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Original file line number | Diff line number | Diff line change |
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import base | ||
import stats | ||
import items | ||
import dialogue | ||
import context | ||
import spells | ||
import invocations | ||
import effects | ||
import animobs | ||
import targetarea | ||
import aibrain | ||
import random | ||
import animals | ||
import undead | ||
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# ******************************* | ||
# *** ENCOUNTER LEVEL 1 *** | ||
# ******************************* | ||
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class Hurthling( base.Monster ): | ||
name = "Hurthling" | ||
statline = { stats.STRENGTH: 10, stats.TOUGHNESS: 8, stats.REFLEXES: 14, \ | ||
stats.INTELLIGENCE: 10, stats.PIETY: 10, stats.CHARISMA: 10, | ||
stats.NATURAL_DEFENSE: 5 } | ||
SPRITENAME = "monster_people.png" | ||
FRAME = 5 | ||
TEMPLATES = () | ||
MOVE_POINTS = 10 | ||
VOICE = dialogue.voice.HURTHISH | ||
GP_VALUE = 5 | ||
HABITAT = ( context.HAB_EVERY, context.HAB_FOREST, context.SET_EVERY, | ||
context.MAP_WILDERNESS, | ||
context.MTY_HUMANOID, context.MTY_THIEF ) | ||
ENC_LEVEL = 1 | ||
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ATTACK = items.Attack( (1,4,0), element = stats.RESIST_PIERCING ) | ||
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def init_monster( self ): | ||
self.levels.append( base.Humanoid( 1, self ) ) | ||
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# ******************************* | ||
# *** ENCOUNTER LEVEL 2 *** | ||
# ******************************* | ||
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class NoviceWarrior( base.Monster ): | ||
name = "Novice Warrior" | ||
statline = { stats.STRENGTH: 13, stats.TOUGHNESS: 13, stats.REFLEXES: 10, \ | ||
stats.INTELLIGENCE: 10, stats.PIETY: 10, stats.CHARISMA: 10 } | ||
SPRITENAME = "monster_people.png" | ||
FRAME = 0 | ||
TEMPLATES = () | ||
MOVE_POINTS = 10 | ||
VOICE = dialogue.voice.HURTHISH | ||
GP_VALUE = 10 | ||
HABITAT = ( context.HAB_EVERY, context.HAB_BUILDING, context.SET_EVERY, | ||
context.DES_CIVILIZED, | ||
context.MTY_HUMANOID, context.MTY_FIGHTER ) | ||
ENC_LEVEL = 2 | ||
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ATTACK = items.Attack( (1,8,0), element = stats.RESIST_SLASHING ) | ||
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def init_monster( self ): | ||
self.levels.append( base.Humanoid( 2, self ) ) | ||
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# ******************************* | ||
# *** ENCOUNTER LEVEL 3 *** | ||
# ******************************* | ||
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class NovicePriest( base.Monster ): | ||
name = "Novice Priest" | ||
statline = { stats.STRENGTH: 12, stats.TOUGHNESS: 13, stats.REFLEXES: 10, \ | ||
stats.INTELLIGENCE: 13, stats.PIETY: 15, stats.CHARISMA: 12 } | ||
SPRITENAME = "monster_spellcasters.png" | ||
FRAME = 0 | ||
TEMPLATES = () | ||
MOVE_POINTS = 10 | ||
GP_VALUE = 15 | ||
HABITAT = ( context.HAB_EVERY, context.HAB_BUILDING, context.SET_EVERY, | ||
context.DES_CIVILIZED, context.DES_SOLAR, | ||
context.MTY_HUMANOID, context.MTY_PRIEST ) | ||
ENC_LEVEL = 3 | ||
COMBAT_AI = aibrain.BasicTechnicalAI() | ||
COMPANIONS = (NoviceWarrior,) | ||
ATTACK = items.Attack( (1,6,0), element = stats.RESIST_CRUSHING ) | ||
TECHNIQUES = ( spells.waterspells.FREEZE_FOE, spells.airspells.SILENCE, | ||
spells.airspells.SHOUT, spells.solarspells.MINOR_CURE ) | ||
TREASURE = ( items.scrolls.Rank1Scroll, items.scrolls.Rank2Scroll ) | ||
def init_monster( self ): | ||
self.levels.append( base.Humanoid( 3, self ) ) | ||
if random.randint(1,10) == 1: | ||
self.contents.append( random.choice( self.TREASURE )() ) | ||
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class NoviceMage( base.Monster ): | ||
name = "Novice Mage" | ||
statline = { stats.STRENGTH: 12, stats.TOUGHNESS: 10, stats.REFLEXES: 13, \ | ||
stats.INTELLIGENCE: 15, stats.PIETY: 13, stats.CHARISMA: 12 } | ||
SPRITENAME = "monster_spellcasters.png" | ||
FRAME = 21 | ||
TEMPLATES = () | ||
MOVE_POINTS = 10 | ||
GP_VALUE = 15 | ||
HABITAT = ( context.HAB_EVERY, context.HAB_BUILDING, context.SET_EVERY, | ||
context.DES_CIVILIZED, context.DES_LUNAR, | ||
context.MTY_HUMANOID, context.MTY_MAGE ) | ||
ENC_LEVEL = 3 | ||
COMBAT_AI = aibrain.BasicTechnicalAI() | ||
COMPANIONS = (NovicePriest,NoviceWarrior) | ||
ATTACK = items.Attack( (1,6,0), element = stats.RESIST_CRUSHING ) | ||
TECHNIQUES = ( spells.firespells.FIRE_BOLT, spells.magespells.LIGHTNING_BOLT, | ||
spells.magespells.FIRE_ARC, spells.lunarspells.SLEEP ) | ||
TREASURE = ( items.scrolls.Rank1Scroll, items.scrolls.Rank2Scroll ) | ||
def init_monster( self ): | ||
self.levels.append( base.Spellcaster( 3, self ) ) | ||
if random.randint(1,10) == 1: | ||
self.contents.append( random.choice( self.TREASURE )() ) | ||
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# ******************************* | ||
# *** ENCOUNTER LEVEL 4 *** | ||
# ******************************* | ||
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class NoviceDruid( base.Monster ): | ||
name = "Novice Druid" | ||
statline = { stats.STRENGTH: 12, stats.TOUGHNESS: 13, stats.REFLEXES: 12, \ | ||
stats.INTELLIGENCE: 14, stats.PIETY: 14, stats.CHARISMA: 12 } | ||
SPRITENAME = "monster_spellcasters.png" | ||
FRAME = 8 | ||
TEMPLATES = () | ||
MOVE_POINTS = 10 | ||
GP_VALUE = 20 | ||
HABITAT = ( context.HAB_EVERY, context.HAB_FOREST, context.SET_EVERY, | ||
context.MAP_WILDERNESS, | ||
context.DES_SOLAR, context.DES_EARTH, context.DES_FIRE, | ||
context.MTY_HUMANOID, context.MTY_PRIEST, context.GEN_NATURE ) | ||
ENC_LEVEL = 4 | ||
COMBAT_AI = aibrain.BasicTechnicalAI() | ||
COMPANIONS = (animals.Wolf,animals.BlackBear) | ||
ATTACK = items.Attack( (1,8,0), element = stats.RESIST_CRUSHING ) | ||
TECHNIQUES = ( spells.solarspells.MINOR_CURE, spells.firespells.BLINDING_FLASH, | ||
spells.earthspells.ACID_BOLT ) | ||
TREASURE = ( items.scrolls.Rank1Scroll, items.scrolls.Rank2Scroll ) | ||
def init_monster( self ): | ||
self.levels.append( base.Humanoid( 2, self ) ) | ||
self.levels.append( base.Spellcaster( 2, self ) ) | ||
if random.randint(1,10) == 1: | ||
self.contents.append( random.choice( self.TREASURE )() ) | ||
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# ******************************* | ||
# *** ENCOUNTER LEVEL 5 *** | ||
# ******************************* | ||
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class Necromancer( base.Monster ): | ||
name = "Necromancer" | ||
statline = { stats.STRENGTH: 12, stats.TOUGHNESS: 12, stats.REFLEXES: 13, \ | ||
stats.INTELLIGENCE: 15, stats.PIETY: 13, stats.CHARISMA: 12 } | ||
SPRITENAME = "monster_spellcasters.png" | ||
FRAME = 23 | ||
TEMPLATES = () | ||
MOVE_POINTS = 10 | ||
GP_VALUE = 25 | ||
HABITAT = ( context.HAB_EVERY, context.HAB_BUILDING, context.SET_EVERY, | ||
context.DES_CIVILIZED, context.DES_LUNAR, | ||
context.MTY_HUMANOID, context.MTY_MAGE, context.GEN_UNDEAD ) | ||
ENC_LEVEL = 5 | ||
COMBAT_AI = aibrain.BasicTechnicalAI() | ||
COMPANIONS = (undead.Ghoul,undead.SkeletonWithMorningstar) | ||
ATTACK = items.Attack( (1,6,0), element = stats.RESIST_CRUSHING ) | ||
TECHNIQUES = ( spells.lunarspells.SLEEP, spells.necrospells.ACID_CLOUD, | ||
spells.necrospells.TOUCH_OF_DEATH, spells.waterspells.WINTER_WIND ) | ||
TREASURE = ( items.scrolls.Rank2Scroll, items.scrolls.Rank3Scroll ) | ||
def init_monster( self ): | ||
self.levels.append( base.Spellcaster( 5, self ) ) | ||
if random.randint(1,10) == 1: | ||
self.contents.append( random.choice( self.TREASURE )() ) | ||
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# ******************************* | ||
# *** ENCOUNTER LEVEL 6 *** | ||
# ******************************* | ||
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class Priest( base.Monster ): | ||
name = "Priest" | ||
statline = { stats.STRENGTH: 12, stats.TOUGHNESS: 14, stats.REFLEXES: 10, \ | ||
stats.INTELLIGENCE: 13, stats.PIETY: 16, stats.CHARISMA: 12 } | ||
SPRITENAME = "monster_spellcasters.png" | ||
FRAME = 2 | ||
TEMPLATES = () | ||
MOVE_POINTS = 10 | ||
GP_VALUE = 30 | ||
HABITAT = ( context.HAB_EVERY, context.HAB_BUILDING, context.SET_EVERY, | ||
context.DES_CIVILIZED, context.DES_SOLAR, | ||
context.MTY_HUMANOID, context.MTY_PRIEST ) | ||
ENC_LEVEL = 6 | ||
COMBAT_AI = aibrain.BasicTechnicalAI() | ||
COMPANIONS = (NoviceWarrior,NovicePriest) | ||
ATTACK = items.Attack( (1,8,0), element = stats.RESIST_CRUSHING ) | ||
TECHNIQUES = ( spells.waterspells.FREEZE_FOE, spells.airspells.SILENCE, | ||
spells.priestspells.HEALING_LIGHT, spells.solarspells.SUNRAY, | ||
spells.waterspells.REGENERATION, spells.airspells.THUNDER_STRIKE ) | ||
TREASURE = ( items.scrolls.Rank2Scroll, items.scrolls.Rank3Scroll ) | ||
def init_monster( self ): | ||
self.levels.append( base.Humanoid( 6, self ) ) | ||
if random.randint(1,10) == 1: | ||
self.contents.append( random.choice( self.TREASURE )() ) | ||
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# ******************************* | ||
# *** ENCOUNTER LEVEL 7 *** | ||
# ******************************* | ||
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class Conjuoror( base.Monster ): | ||
name = "Conjuoror" | ||
statline = { stats.STRENGTH: 12, stats.TOUGHNESS: 12, stats.REFLEXES: 13, \ | ||
stats.INTELLIGENCE: 16, stats.PIETY: 14, stats.CHARISMA: 12 } | ||
SPRITENAME = "monster_spellcasters.png" | ||
FRAME = 10 | ||
TEMPLATES = () | ||
MOVE_POINTS = 10 | ||
GP_VALUE = 35 | ||
HABITAT = ( context.HAB_EVERY, context.HAB_BUILDING, context.SET_EVERY, | ||
context.DES_CIVILIZED, context.DES_LUNAR, | ||
context.MTY_HUMANOID, context.MTY_MAGE ) | ||
ENC_LEVEL = 7 | ||
COMBAT_AI = aibrain.BasicTechnicalAI() | ||
COMPANIONS = (NovicePriest,NoviceWarrior) | ||
ATTACK = items.Attack( (1,8,0), element = stats.RESIST_CRUSHING ) | ||
TECHNIQUES = ( spells.magespells.LIGHTNING_BOLT, spells.lunarspells.SLEEP, | ||
spells.lunarspells.HELLBLAST, spells.firespells.EXPLOSION, | ||
spells.firespells.PYROTECHNICS | ||
) | ||
TREASURE = ( items.scrolls.Rank3Scroll, items.scrolls.Rank4Scroll ) | ||
def init_monster( self ): | ||
self.levels.append( base.Spellcaster( 7, self ) ) | ||
if random.randint(1,10) == 1: | ||
self.contents.append( random.choice( self.TREASURE )() ) | ||
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# ******************************* | ||
# *** ENCOUNTER LEVEL 8 *** | ||
# ******************************* | ||
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# ******************************* | ||
# *** ENCOUNTER LEVEL 9 *** | ||
# ******************************* | ||
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# ******************************** | ||
# *** ENCOUNTER LEVEL 10 *** | ||
# ******************************** | ||
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# ******************************** | ||
# *** ENCOUNTER LEVEL 11 *** | ||
# ******************************** | ||
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# ******************************** | ||
# *** ENCOUNTER LEVEL 12 *** | ||
# ******************************** | ||
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# ******************************** | ||
# *** ENCOUNTER LEVEL 13 *** | ||
# ******************************** | ||
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# ******************************** | ||
# *** ENCOUNTER LEVEL 14 *** | ||
# ******************************** | ||
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# ******************************** | ||
# *** ENCOUNTER LEVEL 15 *** | ||
# ******************************** | ||
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# ******************************** | ||
# *** ENCOUNTER LEVEL 16 *** | ||
# ******************************** | ||
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# ******************************** | ||
# *** ENCOUNTER LEVEL 17 *** | ||
# ******************************** | ||
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# ******************************** | ||
# *** ENCOUNTER LEVEL 18 *** | ||
# ******************************** | ||
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# ******************************** | ||
# *** ENCOUNTER LEVEL 19 *** | ||
# ******************************** | ||
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# ******************************** | ||
# *** ENCOUNTER LEVEL 20 *** | ||
# ******************************** | ||
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