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Python utilities.energydamage函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Python中wolfpack.utilities.energydamage函数的典型用法代码示例。如果您正苦于以下问题:Python energydamage函数的具体用法?Python energydamage怎么用?Python energydamage使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了energydamage函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。

示例1: potiondamage

def potiondamage( char, target, potion, dmgbonus ):
	if potion.gettag('potiontype') == 11:
		damage = randint(POTION_LESSEREXPLOSION_RANGE[0], POTION_LESSEREXPLOSION_RANGE[1])
	elif potion.gettag('potiontype') == 12:
		damage = randint(POTION_EXPLOSION_RANGE[0], POTION_EXPLOSION_RANGE[1])
	elif potion.gettag('potiontype') == 13:
		damage = randint(POTION_GREATEREXPLOSION_RANGE[0], POTION_GREATEREXPLOSION_RANGE[1])
	else:
		damage = randint(POTION_LESSEREXPLOSION_RANGE[0], POTION_GREATEREXPLOSION_RANGE[1])
	if char.skill[ALCHEMY] == 1200:
		bonus = 10
	elif char.skill[ALCHEMY] >= 1100:
		bonus = randint(8,9)
	elif char.skill[ALCHEMY] >= 1000:
		bonus = randint(6,7)
	else:
		bonus = randint(0,5)
	if potion.amount > 1:
		damage = damage * potion.amount
	if dmgbonus > 1:
		damage = damage * dmgbonus
	damage += bonus
	if not potion.container:
		if char.distanceto(potion) > 1:
			damage = (damage / char.distanceto(potion))
	# Flamestrike effect
	if damage >= (target.maxhitpoints / 2):
		target.effect(0x3709, 10, 30)
	target.effect( explosions[randint(0,2)], 20, 10)
	energydamage(target, char, damage, fire=100 )
	return
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:31,代码来源:potions.py


示例2: hit

	def hit(self, attacker, defender, damage):
		if not self.checkuse(attacker):
			return

		# Clear Ability, then check if it really can be used
		clearability(attacker)
		
		if not defender.socket or not defender.itemonlayer(LAYER_MOUNT):
			if attacker.socket:
				attacker.socket.clilocmessage(1060848)
			return

		self.use(attacker) # Use Mana
		
		if attacker.socket:
			attacker.socket.clilocmessage(1060082)
			
		mounted = attacker.itemonlayer(LAYER_MOUNT)
		
		if mounted:
			defender.socket.clilocmessage(1062315)
		else:
			defender.socket.clilocmessage(1060083)
		
		defender.soundeffect(0x140)
		defender.effect(0x3728, 10, 15)
		
		defender.unmount()		

		# Make it impossible to mount a horse for 10 seconds
		defender.socket.settag('block_mount', wolfpack.currenttime() + 10000)
		
		if not mounted:
			energydamage(defender, attacker, random.randint(15, 25), physical=100, damagetype=DAMAGE_PHYSICAL)
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:34,代码来源:specialmoves.py


示例3: cast

	def cast(self, char, mode, args=[], target=None, item=None):
		if not self.consumerequirements(char, mode, args, target, item):
			return

		targets = []

		chars = wolfpack.chars(char.pos.x, char.pos.y, char.pos.map, 3)
		for target in chars:
			if not mayAreaHarm(char, target):
				continue

			if not char.canreach(target, 3):
				continue

			targets.append(target)

		char.soundeffect( 0x212 )
		char.soundeffect( 0x206 )
		char.effect(0x376A, 1, 29)
		char.effect(0x37C4, 1, 29)
		
		damage = ComputePowerValue( char, 10 ) + random.randint( 0, 3 )
		if damage < 8:
			damage = 8
		elif damage > 24:
			damage = 24

		for target in targets:
			energydamage(target, char, damage, 0, 0, 0, 0, 100)
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:29,代码来源:chivalry.py


示例4: hit

    def hit(self, attacker, defender, damage):
        if not self.checkuse(attacker):
            return

        self.use(attacker)

        if defender.dead or defender.pos.map == 0xFF:
            return  # Out of reach

        if attacker.socket:
            attacker.socket.clilocmessage(1060090)  # You have delivered a crushing blow!
        if defender.socket:
            defender.socket.clilocmessage(1060091)  # You take extra damage from the crushing attack!

        defender.soundeffect(0x1E1)
        # defender.effect(0x377a, 1, 32)

        source = defender.pos
        target = defender.pos
        source.z += 50
        target.z += 20
        sendmovingeffect(source, target, model=0xFB4)

        amount = floor(0.5 * damage)
        if amount != 0:
            energydamage(defender, attacker, amount, physical=100, damagetype=DAMAGE_PHYSICAL)
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:26,代码来源:specialmoves.py


示例5: hit

def hit(attacker, defender, weapon, time):
	combat.utilities.playhitsound(attacker, defender)

	(mindamage, maxdamage) = properties.getdamage(attacker)

	damage = random.randint(mindamage, maxdamage)
	damage = scaledamage(attacker, damage)

	# Give the defender a chance to absorb damage
	damage = absorbdamage(defender, damage)

	# Get the damage distribution of the attackers weapon
	(physical, fire, cold, poison, energy) = damagetypes(attacker)
	energydamage(defender, attacker, damage, physical, fire, cold, poison, energy, 0, DAMAGE_PHYSICAL)

	# Wear out the weapon
	if weapon:
		# poisoning
		if weapon.hastag( 'poisoning_uses' ):
			poisoning.hitEffect( defender, weapon )
		# 4% chance for losing one hitpoint
		if 0.04 >= random.random():
			if weapon.health > 0:
				weapon.health -= 1
				weapon.resendtooltip()
		if weapon.health <= 0:
			tobackpack(weapon, attacker)
			weapon.update()
			if attacker.socket:
				attacker.socket.clilocmessage(500645)
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:30,代码来源:aos.py


示例6: damage

	def damage(self, char, target):
		target.effect(0x374a, 10, 15)
		target.soundeffect(0x213)

		damage = min(60, int((char.skill[MAGERY] / 10.0 + char.intelligence) / 5.0))
		damage = random.randint(damage, damage + 4)
		energydamage(target, char, damage, cold=100)
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:7,代码来源:circle5.py


示例7: target

	def target(self, char, mode, targettype, target, args, item):
		if not self.consumerequirements(char, mode, args, target, item):
			return

		char.turnto(target)

		targets = []
		damage = self.scaledamage(char, None, 48, 1, 5)

		# Enumerate chars
		chars = wolfpack.chars(target.x, target.y, char.pos.map, 2)
		for target in chars:
			if mayAreaHarm(char, target):
				targets.append(target)

		# Re-scale the damage
		if len(targets) > 1:
			damage = ceil((damage * 2.0) / len(targets))

		for target in targets:
			target.lightning()
			target.soundeffect(0x29)

			self.harmchar(char, target)
			energydamage(target, char, damage, energy=100)
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:25,代码来源:circle7.py


示例8: cast

	def cast(self, char, mode, args=[], target=None, item=None):
		if not self.consumerequirements(char, mode, args, target, item):
			return
		
		targets = []

		spellrange = 1 + int(char.skill[MAGERY] / 150.0)
		chars = wolfpack.chars(char.pos.x, char.pos.y, char.pos.map, spellrange)
		for target in chars:
			if not mayAreaHarm(char, target):
				continue

			if not char.canreach(target, spellrange):
				continue

			targets.append(target)

		for target in targets:
			target.soundeffect(0x2F3)
			self.harmchar(char, target)

			damage = target.hitpoints / 2
			if target.player:
				damage += random.randint(0, 15)

			if damage > 75:
				damage = 75
			elif damage < 15:
				damage = 15

			energydamage(target, char, damage, physical=100)
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:31,代码来源:circle8.py


示例9: damage

	def damage(self, char, target):
		distance = target.distanceto(char)
		damage = self.scaledamage(char, target, 17, 1, 5)

		if distance > 2:
			damage = max(1, damage * 0.25)
		elif distance == 2:
			damage = max(1, damage * 0.5)

		energydamage(target, char, damage, cold=100)
		target.effect(0x374a, 10, 30)
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:11,代码来源:circle2.py


示例10: splashdamage

def splashdamage(attacker, effect):
	(physical, cold, fire, poison, energy) = (0, 0, 0, 0, 0)
	
	if effect == SPLASHPHYSICAL:
		sound = 0x10e
		hue = 50
		physical = 100
	elif effect == SPLASHFIRE:
		sound = 0x11d
		hue = 1160
		fire = 100
	elif effect == SPLASHCOLD:
		sound = 0xfc
		hue = 2100
		cold = 100
	elif effect == SPLASHPOISON:
		sound = 0x205
		hue = 1166
		poison = 100
	elif effect == SPLASHENERGY:
		sound = 0x1f1
		hue = 120
		energy = 100
	else:
		raise RuntimeError, "Invalid effect passed to splashdamage: %s" % effect
		
	guild = attacker.guild # Cache the guild
	party = attacker.guild # Cache the party
	didsound = False # Did we play a soundeffect yet?
	(mindamage, maxdamage) = properties.getdamage(attacker) # Cache the min+maxdamage
	
	pos = attacker.pos
	chariterator = wolfpack.charregion(pos.x - 10, pos.y - 10, pos.x + 10, pos.y + 10, pos.map)
	target = chariterator.first
	while target:
		if attacker != target and (not party or party != target.party) and (not guild or guild != target.guild):
			if not target.dead and not target.invulnerable and not target.invisible and not target.hidden:
				tpos = target.pos

				# Calculate the real distance between the two characters				
				distance = sqrt((pos.x - tpos.x) * (pos.x - tpos.x) + (pos.y - tpos.y) * (pos.y - tpos.y))
				factor = min(1.0, (11 - distance) / 10)
				if factor > 0.0:
					damage = int(random.randint(mindamage, maxdamage) * factor)
					
					if damage > 0:
						if not didsound:
							attacker.soundeffect(sound)
							didsound = True
						target.effect(0x3779, 1, 15, hue)
						energydamage(target, attacker, damage, physical, fire, cold, poison, energy, 0, DAMAGE_MAGICAL)

		target = chariterator.next
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:53,代码来源:aos.py


示例11: onCollide

def onCollide(char, item):
	if char.dead or char.invulnerable:
		return

	if not char.hastag( 'in_firefield' ):
		source = None
		if item.hastag('source'):
			source = wolfpack.findchar( int( item.gettag('source') ) )

		char.settag( 'in_firefield', 1)
		energydamage( char, source, 2, fire=100 )
		char.addtimer( 350, expire, [] )
	return 0
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:13,代码来源:firefield.py


示例12: hitharm

def hitharm(attacker, defender):
	if defender.invulnerable or defender.dead or defender.invisible or defender.hidden:
		return

	damage = scaledamage(attacker, 6, 9, 0.015)
	distance = defender.distanceto(attacker)
	
	if distance > 2:
		damage /= 4
	elif distance > 1:
		damage /= 2

	defender.effect(0x374a, 10, 30)
	defender.soundeffect(0xfc)

	energydamage(defender, attacker, damage, 0, 0, 100, 0, 0, 0, DAMAGE_MAGICAL)
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:16,代码来源:hiteffects.py


示例13: stroke

def stroke(char, arguments):
	strokes = arguments[0]

	# First: Check if the character disconnected
	# If he did, save the strokes and level and restore it later
	if char.player and not char.socket and char.logouttime == 0:
		if not char.hasscript( 'system.poison' ):
			char.settag( 'poison_strokes', strokes )
			char.addscript( 'system.poison' )
		return

	if not POISONS.has_key(char.poison):
		if char.poison != -1:
			char.poison = -1
			char.updateflags()
		return

	poison = POISONS[char.poison]

	# Show a message if the cycle is ok
	if strokes % poison[7] == 0:
		chars = wolfpack.chars(char.pos.x, char.pos.y, char.pos.map, 18)
		for viewer in chars:
			if viewer.socket and viewer.cansee(char):
				if viewer != char:
					viewer.socket.clilocmessage(1042858 + char.poison * 2, char.name, 34, 3, char)
				else:
					viewer.socket.clilocmessage(1042857 + char.poison * 2, '', 34, 3, char)

	damage = 1 + int(char.hitpoints * poison[3])
	damage = min(poison[2], max(poison[1], damage))
	energydamage(char, None, damage, poison=100)

	# See if we should add another timer
	strokes += 1
	if strokes == poison[6]:
		if char.poison != -1:
			char.poison = -1
			char.updateflags()
		if char.socket:
			char.socket.clilocmessage(502136)
		return

	char.addtimer(poison[5], "system.poison.stroke", [strokes], 0, 0, "poison_timer")
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:44,代码来源:poison.py


示例14: expire

def expire(char, arguments):
	if char.dead :
		char.deltag( 'in_firefield' )
		return

	items = wolfpack.items(char.pos.x, char.pos.y, char.pos.map, 0)

	for item in items:
		if item.hasscript( 'magic.firefield' ):
			source = None
			if item.hastag('source'):
				source = wolfpack.findchar( int( item.gettag('source') ) )

			energydamage(char, source, 2, fire=100)
			char.addtimer(350, expire, [])
			char.soundeffect(0x208)
			return

	char.deltag( 'in_firefield' )
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:19,代码来源:firefield.py


示例15: target

    def target(self, char, mode, targettype, target, args, item):
        if not self.consumerequirements(char, mode, args, target, item):
            return

        char.turnto(target)

        if char.player:
            party = char.party
            guild = char.guild
        else:
            party = None
            guild = None

        targets = []
        damage = self.scaledamage(char, None, 48, 1, 5)

        # Enumerate chars
        chars = wolfpack.chars(target.x, target.y, char.pos.map, 2)
        for target in chars:
            if target == char:
                continue

                # We also ignore people from the same guild or party.
                # Or targets who are innocent.
            if (guild and target.guild == guild) or (party and target.party == party):
                continue

            targets.append(target)

            # Re-scale the damage
        if len(targets) > 1:
            damage = ceil((damage * 2.0) / len(targets))

        for target in targets:
            target.lightning()
            target.soundeffect(0x29)

            self.harmchar(char, target)
            energydamage(target, char, damage, energy=100)
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:39,代码来源:circle7.py


示例16: cast

	def cast(self, char, mode, args=[], target=None, item=None):
		if not self.consumerequirements(char, mode, args, target, item):
			return

		if char.player:
			party = char.party
			guild = char.guild
		else:
			party = None
			guild = None

		targets = []

		spellrange = 1 + int(char.skill[MAGERY] / 150.0)
		chars = wolfpack.chars(char.pos.x, char.pos.y, char.pos.map, spellrange)
		for target in chars:
			if target == char:
				continue

			if (guild and target.guild == guild) or (party and target.party == party):
				continue

			if not char.canreach(target, spellrange):
				continue

			targets.append(target)

		for target in targets:
			target.soundeffect(0x2F3)
			self.harmchar(char, target)

			damage = target.hitpoints / 2
			if target.player:
				damage += random.randint(0, 15)

			damage = min(100, max(15, damage))
			energydamage(target, char, damage, physical=100)
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:37,代码来源:circle8.py


示例17: damage_callback

def damage_callback(defender, args):
	(attacker, damage) = (wolfpack.findchar(args[0]), args[1])
	if attacker and defender and not defender.invulnerable and not defender.dead and not defender.invisible and not defender.hidden:
		energydamage(defender, attacker, damage, 0, 100, 0, 0, 0, 0, DAMAGE_MAGICAL)
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:4,代码来源:hiteffects.py


示例18: hit

def hit(attacker, defender, weapon, time):
	combat.utilities.playhitsound(attacker, defender)

	(mindamage, maxdamage) = properties.getdamage(attacker)

	damage = random.randint(mindamage, maxdamage)
	damage = scaledamage(attacker, damage, checkability = True)

	# Slaying? (only against NPCs)
	if weapon and defender.npc and checkSlaying(weapon, defender):
		defender.effect(0x37B9, 5, 10)
		damage *= 2

	# Get the ability used by the attacker
	ability = getability(attacker)
	
	# Scale Damage using a weapons ability
	if ability:
		damage = ability.scaledamage(attacker, defender, damage)

	# Give the defender a chance to absorb damage
	damage = absorbdamage(defender, damage)
	
	# If the attack was parried, the ability was wasted
	if damage == 0 and ability:
		ability.use(attacker)
		if attacker.socket:
			attacker.socket.clilocmessage(1061140) # Your attack was parried
		ability = None # Reset ability

	ignorephysical = False
	if ability:
		ignorephysical = ability.ignorephysical

	# Get the damage distribution of the attackers weapon
	(physical, fire, cold, poison, energy) = damagetypes(attacker)
	damagedone = energydamage(defender, attacker, damage, physical, fire, cold, poison, energy, 0, DAMAGE_PHYSICAL, ignorephysical=ignorephysical)

	# Wear out the weapon
	if weapon:
		# Leeching
		leech = properties.fromitem(weapon, LIFELEECH)
		if leech and leech > random.randint(0, 99) and attacker.maxhitpoints > attacker.hitpoints:
			amount = (damagedone * 30) / 100 # Leech 30% Health
			if amount > 0:
				attacker.hitpoints = min(attacker.maxhitpoints, attacker.hitpoints + amount)
				attacker.updatehealth()
			
		leech = properties.fromitem(weapon, STAMINALEECH)
		if leech and leech > random.randint(0, 99) and attacker.maxhitpoints > attacker.stamina:
			amount = (damagedone * 100) / 100 # Leech 100% Stamina
			if amount > 0:
				attacker.stamina = min(attacker.maxstamina, attacker.stamina + amount)
				attacker.updatehealth()

		leech = properties.fromitem(weapon, MANALEECH)
		if leech and leech > random.randint(0, 99) and attacker.maxmana > attacker.mana:
			amount = (damagedone * 40) / 100 # Leech 40% Mana
			if amount > 0:
				attacker.mana = min(attacker.maxmana, attacker.mana + amount)
				attacker.updatemana()

		# Splash Damage
		for effectid in [SPLASHPHYSICAL, SPLASHFIRE, SPLASHCOLD, SPLASHPOISON, SPLASHENERGY]:
			effect = properties.fromitem(weapon, effectid)
			if effect and effect > random.randint(0, 99):
				splashdamage(attacker, effectid)
				
		# Hit Spell effects
		for (effectid, callback) in combat.hiteffects.EFFECTS.items():
			effect = properties.fromitem(weapon, effectid)
			if effect and effect > random.randint(0, 99):
				callback(attacker, defender)

		# poisoning doesn't work that way anymore
		#if weapon.hastag( 'poisoning_uses' ):
		#	poisoning.hitEffect( defender, weapon )
		
		# 4% chance for losing one hitpoint
		if 0.04 >= random.random():
			# If it's a self repairing item, grant health instead of reducing it
			selfrepair = properties.fromitem(weapon, SELFREPAIR)
			if selfrepair > 0 and weapon.health < weapon.maxhealth - 1:
				if selfrepair > random.randint(0, 9):
					weapon.health += 2
					weapon.resendtooltip()
			elif weapon.health > 0:
				weapon.health -= 1
				weapon.resendtooltip()
		if weapon.health <= 0:
			tobackpack(weapon, attacker)
			weapon.update()
			if attacker.socket:
				attacker.socket.clilocmessage(500645)
	
	# Notify the weapon ability
	if ability:
		ability.hit(attacker, defender, damage)
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:98,代码来源:aos.py


示例19: damage

	def damage(self, char, target):
		target.soundeffect(0x307)
		target.effect(0x36BD, 20, 10)
		damage = self.scaledamage(char, target, 38, 1, 5)
		energydamage(target, char, damage, fire=100)
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:5,代码来源:circle6.py


示例20: damage

	def damage(self, char, target):
		target.effect(0x3709, 10, 30)
		target.soundeffect(0x208)
		damage = self.scaledamage(char, target, 48, 1, 5)
		energydamage(target, char, damage, fire=100)
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:5,代码来源:circle7.py



注:本文中的wolfpack.utilities.energydamage函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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