        sprite, SpriteInitializer(image_file_path, ITEM_ENTITY_SIZE))
    register_item_effect(ITEM_TYPE, ItemEffect(ITEM_TYPE))
    name = "Freezing Gauntlet"
    description = ["Slows your targets by " + str(int(SLOW_AMOUNT * 100)) + "% for " \
                   + "{:.1f}".format(SLOW_DURATION / 1000) + "s"]
    item_data = ItemData(ui_icon_sprite, sprite, name, description,
                         ItemEquipmentCategory.MAIN_HAND)
    register_item_data(ITEM_TYPE, item_data)
    register_buff_effect(BUFF_TYPE, DebuffedByFreezingGauntlet)
示例#21
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def register_speed_potion():
    ui_icon_sprite = UiIconSprite.POTION_SPEED
    sprite = Sprite.POTION_SPEED
    register_consumable_effect(ConsumableType.SPEED, _apply_speed)
    register_buff_effect(BUFF_TYPE, IncreasedMoveSpeed)
    register_buff_text(BUFF_TYPE, "Speed potion")
    image_path = "resources/graphics/item_speed_potion.png"
    register_ui_icon_sprite_path(ui_icon_sprite, image_path)
    register_entity_sprite_initializer(
        sprite, SpriteInitializer(image_path, POTION_ENTITY_SIZE))
    description = "Gain +" + "{:.0f}".format(SPEED_INCREASE * 100) + "% movement speed for " + \
                  "{:.0f}".format(DURATION / 1000) + "s."
    data = ConsumableData(ui_icon_sprite, sprite, "Speed potion", description,
                          ConsumableCategory.OTHER, SoundId.CONSUMABLE_BUFF)
    register_consumable_data(ConsumableType.SPEED, data)
示例#22
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def register_freezing_gauntlet_item():
    register_custom_effect_item(
        item_type=ITEM_TYPE,
        item_level=6,
        ui_icon_sprite=UiIconSprite.ITEM_FREEZING_GAUNTLET,
        sprite=Sprite.ITEM_FREEZING_GAUNTLET,
        image_file_path="resources/graphics/item_freezing_gauntlet.png",
        item_equipment_category=ItemEquipmentCategory.OFF_HAND,
        name="Freezing gauntlet",
        custom_description=["Slows your targets by " + str(int(SLOW_AMOUNT * 100)) + "% for " \
                            + "{:.1f}".format(SLOW_DURATION / 1000) + "s"],
        stat_modifier_intervals=[],
        custom_effect=ItemEffect()
    )

    register_buff_effect(BUFF_TYPE, DebuffedByFreezingGauntlet)
示例#23
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def register_elixir_of_power():
    ui_icon_sprite = UiIconSprite.ELIXIR_POWER
    sprite = Sprite.ELIXIR_POWER
    consumable_type = ConsumableType.POWER
    register_consumable_level(consumable_type, 6)
    register_consumable_effect(consumable_type, _apply)
    register_buff_effect(BUFF_TYPE, BuffedFromElixirOfPower)
    name = "Elixir of Power"
    register_buff_text(BUFF_TYPE, name)
    image_path = "resources/graphics/item_elixir_of_power.png"
    register_ui_icon_sprite_path(ui_icon_sprite, image_path)
    register_entity_sprite_initializer(sprite, SpriteInitializer(image_path, POTION_ENTITY_SIZE))
    description = "Gain +" + "{:.0f}".format(DAMAGE_MODIFIER_INCREASE * 100) + " attack power for " + \
                  "{:.0f}".format(DURATION / 1000) + "s."
    data = ConsumableData(ui_icon_sprite, sprite, name, description, ConsumableCategory.OTHER, SoundId.CONSUMABLE_BUFF)
    register_consumable_data(consumable_type, data)
示例#24
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def register_stomp_ability():
    ability_type = AbilityType.STOMP
    ui_icon_sprite = UiIconSprite.ABILITY_STOMP

    register_ability_effect(ability_type, _apply_ability)
    description = "Stun and deal " + str(MIN_DMG) + "-" + str(
        MAX_DMG) + " physical damage to all enemies around you."
    register_ability_data(
        ability_type,
        AbilityData("War Stomp", ui_icon_sprite, 13, Millis(10000),
                    description, SoundId.ABILITY_STOMP))
    register_ui_icon_sprite_path(ui_icon_sprite,
                                 "resources/graphics/warstomp_icon.png")
    register_buff_effect(CHANNELING_STOMP, ChannelingStomp)
    register_buff_as_channeling(CHANNELING_STOMP)
    register_buff_effect(STUNNED_BY_STOMP, StunnedFromStomp)
示例#25
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def register_bloodlust_ability():
    ability_type = AbilityType.BLOOD_LUST
    register_ability_effect(ability_type, _apply_ability)
    ui_icon_sprite = UiIconSprite.ABILITY_BLOODLUST
    description = "Gain Bloodlust for " + "{:.0f}".format(BUFF_DURATION / 1000) + "s " + \
                  "(+" + str(int(LIFE_STEAL_BONUS_RATIO * 100)) + "% lifesteal, " + \
                  "reduced Slash cooldown, " + \
                  "+" + str(int(SPEED_BONUS * 100)) + "% movement speed). " + \
                  "Duration is increased by " + "{:.0f}".format(BLOODLUST_INCREASED_DURATION_FROM_KILL / 1000) + \
                  "s for each enemy killed."
    register_ability_data(
        ability_type,
        AbilityData("Bloodlust", ui_icon_sprite, 25, COOLDOWN, description, SoundId.ABILITY_BLOODLUST))
    register_ui_icon_sprite_path(ui_icon_sprite, "resources/graphics/icon_bloodlust.png")
    register_buff_effect(BUFF_TYPE, BloodLust)
    register_buff_text(BUFF_TYPE, "Bloodlust")
    register_hero_upgrade_effect(HeroUpgradeId.ABILITY_BLOODLUST_DURATION, _apply_upgrade)
示例#26
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def register_necklace_of_suffering_item():
    register_custom_effect_item(
        item_type=ITEM_TYPE,
        item_level=6,
        ui_icon_sprite=UiIconSprite.ITEM_NECKLACE_OF_SUFFERING,
        sprite=Sprite.ITEM_NECKLACE_OF_SUFFERING,
        image_file_path="resources/graphics/item_necklace_of_suffering.png",
        item_equipment_category=ItemEquipmentCategory.NECK,
        name="Necklace of Domination",
        custom_description=[
            "Any time you lose health, gain +" + str(int(BUFF_DAMAGE * 100)) +
            "% damage for " + "{:.0f}".format(BUFF_DURATION / 1000) + "s"
        ],
        custom_effect=ItemEffect(),
        stat_modifier_intervals=[StatModifierInterval(HeroStat.DAMAGE, [0.1])],
        is_unique=True)
    register_buff_effect(BUFF_TYPE, BuffEffect)
示例#27
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def register_frost_nova_ability():
    ability_type = AbilityType.FROST_NOVA
    register_ability_effect(ability_type, _apply_ability)
    ui_icon_sprite = UiIconSprite.ABILITY_FROST_NOVA
    register_ability_data(
        ability_type,
        AbilityData("Frost nova", ui_icon_sprite, 17, Millis(8000), "Damages and slows all nearby enemies", None))
    register_ui_icon_sprite_path(ui_icon_sprite, "resources/graphics/ui_icon_ability_frost_nova.png")

    sprite_sheet = SpriteSheet("resources/graphics/effect_frost_explosion.png")
    original_sprite_size = (128, 130)
    indices_by_dir = {
        Direction.LEFT: [(x, 0) for x in range(6)]
    }
    register_entity_sprite_map(Sprite.EFFECT_ABILITY_FROST_NOVA, sprite_sheet, original_sprite_size, EFFECT_SPRITE_SIZE,
                               indices_by_dir, (0, 0))
    register_buff_effect(BuffType.REDUCED_MOVEMENT_SPEED, ReducedMovementSpeed)
示例#28
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def register_acid_bomb_consumable():
    consumable_type = ConsumableType.ACID_BOMB
    sprite = Sprite.CONSUMABLE_ACID_BOMB
    ui_icon_sprite = UiIconSprite.CONSUMABLE_ACID_BOMB

    register_consumable_effect(consumable_type, _apply)
    image_path = "resources/graphics/consumable_acid_bomb.png"
    register_entity_sprite_initializer(
        sprite, SpriteInitializer(image_path, POTION_ENTITY_SIZE))
    register_ui_icon_sprite_path(ui_icon_sprite, image_path)
    description = "Poisons nearby enemies, dealing " + str(DEBUFF_TOTAL_DAMAGE) + " magic damage over " + \
                  "{:.0f}".format(DEBUFF_DURATION / 1000) + "s."
    data = ConsumableData(ui_icon_sprite, sprite, "Acid bomb", description,
                          ConsumableCategory.OTHER,
                          SoundId.CONSUMABLE_ACID_BOMB)
    register_consumable_data(consumable_type, data)
    register_buff_effect(BUFF_TYPE, BuffEffect)
示例#29
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def register_brew_potion():
    consumable_type = ConsumableType.BREW
    sprite = Sprite.POTION_BREW
    ui_icon_sprite = UiIconSprite.POTION_BREW

    register_consumable_effect(consumable_type, _apply)
    image_path = "resources/graphics/icon_potion_brew.png"
    register_entity_sprite_initializer(sprite, SpriteInitializer(image_path, POTION_ENTITY_SIZE))
    register_ui_icon_sprite_path(ui_icon_sprite, image_path)
    description = "Slowly restores health and mana over " + "{:.0f}".format(BUFF_DURATION / 1000) + \
                  "s. Only works outside of combat."
    data = ConsumableData(ui_icon_sprite, sprite, "Brew", description, ConsumableCategory.HEALTH,
                          SoundId.CONSUMABLE_POTION)
    register_consumable_data(consumable_type, data)

    register_buff_effect(BUFF_TYPE, RestoringHealthFromBrew)
    register_buff_text(BUFF_TYPE, "Recovering")
示例#30
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def register_cleaver_item():
    register_custom_effect_item(
        item_type=ITEM_TYPE,
        item_level=7,
        ui_icon_sprite=UiIconSprite.ITEM_CLEAVER,
        sprite=Sprite.ITEM_CLEAVER,
        image_file_path="resources/graphics/item_cleaver.png",
        item_equipment_category=ItemEquipmentCategory.MAIN_HAND,
        name="The Cleaver",
        custom_effect=ItemEffect(),
        custom_description=[str(
            int(PROC_CHANCE * 100)) + "% on hit: cause enemy to bleed, taking " + str(TOTAL_DAMAGE) + \
                            " physical damage over " + "{:.0f}".format(BUFF_DURATION / 1000) + "s"],
        stat_modifier_intervals=[StatModifierInterval(HeroStat.PHYSICAL_DAMAGE, [0.41])],
        is_unique=True
    )
    register_buff_effect(BUFF_TYPE, BuffEffect)