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summons.py
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summons.py
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from elements import Elements
from enemy import Goal, GoalType
from ability import EffectType, Effect
from ai.single_target_attack import SingleTargetAttack
from ai.single_target_heal import SingleTargetHeal
from ai.status_effect import StatusEffect
from summon import Summon
from ai.explode import Explode
summons = {
'coal_golem':
Summon('Coal Golem',
{'h': 0, 's': 0, 'm': 8},
[
SingleTargetAttack('Punch', 0, 0.05, [Effect(EffectType.damage_health, Elements.earth, _dice_value=4)]),
SingleTargetAttack('Slam', 3, 0.05, [Effect(EffectType.damage_health, Elements.earth, _dice_value=8)])
],
[Goal(GoalType.damage_opponent, 400)],
strength_growth=7,
earth_res=0.1),
'blood_golem':
Summon('Blood Golem',
{'h': 5, 's': 0, 'm': 0},
[
SingleTargetAttack('Exsanguinate', 0, 0.05, [Effect(EffectType.bleed, Elements.earth, _effect_turns=1, _dot_value=2)]),
Explode('Blood Geyser', [Effect(EffectType.restore_health, Elements.water, _dice_value=4)])
],
[
Goal(GoalType.enrage, 0),
Goal(GoalType.damage_opponent, 400)
],
water_res=0.1,
electricity_res_growth=0.01,
dot_res=0.05,
dot_res_growth=0.03,
health_regen=1,
health_regen_growth=1,
shock_limit=3,
confusion_limit=5),
'wisp':
Summon('Will-o-the-Wisp',
{'h': 0, 's': 0, 'm': 5},
[
StatusEffect('Misdirection', 3, [
Effect(EffectType.debuff, Elements.earth, _stat='bonus_strength', _dice_value=4, _effect_turns=2, _status_effect_name='Weakened'),
Effect(EffectType.debuff, Elements.fire, _stat='bonus_fire', _dice_value=4, _effect_turns=2, _status_effect_name='Stupefied'),
Effect(EffectType.debuff, Elements.electricity, _stat='bonus_dexterity', _dice_value=4, _effect_turns=2, _status_effect_name='Exhausted'),
Effect(EffectType.debuff, Elements.water, _stat='bonus_willpower', _dice_value=4, _effect_turns=2, _status_effect_name='Discouraged'),
]),
SingleTargetAttack('Foolish Fire', 0, 0.08, [Effect(EffectType.damage_health, Elements.fire, _dice_value=2)]),
],
[
Goal(GoalType.debuff_opponent, 450),
Goal(GoalType.damage_opponent, 400)
],
health=7,
health_growth=4),
}