maps/python/events/gkill/sword_of_souls.py

108 lines
6.2 KiB
Python

import Crossfire
killer = Crossfire.WhoIsActivator()
# If the killing piece has no owner (so we are in hand-to-hand combat)
# and the killer is a player (who would be wielding this weapon.
if killer.Owner is None and killer.Type == Crossfire.Type.PLAYER:
# Find the equipped weapon on the player.
inv = killer.Inventory
weap = None
while inv:
# The artifact name "of Souls" does this.
# Also only do things if the weapon is cursed as a sanity check.
if inv.Applied == 1 and inv.Cursed == 1 and inv.Title == 'of Souls':
weap = inv
break
inv = inv.Below
# Don't bother with xp if weapon is missing or already at the maximum level.
if weap != None and weap.ItemPower < 115:
# Get the victim -- we need to know how much exp they are worth.
victim = Crossfire.WhoAmI()
if victim is not None:
old_level = weap.ItemPower
old_xp = weap.TotalExp
# Add experience to the weapon (though we only care about the total_exp field)
# As the weapon gets stronger, it takes a larger share of the exp
weap.AddExp((victim.Exp * (1.0 + weap.ItemPower / 115.0)) // 1)
# Determine the change in XP
delta_exp = weap.TotalExp - old_xp
# DEBUGGING INFO:
# Crossfire.Log(Crossfire.LogInfo, str(victim.Exp) + " -> " + str(delta_exp) + " & " + str(victim.Exp - delta_exp))
# Reduce the XP of the kill -- the sword has taken the xp rather than you
victim.Exp -= delta_exp
# Note: For weapons, AddExp sets ItemPower to hold the level instead of level.
# Always check for item power exceeding your limit
exceed_item_power = ((killer.ItemPower + weap.ItemPower - old_level) > killer.Level)
# DEBUGGING INFO:
#Crossfire.Log(Crossfire.LogInfo, str(killer.ItemPower) + ": " + str(weap.ItemPower) + " (" + str(old_level) + ")")
# Adjust the equipping creature's item power to match the new item power.
if weap.ItemPower != old_level:
killer.ItemPower = killer.ItemPower + weap.ItemPower - old_level
# If we aren't levelling up, make sure we don't have an item power overload anyway.
# This makes player levelups from noncombat undo the debuff on the next kill.
# Use a negative Str to denote the debuff -- any attribute that is always positive would do, though.
do_level_up = old_level != weap.ItemPower or exceed_item_power or weap.Str < 0
# If the experience change yields a level-up or we need to check for removal of debuff, then buff the sword.
if do_level_up == True:
# Display a message about the sword growing stronger
killer.Write("You can feel the "+weap.Name+" pulse darkly in your hand.")
# Apply the buffs to the sword
# If we exceed the player's item_power threshold, then give player a massive debuff instead.
if exceed_item_power == True:
# Only print the message when we flip from buff to debuff.
if weap.Str >= 0:
killer.Write("The "+weap.Name+" is overwhelming your body!")
weap.Str = -15
weap.Dex = -15
weap.Con = -15
weap.Int = -15
weap.Pow = -15
weap.Wis = -15
weap.Cha = -15
weap.HP = -15
weap.SP = -15
weap.Grace = -15
weap.LastSP = weap.Archetype.Clone.LastSP * 2
weap.WC = -15
weap.AC = -15
weap.Dam = -15
weap.Food = -15
else:
weap.Str = weap.Archetype.Clone.Str + weap.ItemPower // 10
weap.Dam = weap.Archetype.Clone.Dam + weap.ItemPower // 2
weap.WC = weap.Archetype.Clone.WC + weap.ItemPower // 5
weap.HP = weap.Archetype.Clone.HP - 10 + weap.ItemPower
weap.SP = weap.Archetype.Clone.SP - 10 + weap.ItemPower // 17
weap.Grace = weap.Archetype.Clone.Grace - 10 + weap.ItemPower // 19
weap.Food = weap.Archetype.Clone.Food - 10 + weap.ItemPower // 23
weap.LastSP = weap.Archetype.Clone.LastSP - weap.ItemPower // 11
if weap.LastSP < 0:
weap.LastSP = 0;
# Weapon Weight is not affected by whether it overloads you or not.
weap.Weight = weap.Archetype.Clone.Weight + 100 * weap.ItemPower
# Give the weapon additional attacktypes as it grows stronger
if weap.ItemPower >= 115:
weap.AttackType = weap.Archetype.Clone.AttackType + Crossfire.AttackType.WEAPONMAGIC + Crossfire.AttackType.GODPOWER + Crossfire.AttackType.PARALYZE + Crossfire.AttackType.DEPLETE + Crossfire.AttackType.LIFE_STEALING
elif weap.ItemPower >= 52:
weap.AttackType = weap.Archetype.Clone.AttackType + Crossfire.AttackType.WEAPONMAGIC + Crossfire.AttackType.PARALYZE + Crossfire.AttackType.DEPLETE + Crossfire.AttackType.LIFE_STEALING
elif weap.ItemPower >= 39:
weap.AttackType = weap.Archetype.Clone.AttackType + Crossfire.AttackType.PARALYZE + Crossfire.AttackType.DEPLETE + Crossfire.AttackType.LIFE_STEALING
elif weap.ItemPower >= 26:
weap.AttackType = weap.Archetype.Clone.AttackType + Crossfire.AttackType.DEPLETE + Crossfire.AttackType.LIFE_STEALING
elif weap.ItemPower >= 13:
weap.AttackType = weap.Archetype.Clone.AttackType + Crossfire.AttackType.LIFE_STEALING
else:
weap.AttackType = weap.Archetype.Clone.AttackType
# The buffs apply to the player of their own accord, so don't do anything here.
# Debugging info
# else:
# Crossfire.Log(Crossfire.LogInfo, "Nope")