maps/python/gods/altar_valkyrie.py

87 lines
2.9 KiB
Python

"""Altar of Valkyrie
Followers of Valkyrie don't get any praying spells, because Valkyrie hates magic.
Instead, they gain experience by combat bravery; and the way they prove that is
by bringing the flesh of dead enemies as a sacrifice in Her altar.
Of course, the script only activates for followers of Valkyrie, and only runs for
sacrifices of type FLESH.
Then, it can handle each in two ways:
- Ideally, all items will have Exp stored. In this case, you'll get 1/5 of that
Exp, with a bonus if it's a head or heart.
- Otherwise, we'll use the Level and resistances to estimate how hard it was to
kill the monster. In fact, I'm not at all certain the algorithm used to
estimate is reasonable at all for higher levels... but then again, I'm not
sure it's still necessary either, so feel free to remove it :-)
"""
import Crossfire
def accept(description):
pl.Write('Valkyrie accepts your %s sacrifice!' % description)
# XXX: need to expose NROFATTACKS to Python
altar = Crossfire.WhoAmI()
pl = Crossfire.WhoIsActivator()
praying = pl.CheckArchInventory('skill_praying')
if praying and praying.Title == 'Valkyrie':
# accept sacrifice
obj = altar.Above
while obj:
if obj.Unpaid:
pl.Write('Valkyrie scorns your stolen sacrifice!')
break
if obj.Type & 0xffff == Crossfire.Type.FLESH:
level_factor = 0
part_factor = 1
if obj.Level < praying.Level / 2:
if obj.Exp:
pl.Write('Valkyrie grudgingly accepts your pathetic sacrifice!')
else:
pl.Write('Valkyrie scorns your pathetic sacrifice!')
elif obj.Level < praying.Level:
accept('poor')
level_factor = 0.5
elif obj.Level < praying.Level * 1.5:
accept('modest')
level_factor = 1
elif obj.Level < praying.Level * 2:
accept('adequate')
level_factor = 1.5
elif obj.Level < praying.Level * 5:
accept('devout')
level_factor = 2
else:
accept('heroic')
level_factor = 2.5
# heads and hearts are worth more. Because.
if obj.Name.endswith('head') or obj.Name.endswith('heart'):
part_factor = 1.5
if obj.Exp:
# obj has stored exp, use it
value = obj.Exp / 5 * part_factor
else:
# no stored exp, estimate
# flesh with lots of resists is worth more
res = 0
for at in range(26): # XXX should be NROFATTACKS
res += obj.GetResist(at)
value = max(res, 10) * level_factor * part_factor
if obj.Quantity > 1:
obj.Quantity -= 1
else:
obj.Remove()
pl.AddExp(int(value), 'praying')
break
obj = obj.Above