1 # This file is part of Realism, which is Copyright FunnyMan3595 (Charlie Nolan)
2 # and licensed under the GNU GPL v3. For more details, see LICENSE in the main
5 # WARNING: All mod formats are under heavy development. They may change at any
6 # time, breaking old mods. For this reason, we DO NOT RECOMMEND making mods
9 # This file defines the monsters used in the game. It has the same format as
10 # <module>/monsters.py.
11 # For a complete guide to modding, see MODDING, in the Realism main directory.
13 # Like all the .py files, this is Python code. Most mod makers should be able
14 # to understand and adapt it, but knowledge of Python will help, and may allow
15 # you to do neat tricks.
17 from engine
.monster
import *
21 # Arguments for creating a monster:
22 #monster.__init__(self, being_args, ai_notify_func, ai_action_func):
25 #(no_element, fire, ice, lightning, metal, water, air, earth, life, death, order, chaos, void, ether, rock, paper, scissors) = range(element_count)
27 # Blob. Perfectly ordinary monster, any element, no_element default.
28 blob
= monster_type(name
="blob")
31 # Bat. High agility and accuracy, low strength and toughness.
32 # Any elements but Earth are allowed, Air default.
33 stat_adjusts
= make_stat_adjusts(agility
= high
, accuracy
= high
, strength
= low
, toughness
= low
)
34 stat_func
= adjusted_stat_func(stat_adjusts
)
35 ok_elements
= not_elements(earth
)
36 bat
= monster_type(name
="bat", default_element
=air
, ok_elements
=ok_elements
, stat_func
= stat_func
)