Fun item Eracc can use for his maps :)

git-svn-id: svn://svn.code.sf.net/p/crossfire/code/maps/trunk@7570 282e977c-c81d-0410-88c4-b93c2d0d6712
master
ryo_saeba 2007-11-24 23:28:05 +00:00
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# Script for the Sunnista bagpipe item.
# Idea courtesy Yann Chachkoff.
#
# Copyright 2007 Nicolas Weeger
# Released as GPL
#
# When this item is applied, mice in the 5x5 square around player are absorbed up to a certain
# number. If no mouse, will generate a friendly mouse whose power is based on the number of absorbed mice
# to this point.
# Only up to a certain number of mice can be absorbed, till the object spits an enemy mouse.
import Crossfire
# what archetype this will affect - only works on items with good archetype and non altered name.
affect = 'mouse'
# plural name, to display absorption
affect_pl = 'mice'
# maximum number of absorbed monsters per use
max_affect = 3
# maximum number of charges
max_charges = 15
def do_release(friendly):
act = Crossfire.WhoIsActivator()
l = Crossfire.WhoAmI()
charges = l.ReadKey('sunnista_charges')
if (charges != ''):
charges = int(charges)
else:
charges = 0
if (charges == 0):
act.Message('The %s vibrates slightly.'%l.Name)
return
m = Crossfire.CreateObjectByName(affect)
m.MaxHP = m.MaxHP * charges
m.HP = m.MaxHP
m.Dam = m.Dam * charges
m.WC = m.WC * charges
m.AC = m.AC * charges
if friendly == 1:
m.IsPet = 1
m.Owner = act
m.Friendly = 1
m.AttackMovement = 16 # petmode
m.Teleport(act.Map, act.X, act.Y)
l.WriteKey('sunnista_charges', '0', 1);
act.Message('The %s spits a %s!'%(l.Name, affect))
def do_absorb(count):
l = Crossfire.WhoAmI()
charges = l.ReadKey('sunnista_charges')
if (charges != ''):
charges = int(charges)
else:
charges = 0
Crossfire.WhoIsActivator().Message('The %s absorbs some %s!'%(l.Name, affect_pl))
charges += count
l.WriteKey('sunnista_charges', str(charges), 1)
if charges > max_charges:
do_release(0)
def do_find():
#global max_affect
got = 0
l = Crossfire.WhoAmI()
act = Crossfire.WhoIsActivator()
for rx in range(5):
for ry in range(5):
item = Crossfire.WhoIsActivator().Map.ObjectAt(act.X + rx - 2, act.Y + ry - 2)
while item != None:
if item.ArchName == affect and item.Friendly == 0:
got = got + 1
item.Remove()
break;
if got > max_affect:
return got
item = item.Above
return got
Crossfire.SetReturnValue(1)
got = do_find()
if got == 0:
do_release(1)
else:
do_absorb(got)