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library.rpy
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library.rpy
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## this file defines all the different ships and weapons that you'll be using
## 1) player ships
## 2) PACT ships
## 3) pirate ships
## 4) weapons
## 5) store items
init 2 python:
### PLAYER Ships ###
class Sunrider(Battleship): # your ship!
def __init__(self):
super(Sunrider, self).__init__() # proper inheritance requires super()
self.stype = 'Cruiser'
self.name = 'Sunrider'
self.animation_name = 'sunrider'
self.faction = 'Player'
self.max_hp = 1500
self.hp = self.max_hp
self.max_en = 100
self.en = self.max_en
self.max_missiles = 1
self.max_rockets = 2
self.repair_drones = None
#custom upgrades
self.upgrades['base_armor'] = ['Armor',1,5,500,2]
self.upgrades['max_missiles'] = ['Missile Storage',1,1,500,2]
self.missiles = self.max_missiles
self.rockets = 0
self.evasion = -25 # cruisers are easy to hit
self.lbl = Image('Battle UI/label_sunrider.png') #this is the battle avatar
self.portrait = Image('Battle UI/ava_portrait.png')
self.flak = 40
self.flak_range = 2
self.move_cost = 30
self.shield_generation = 0
self.shields = self.shield_generation
self.shield_range = 0
self.base_armor = 15
self.armor = self.base_armor
self.test = 'test1234'
self.test2 = 'test2'
####################UPGRADE BACKGROUND AND ICONS
self.upgrade_menu = 'Menu/upgrade_sunrider.png'
self.icon = 'Menu/upgrade_sunrider_button.png'
self.hovericon = 'Menu/upgrade_sunrider_button_hover.png'
####################VOICES
self.voice_channel = "avavoice"
self.selection_voice = ['Ava/Ava Selection 1.ogg','Ava/Ava Selection 2.ogg','Ava/Ava Selection 3.ogg','Ava/Ava Selection 4.ogg','Ava/Ava Selection 5.ogg','Ava/Ava Selection 6.ogg','Ava/Ava Selection 7.ogg']
self.moveforward_voice = ['Ava/Ava Move Forward 1.ogg','Ava/Ava Move Forward 2.ogg','Ava/Ava Move Forward 3.ogg']
self.movebackward_voice = ['Ava/Ava Move Backward 1.ogg','Ava/Ava Move Backward 2.ogg','Ava/Ava Move Backward 3.ogg']
self.buffed_voice = ['Ava/Ava Buffed 1.ogg','Ava/Ava Buffed 2.ogg','Ava/Ava Buffed 3.ogg']
self.cursed_voice = ['Ava/Ava Cursed 1.ogg','Ava/Ava Cursed 2.ogg','Ava/Ava Cursed 3.ogg']
##the sunrider gets personal death code!
def destroy(self,attacker,no_animation = False):
BM.stopAI = True
if not no_animation:
try:
renpy.call_in_new_context('die_{}'.format(self.animation_name)) #show the death animation
except:
show_message('missing animation. "die_{}" does\'t seem to exist'.format(self.animation_name))
if BM.mission != 'skirmishbattle':
set_cell_available(self.location) #tell the BM that the old cell is now free again
destroyed_ships.append(self)
player_ships.remove(self)
BM.ships.remove(self)
renpy.jump('sunrider_destroyed')
else:
BM.you_lose()
class BlackJack(Battleship): # defining the Blackjack
def __init__(self):
super(BlackJack, self).__init__()
self.stype = 'Ryder'
self.name = 'Black Jack'
self.animation_name = 'blackjack'
self.faction = 'Player'
self.max_hp = 600
self.hp = self.max_hp
self.max_en = 100
self.base_armor = 10
self.armor = self.base_armor
self.en = self.max_en
self.max_missiles = 1
self.missiles = self.max_missiles
self.move_cost = 20
self.hate = 100
self.evasion = 25
self.lbl = Image('Battle UI/label_blackjack.png') #this is the battle avatar
self.portrait = 'Battle UI/asaga_portrait.png'
self.sprites = {
'standard':'gameplay/Animations/BlackJack/blackjack.png',
'melee':'gameplay/Animations/BlackJack/blackjack_sword.png',
'character':"Character/Asaga/asaga_plugsuit_point_happy.png"
}
self.flak = 35
##custom upgrade scaling
self.upgrades['melee_dmg'] = ['Melee Damage',1,0.05,100,1.4]
self.upgrades['melee_acc'] = ['Melee Accuracy',1,0.05,100,1.4]
self.upgrades['melee_cost'] = ['Melee Energy Cost',1,-0.05,100,1.8]
####################UPGRADE BACKGROUND AND ICONS
self.upgrade_menu = 'Menu/upgrade_blackjack.png'
self.icon = 'Menu/upgrade_blackjack_button.png'
self.hovericon = 'Menu/upgrade_blackjack_button_hover.png'
####################VOICES
self.voice_channel = "asavoice"
self.attack_voice = ["sound/Voice/Asaga/Asaga Melee 1.ogg","sound/Voice/Asaga/Asaga Melee 2.ogg","sound/Voice/Asaga/Asaga Melee 3.ogg","sound/Voice/Asaga/Asaga Melee 4.ogg"]
self.no_damage_voice = ["sound/Voice/Asaga/Asaga No Damage 1.ogg","sound/Voice/Asaga/Asaga No Damage 2.ogg","sound/Voice/Asaga/Asaga No Damage 3.ogg","sound/Voice/Asaga/Asaga No Damage 4.ogg","sound/Voice/Asaga/Asaga No Damage 5.ogg","sound/Voice/Asaga/Asaga No Damage 6.ogg"]
self.selection_voice = ['Asaga/Asaga Select 1.ogg','Asaga/Asaga Select 2.ogg','Asaga/Asaga Select 3.ogg','Asaga/Asaga Select 4.ogg','Asaga/Asaga Select 5.ogg','Asaga/Asaga Select 6.ogg','Asaga/Asaga Select 7.ogg']
self.moveforward_voice = ['Asaga/Asaga Forward 1.ogg','Asaga/Asaga Forward 2.ogg','Asaga/Asaga Forward 3.ogg']
self.movebackward_voice = ['Asaga/Asaga Backwards 1.ogg','Asaga/Asaga Backwards 2.ogg','Asaga/Asaga Backwards 3.ogg']
self.buffed_voice = ['Asaga/Asaga Buffed 1.ogg','Asaga/Asaga Buffed 2.ogg']
self.cursed_voice = ['Asaga/Asaga Cursed 1.ogg','Asaga/Asaga Cursed 2.ogg','Asaga/Asaga Cursed 3.ogg']
self.resurrect_voice = ['Asaga/Asaga Revive 1.ogg','Asaga/Asaga Revive 2.ogg']
class Liberty(Battleship): #you can use any existing blueprint as a base, which makes things really easy.
def __init__(self):
super(Liberty, self).__init__()
self.stype = 'Ryder'
self.name = 'Liberty'
self.animation_name = 'liberty'
self.support = True
self.faction = 'Player'
self.max_hp = 475
self.hp = self.max_hp
self.max_en = 100
self.base_armor = 8
self.armor = self.base_armor
self.en = self.max_en
self.move_cost = 20
self.evasion = 20
self.lbl = Image('Battle UI/label_liberty.png') #this is the battle avatar
self.portrait = 'Battle UI/chigara_portrait.png'
self.sprites = {
'standard':'gameplay/Animations/Liberty/side.png'
}
self.flak = 0
self.shield_generation = 35
self.shields = self.shield_generation
self.shield_range = 1
####################UPGRADE BACKGROUND AND ICONS
self.upgrade_menu = 'Menu/upgrade_liberty.png'
self.icon = 'Menu/upgrade_liberty_button.png'
self.hovericon = 'Menu/upgrade_liberty_button_hover.png'
####################VOICES
self.voice_channel = "chivoice"
self.selection_voice = ['Chigara/Selection Line 1.ogg','Chigara/Selection Line 2.ogg','Chigara/Selection Line 3.ogg','Chigara/Selection Line 4.ogg','Chigara/Selection Line 5.ogg','Chigara/Selection Line 6.ogg','Chigara/Selection Line 7.ogg',]
self.moveforward_voice = ['Chigara/Move Forward Line 1.ogg','Chigara/Move Forward Line 2.ogg','Chigara/Move Forward Line 3.ogg']
self.movebackward_voice = ['Chigara/Move Backward Line 1.ogg','Chigara/Move Backward Line 2.ogg','Chigara/Move Backward Line 3.ogg']
self.buffed_voice = ['Chigara/Buffed Line 1.ogg','Chigara/Buffed Line 2.ogg']
self.cursed_voice = ['Chigara/Cursed Line 1.ogg','Chigara/Cursed Line 2.ogg','Chigara/Cursed Line 3.ogg']
self.cursing_voice = ['Chigara/Curse Line 1.ogg','Chigara/Curse Line 2.ogg','Chigara/Curse Line 3.ogg','Chigara/Curse Line 4.ogg','Chigara/Curse Line 5.ogg','Chigara/Curse Line 6.ogg','Chigara/Curse Line 7.ogg','Chigara/Curse Line 8.ogg','Chigara/Curse Line 9.ogg','Chigara/Curse Line 10.ogg']
self.resurrect_voice = ['Chigara/Revive Line 1.ogg','Chigara/Revive Line 2.ogg']
class Phoenix(Battleship):
def __init__(self):
super(Phoenix, self).__init__()
self.stype = 'Ryder'
self.name = 'Phoenix'
self.animation_name = 'phoenix'
self.faction = 'Player'
self.max_hp = 300
self.hp = self.max_hp
self.max_en = 100
self.base_armor = 0
self.armor = self.base_armor
self.en = self.max_en
self.max_missiles = 0
self.missiles = self.max_missiles
self.move_cost = 10
self.hate = 100
self.evasion = 50
self.lbl = Image('Battle UI/label_phoenix.png') #this is the battle avatar
self.portrait = 'Battle UI/icari_portrait.png'
self.sprites = {
'standard':'gameplay/Animations/Phoenix/side.png',
'melee':'gameplay/Animations/Phoenix/melee.png',
'character':"Character/Icari/icari_plugsuit_point_angry.png"
}
self.flak = 20
self.upgrades['max_hp'] = ['Hull Plating',1,100,100,2.0]
self.upgrades['max_en'] = ['Energy Reactor',1,5,150,1.4]
####################UPGRADE BACKGROUND AND ICONS
self.upgrade_menu = 'Menu/upgrade_phoenix.png'
self.icon = 'Menu/upgrade_phoenix_button.png'
self.hovericon = 'Menu/upgrade_phoenix_button_hover.png'
####################VOICES
self.voice_channel = "icavoice"
self.selection_voice = ['Icari/Icari Selection 1.ogg','Icari/Icari Selection 2.ogg','Icari/Icari Selection 3.ogg','Icari/Icari Selection 4.ogg','Icari/Icari Selection 5.ogg','Icari/Icari Selection 6.ogg','Icari/Icari Selection 7.ogg']
self.attack_voice = ['sound/Voice/Icari/Icari Attacking Melee 1.ogg','sound/Voice/Icari/Icari Attacking Melee 2.ogg','sound/Voice/Icari/Icari Attacking Melee 3.ogg','sound/Voice/Icari/Icari Attacking Melee 4.ogg']
self.no_damage_voice = ['Icari/Icari No Damage 1.ogg','Icari/Icari No Damage 2.ogg','Icari/Icari No Damage 3.ogg','Icari/Icari No Damage 4.ogg','Icari/Icari No Damage 5.ogg','Icari/Icari No Damage 6.ogg','Icari/Icari No Damage 7.ogg']
self.moveforward_voice = ['Icari/Icari Move Forward 1.ogg','Icari/Icari Move Forward 2.ogg','Icari/Icari Move Forward 3.ogg']
self.movebackward_voice = ['Icari/Icari Move Backward 1.ogg','Icari/Icari Move Backward 2.ogg','Icari/Icari Move Backward 3.ogg']
self.buffed_voice = ['Icari/Icari Buffed 1.ogg','Icari/Icari Buffed 2.ogg']
self.cursed_voice = ['Icari/Icari Cursed 1.ogg','Icari/Icari Cursed 2.ogg','Icari/Icari Cursed 3.ogg','Icari/Icari Cursed 4.ogg']
self.resurrect_voice = ['Icari/Icari Revive 1.ogg','Icari/Icari Revive 2.ogg']
class Bianca(Battleship):
def __init__(self):
super(Bianca, self).__init__()
self.stype = 'Ryder'
self.name = 'Bianca'
self.animation_name = 'bianca'
self.faction = 'Player'
self.support = True
self.max_hp = 400
self.hp = self.max_hp
self.max_en = 100
self.base_armor = 4
self.armor = self.base_armor
self.en = self.max_en
self.move_cost = 30
self.evasion = 20
self.lbl = Image('Battle UI/label_bianca.png') #this is the battle avatar
self.portrait = 'Battle UI/claude_portrait.png'
self.sprites = {
'standard':'gameplay/Animations/Bianca/side.png'
}
self.flak = 0
self.shield_generation = 35
self.shields = self.shield_generation
self.shield_range = 1
####################UPGRADE BACKGROUND AND ICONS
self.upgrade_menu = 'Menu/upgrade_bianca.png'
self.icon = 'Menu/upgrade_bianca_button.png'
self.hovericon = 'Menu/upgrade_bianca_hover.png'
####################VOICES
self.voice_channel = "clavoice"
self.selection_voice = ['Claude/Selection 1.ogg','Claude/Selection 2.ogg','Claude/Selection 3.ogg','Claude/Selection 4.ogg','Claude/Selection 5.ogg','Claude/Selection 6.ogg','Claude/Selection 7.ogg',]
self.moveforward_voice = ['Claude/Forward 1.ogg','Claude/Forward 2.ogg','Claude/Forward 3.ogg']
self.movebackward_voice = ['Claude/Backward 1.ogg','Claude/Backward 2.ogg','Claude/Backward 3.ogg']
self.buffed_voice = ['Claude/Buffed 1.ogg','Claude/Buffed 2.ogg']
self.cursed_voice = ['Claude/Cursed 1.ogg','Claude/Cursed 2.ogg','Claude/Cursed 4.ogg','Claude/Cursed 5.ogg']
self.cursing_voice = ['Claude/Curse 1.ogg','Claude/Curse 2.ogg','Claude/Curse 3.ogg','Claude/Curse 4.ogg','Claude/Curse 5.ogg','Claude/Curse 6.ogg','Claude/Curse 7.ogg','Claude/Curse 8.ogg','Claude/Curse 9.ogg','Claude/Curse 10.ogg']
self.resurrect_voice = ['Claude/Revive 1.ogg','Claude/Revive 2.ogg']
class Seraphim(Battleship):
def __init__(self):
super(Seraphim, self).__init__()
self.stype = 'Ryder'
self.name = 'Seraphim'
self.animation_name = 'seraphim'
self.faction = 'Player'
self.max_hp = 375
self.hp = self.max_hp
self.max_en = 100
self.base_armor = 4
self.armor = self.base_armor
self.en = self.max_en
self.max_missiles = 0
self.missiles = self.max_missiles
self.move_cost = 30
self.hate = 100
self.evasion = 20
self.lbl = Image('Battle UI/label_seraphim.png') #this is the battle avatar
self.portrait = 'Battle UI/sola_portrait.png'
self.upgrades['kinetic_dmg'] = ['Kinetic Damage',1,0.075,100,1.4]
self.upgrades['kinetic_acc'] = ['Kinetic Accuracy',1,0.075,100,1.4]
self.upgrades['kinetic_cost'] = ['Kinetic Energy Cost',1,-0.05,100,1.8]
self.sprites = {
'standard':'gameplay/Animations/Seraphim/side.png',
}
self.flak = 0
####################UPGRADE BACKGROUND AND ICONS
self.upgrade_menu = 'Menu/upgrade_seraphim.png'
self.icon = 'Menu/upgrade_seraphim_button.png'
self.hovericon = 'Menu/upgrade_seraphim_hover.png'
####################VOICES
self.voice_channel = "solvoice"
self.selection_voice = ['Sola/Selection 1.ogg','Sola/Selection 2.ogg','Sola/Selection 3.ogg','Sola/Selection 4.ogg','Sola/Selection 5.ogg']
self.no_damage_voice = ['Sola/Evade 1.ogg','Sola/Evade 2.ogg','Sola/Evade 3.ogg','Sola/Evade 4.ogg','Sola/Evade 5.ogg','Sola/Evade 6.ogg']
self.moveforward_voice = ['Sola/Forward 1.ogg','Sola/Forward 2.ogg','Sola/Forward 3.ogg']
self.movebackward_voice = ['Sola/Backward 1.ogg','Sola/Backward 2.ogg','Sola/Backward 3.ogg','Sola/Backward 4.ogg']
self.buffed_voice = ['Sola/Buffed 1.ogg','Sola/Buffed 2.ogg']
self.cursed_voice = ['Sola/Curse 1.ogg','Sola/Curse 2.ogg','Sola/Curse 3.ogg','Sola/Curse 4.ogg']
self.resurrect_voice = ['Sola/Revive1.ogg','Sola/Revive2.ogg']
class Paladin(Battleship):
def __init__(self):
super(Paladin, self).__init__()
self.stype = 'Ryder'
self.name = 'Paladin'
self.animation_name = 'paladin'
self.faction = 'Player'
self.max_hp = 900
self.hp = self.max_hp
self.max_en = 100
self.base_armor = 15
self.armor = self.base_armor
self.en = self.max_en
self.max_missiles = 2
self.missiles = self.max_missiles
self.move_cost = 40
self.hate = 100
self.evasion = 10
self.lbl = Image('Battle UI/label_paladin.png') #this is the battle avatar
self.portrait = 'Battle UI/kryska_portrait.png'
self.sprites = {
'standard':'gameplay/Animations/Paladin/side.png',
'character':"Character/Kryska/kryska_plugsuit_handonhip_focussmile.png"
}
self.flak = 18
####################UPGRADE BACKGROUND AND ICONS
self.upgrade_menu = 'Menu/upgrade_paladin.png'
self.icon = 'Menu/upgrade_paladin_button.png'
self.hovericon = 'Menu/upgrade_paladin_button_hover.png'
####################VOICES
self.voice_channel = "kryvoice"
self.no_damage_voice = ["Kryska/No Damage 1.ogg","Kryska/No Damage 2.ogg","Kryska/No Damage 3.ogg","Kryska/No Damage 4.ogg","Kryska/No Damage 5.ogg","Kryska/No Damage 6.ogg"]
self.selection_voice = ['Kryska/Selection 1.ogg','Kryska/Selection 2.ogg','Kryska/Selection 3.ogg','Kryska/Selection 4.ogg','Kryska/Selection 5.ogg','Kryska/Selection 6.ogg','Kryska/Selection 7.ogg']
self.moveforward_voice = ['Kryska/Forward 1.ogg','Kryska/Forward 2.ogg','Kryska/Forward 3.ogg']
self.movebackward_voice = ['Kryska/Backwards 1.ogg','Kryska/Backwards 2.ogg','Kryska/Backwards 3.ogg']
self.buffed_voice = ['Kryska/Buffed 1.ogg','Kryska/Buffed 2.ogg']
self.cursed_voice = ['Kryska/Cursed 1.ogg','Kryska/Cursed 2.ogg','Kryska/Cursed 3.ogg','Kryska/Cursed 4.ogg','Kryska/Cursed 5.ogg']
self.resurrect_voice = ['Kryska/Revive 1.ogg','Kryska/Revive 2.ogg']
class AllianceCruiser(Battleship):
def __init__(self):
super(AllianceCruiser, self).__init__()
self.stype = 'Cruiser'
self.name = 'Alliance Cruiser'
self.animation_name = 'alliancecruiser'
self.faction = 'Player'
self.mercenary = True
self.max_hp = 1200
self.hp = self.max_hp
self.max_en = 100
self.base_armor = 12
self.armor = self.base_armor
self.en = self.max_en
self.max_missiles = 1
self.missiles = self.max_missiles
self.move_cost = 30
self.hate = 100
self.evasion = 0
self.lbl = Image('Battle UI/label_alliancecruiser.png') #this is the battle avatar
self.default_weapon_list = [AllianceCruiserLaser(),AllianceCruiserMissile(),AllianceCruiserKinetic(),AllianceCruiserAssault()]
self.portrait = None
self.flak = 30
self.flak_range = 2
self.shield = 25
self.shield_range = 1
####################VOICES
self.voice_channel = "othvoice"
self.no_damage_voice = ["sound/Voice/AllianceCruiser/We're Taking Fire.ogg"]
self.selection_voice = ['AllianceCruiser/Alliance Cruiser Here.ogg','AllianceCruiser/Reporting For Duty.ogg']
self.moveforward_voice = ['AllianceCruiser/Yes Sir.ogg']
self.movebackward_voice = ['AllianceCruiser/Yes Sir.ogg']
self.buffed_voice = ['AllianceCruiser/Reporting For Duty.ogg']
self.cursed_voice = ['AllianceCruiser/Were Taking Fire.ogg']
class AllianceBattleship(Battleship):
def __init__(self):
super(AllianceBattleship, self).__init__()
self.stype = 'Battleship'
self.name = 'Alliance Battleship'
self.animation_name = 'alliancebattleship'
self.faction = 'Player'
self.mercenary = True
self.max_hp = 2100
self.hp = self.max_hp
self.max_en = 120
self.base_armor = 15
self.armor = self.base_armor
self.en = self.max_en
self.max_missiles = 2
self.missiles = self.max_missiles
self.move_cost = 40
self.hate = 100
self.evasion = -25
self.lbl = Image('Battle UI/label_alliancebattleship.png') #this is the battle avatar
self.default_weapon_list = [AllianceBattleshipLaser(),AllianceBattleshipMissile(),AllianceBattleshipKinetic(),AllianceBattleshipCannon(),AllianceBattleshipAssault()]
self.portrait = None
self.flak = 30
self.flak_range = 2
self.shield = 25
self.shield_range = 1
####################VOICES
self.voice_channel = "othvoice"
self.no_damage_voice = ["sound/Voice/AllianceBattleship/damage1.ogg","sound/Voice/AllianceBattleship/damage2.ogg","sound/Voice/AllianceBattleship/damage3.ogg"]
self.selection_voice = ['AllianceBattleship/selection1.ogg','AllianceBattleship/selection2.ogg','AllianceBattleship/selection3.ogg']
self.moveforward_voice = ['AllianceBattleship/move1.ogg','AllianceBattleship/move2.ogg']
self.movebackward_voice = ['AllianceBattleship/move1.ogg','AllianceBattleship/move2.ogg']
self.buffed_voice = ['AllianceBattleship/selection1.ogg','AllianceBattleship/selection2.ogg','AllianceBattleship/selection3.ogg']
self.cursed_voice = ['AllianceBattleship/damage1.ogg','AllianceBattleship/damage2.ogg','AllianceBattleship/damage3.ogg']
class UnionFrigate(Battleship):
def __init__(self):
super(UnionFrigate, self).__init__()
self.stype = 'Frigate'
self.name = 'Mining Union Frigate'
self.animation_name = 'unionfrigate'
self.faction = 'Player'
self.mercenary = True
self.max_hp = 475
self.hp = self.max_hp
self.max_en = 100
self.base_armor = 4
self.armor = self.base_armor
self.en = self.max_en
self.max_missiles = 0
self.missiles = self.max_missiles
self.move_cost = 20
self.hate = 100
self.evasion = 5
self.blbl = Image('Battle UI/label_unionfrigate.png') #base(default) label
self.lbl = self.blbl
self.default_weapon_list = [UnionFrigateLaser(),ShdJam()] #just this?
self.portrait = None
self.flak = 0
self.flak_range = 0
self.shield = 0
self.shield_range = 0
####################VOICES
self.voice_channel = "othvoice"
self.no_damage_voice = ["sound/Voice/UnionFrigate/hit1.ogg"]
self.selection_voice = ['UnionFrigate/selection1.ogg','UnionFrigate/selection2.ogg','UnionFrigate/selection3.ogg']
self.moveforward_voice = ['UnionFrigate/attack1.ogg','UnionFrigate/attack2.ogg']
self.movebackward_voice = ['UnionFrigate/attack1.ogg','UnionFrigate/attack2.ogg']
self.buffed_voice = ['UnionFrigate/selection2.ogg']
self.cursed_voice = ['UnionFrigate/attack1.ogg','UnionFrigate/attack2.ogg']
self.cursing_voice = []
class Agamemnon(Battleship):
def __init__(self):
super(Agamemnon, self).__init__()
self.stype = 'Ship'
self.name = 'Agamemnon'
self.animation_name = 'agamemnon'
self.faction = 'Player'
self.max_hp = 800
self.hp = self.max_hp
self.max_en = 100
self.base_armor = 8
self.armor = self.base_armor
self.en = self.max_en
self.max_missiles = 0
self.missiles = self.max_missiles
self.move_cost = 50
self.hate = 300
self.evasion = 0
self.lbl = Image('Battle UI/label_agamemnon.png') #this is the battle avatar
self.portrait = None
self.flak = 0
self.flak_range = 0
self.voice_channel = "avavoice"
self.selection_voice = ['Agamemnon/beep1.ogg']
self.moveforward_voice = ['Agamemnon/beep2.ogg']
self.movebackward_voice = ['Agamemnon/beep2.ogg']
self.buffed_voice = ['Agamemnon/beep2.ogg']
self.cursed_voice = ['Agamemnon/beep2.ogg']
def destroy(self,attacker,no_animation = False):
BM.stopAI = True
if not no_animation:
try:
renpy.call_in_new_context('die_{}'.format(self.animation_name)) #show the death animation
except:
show_message('missing animation. "die_{}" does\'t seem to exist'.format(self.animation_name))
set_cell_available(self.location) #tell the BM that the old cell is now free again
BM.ships.remove(self)
player_ships.remove(self)
renpy.jump('sunrider_destroyed')
class Freighter(Battleship):
def __init__(self):
super(Freighter, self).__init__()
self.stype = 'Ship'
self.name = 'Freighter'
self.animation_name = 'mochi'
self.faction = 'Player'
self.max_hp = 1000
self.hp = self.max_hp
self.max_en = 100
self.base_armor = 10
self.armor = self.base_armor
self.en = self.max_en
self.max_missiles = 0
self.missiles = self.max_missiles
self.move_cost = 50
self.hate = 50
self.evasion = 0
self.lbl = Image('Battle UI/label_mochi.png') #this is the battle avatar
self.portrait = None
self.flak = 0
self.flak_range = 0
self.voice_channel = "avavoice"
self.selection_voice = ['Agamemnon/beep1.ogg']
self.moveforward_voice = ['Agamemnon/beep2.ogg']
self.movebackward_voice = ['Agamemnon/beep2.ogg']
self.buffed_voice = ['Agamemnon/beep2.ogg']
self.cursed_voice = ['Agamemnon/beep2.ogg']
def destroy(self,attacker,no_animation = False):
BM.stopAI = True
if not no_animation:
try:
renpy.call_in_new_context('die_{}'.format(self.animation_name)) #show the death animation
except:
show_message('missing animation. "die_{}" does\'t seem to exist'.format(self.animation_name))
set_cell_available(self.location) #tell the BM that the old cell is now free again
BM.ships.remove(self)
player_ships.remove(self)
sunrider.hp = -1
BM.you_lose()
class PhoenixBoaster(Battleship):
def __init__(self):
super(PhoenixBoaster, self).__init__()
self.stype = 'Ryder'
self.name = 'Unknown Hostile'
self.animation_name = 'phoenixboaster'
self.faction = 'PACT'
self.max_hp = 700
self.hp = self.max_hp
self.max_en = 100
self.en = self.max_en
self.evasion = 30
self.move_cost = 15
self.base_armor = 4
self.money_reward = 300
self.armor = 4
self.default_weapon_list = [PhoenixBoasterLaser(),PhoenixBoasterAssault()]
self.blbl = 'Battle UI/label_phoenixboaster.png' #this is the battle avatar
self.lbl = self.blbl #this is what is displayed and can be changed to suit the moment
self.sprites = {
'standard':'gameplay/Animations/Phoenix/boaster_side.png',
}
self.flak = 20
self.flak_range = 1
class PactBomber(Battleship):
def __init__(self):
super(PactBomber, self).__init__()
self.stype = 'Ryder' #subtype bomber
self.name = 'PACT Bomber'
self.animation_name = 'pactbomber'
self.faction = 'PACT'
self.max_hp = 400
self.hp = self.max_hp
self.max_en = 100
self.en = self.max_en
self.max_missiles = 2
self.max_rockets = 1
self.money_reward = 75
self.missiles = self.max_missiles
self.rockets = self.max_rockets
self.base_armor = 10 #Ryders are not typically armored
self.armor = self.base_armor
self.evasion = 5
self.move_cost = 30
self.blbl = Image('Battle UI/label_pactbomber.png') #this is the battle avatar
self.lbl = self.blbl #this is what is displayed and can be changed to suit the moment
self.default_weapon_list = [PACTBomberLaser(),PACTBomberMissile(),PACTBomberRocket()]
self.sprites = {
'standard':'gameplay/Animations/PACTBomber/side.png',
}
self.flak = 0
self.flak_range = 0
class SeraphimEnemy(Battleship):
def __init__(self):
super(SeraphimEnemy, self).__init__()
self.stype = 'Ryder' #subtype bomber
self.name = 'Ryuvian Ryder'
self.animation_name = 'seraphimenemy'
self.faction = 'PACT'
self.max_hp = 375
self.hp = self.max_hp
self.max_en = 100
self.en = self.max_en
self.max_missiles = 0
self.max_rockets = 0
self.money_reward = 150
self.missiles = self.max_missiles
self.rockets = self.max_rockets
self.base_armor = 4 #Ryders are not typically armored
self.armor = self.base_armor
self.evasion = 20
self.move_cost = 30
self.default_weapon_list = [SeraphimEnemyKinetic()]
self.blbl = Image('Battle UI/label_seraphimenemy.png') #this is the battle avatar
self.lbl = self.blbl #this is what is displayed and can be changed to suit the moment
self.sprites = {
'standard':'gameplay/Animations/SeraphimEnemy/side.png',
}
self.flak = 0
self.flak_range = 0
class Mochi(Battleship):
def __init__(self):
super(Mochi, self).__init__()
self.stype = 'Ship'
self.name = 'Mochi'
self.animation_name = 'mochi'
self.faction = 'Player'
self.max_hp = 1200
self.hp = self.max_hp
self.max_en = 100
self.base_armor = 15
self.armor = self.base_armor
self.en = self.max_en
self.max_missiles = 0
self.missiles = self.max_missiles
self.move_cost = 200
self.hate = 50
self.evasion = -20
self.lbl = Image('Battle UI/label_mochi.png') #this is the battle avatar
self.portrait = None
self.flak = 0
self.flak_range = 0
self.voice_channel = "avavoice"
self.selection_voice = ['Agamemnon/beep1.ogg']
self.moveforward_voice = ['Agamemnon/beep2.ogg']
self.movebackward_voice = ['Agamemnon/beep2.ogg']
self.buffed_voice = ['Agamemnon/beep2.ogg']
self.cursed_voice = ['Agamemnon/beep2.ogg']
def destroy(self,attacker,no_animation = False):
BM.stopAI = True
if not no_animation:
try:
renpy.call_in_new_context('die_{}'.format(self.animation_name)) #show the death animation
except:
show_message('missing animation. "die_{}" does\'t seem to exist'.format(self.animation_name))
set_cell_available(self.location) #tell the BM that the old cell is now free again
BM.ships.remove(self)
player_ships.remove(self)
sunrider.hp = -1
BM.you_lose()
### PACT ships ###
class MissileFrigate(Battleship):
def __init__(self):
super(MissileFrigate, self).__init__()
self.stype = 'Frigate'
self.name = 'PACT Missile Frigate'
self.animation_name = 'pactmissilefrigate'
self.faction = 'PACT'
self.max_hp = 400
self.hp = self.max_hp
self.max_en = 100
self.en = self.max_en
self.move_cost = 30
self.money_reward = 100
self.max_missiles = 6 #a lot of missiles, but it's all it has. things go wrong when it's out anywway
self.missiles = self.max_missiles
self.default_weapon_list = [PactFrigateMissile()]
self.evasion = 0 # frigates get no penalty and no bonus to evasion
self.blbl = 'Battle UI/label_missilefrigate.png' #this is the battle avatar
self.lbl = self.blbl #this is what is displayed and can be changed to suit the moment
self.flak = 0
self.flak_range = 0
class PactMook(Battleship):
def __init__(self):
super(PactMook, self).__init__()
self.stype = 'Ryder'
self.name = 'PACT Mook'
self.animation_name = 'pactmook'
self.faction = 'PACT'
self.max_hp = 300
self.hp = self.max_hp
self.max_en = 100
self.en = self.max_en
self.evasion = 25
self.move_cost = 20
self.base_armor = 0
self.money_reward = 50
self.armor = 0
self.default_weapon_list = [PACTMookLaser(),PACTMookMissile(),PACTMookAssault()]
self.blbl = 'Battle UI/label_pactmook.png' #this is the battle avatar
self.lbl = self.blbl #this is what is displayed and can be changed to suit the moment
self.sprites = {
'standard':'gameplay/Animations/PACTMook/side.png'
}
self.flak = 10
self.flak_range = 1
class PhoenixEnemy(Battleship):
def __init__(self):
super(PhoenixEnemy, self).__init__()
self.stype = 'Ryder'
self.name = 'Phoenix'
self.animation_name = 'phoenixenemy'
self.faction = 'PACT'
self.max_hp = 300
self.hp = self.max_hp
self.max_en = 100
self.en = self.max_en
self.evasion = 50
self.move_cost = 10
self.base_armor = 0
self.money_reward = 200
self.armor = 0
self.default_weapon_list = [PhoenixEnemyMelee(),PhoenixAssault()]
self.blbl = 'Battle UI/label_phoenixenemy.png' #this is the battle avatar
self.lbl = self.blbl #this is what is displayed and can be changed to suit the moment
self.sprites = {
'standard':'gameplay/Animations/Phoenix/side_mirror.png',
'melee':'gameplay/Animations/Phoenix/melee_mirror.png',
'character':"Character/Icari/icari_plugsuit_point_crazylaugh.png"
}
self.flak = 20
self.flak_range = 1
self.voice_channel = "icavoice"
self.attack_voice = ["sound/Voice/Icari/Icari Attacking Melee 1.ogg","sound/Voice/Icari/Icari Attacking Melee 2.ogg","sound/Voice/Icari/Icari Attacking Melee 3.ogg","sound/Voice/Icari/Icari Attacking Melee 1.ogg"]
class Nightmare(Battleship):
def __init__(self):
super(Nightmare, self).__init__()
self.stype = 'Ryder'
self.name = 'Nightmare'
self.animation_name = 'nightmare'
self.faction = 'PACT' #for now...
self.max_hp = 3200
self.hp = self.max_hp
self.max_en = 100
self.en = self.max_en
self.evasion = 50
self.move_cost = 10
self.base_armor = 20
self.money_reward = 800
self.max_missiles = 2
self.max_rockets = 0
self.missiles = self.max_missiles
self.rockets = self.max_rockets
self.armor = 30
self.default_weapon_list = [NightmareLaser(),NightmarePulse(),NightmareMissile(),NightmareMelee()]
self.blbl = 'Battle UI/label_nightmare.png' #this is the battle avatar
self.lbl = self.blbl #this is what is displayed and can be changed to suit the moment
self.sprites = {
'standard':'gameplay/Animations/Nightmare/side.png',
'melee':'gameplay/Animations/Nightmare/melee.png',
}
self.flak = 100
self.flak_range = 2
self.shield_generation = 100
self.shields = self.shield_generation
self.shield_range = 2
class Arcadius(Battleship):
def __init__(self):
super(Arcadius, self).__init__()
self.stype = 'Ryder'
self.name = 'Arcadius'
self.animation_name = 'nightmare'
self.faction = 'PACT' #for now...
self.max_hp = 1000
self.hp = self.max_hp
self.max_en = 100
self.en = self.max_en
self.evasion = 37
self.move_cost = 20
self.base_armor = 4
self.money_reward = 300
self.max_missiles = 1
self.max_rockets = 0
self.missiles = self.max_missiles
self.rockets = self.max_rockets
self.armor = 4
self.default_weapon_list = [ArcadiusLaser(),ArcadiusPulse(),ArcadiusMissile(),ArcadiusMelee()]
self.blbl = 'Battle UI/label_nightmare.png' #this is the battle avatar
self.lbl = self.blbl #this is what is displayed and can be changed to suit the moment
self.sprites = {
'standard':'gameplay/Animations/Nightmare/side.png',
'melee':'gameplay/Animations/Nightmare/melee.png',
}
self.flak = 40
self.flak_range = 1
self.shield_generation = 0
self.shields = self.shield_generation
self.shield_range = 0
class PactElite(Battleship):
def __init__(self):
super(PactElite, self).__init__()
self.stype = 'Ryder'
self.name = 'PACT Elite'
self.animation_name = 'pactelite'
self.faction = 'PACT'
self.max_hp = 700
self.hp = self.max_hp
self.max_en = 100
self.en = self.max_en
self.evasion = 30
self.move_cost = 20
self.base_armor = 3
self.money_reward = 80
self.max_missiles = 1
self.max_rockets = 0
self.missiles = self.max_missiles
self.rockets = self.max_rockets
self.armor = 3
self.default_weapon_list = [PACTEliteLaser(),PACTEliteMissile(),PACTEliteMelee(),PACTEliteAssault()]
self.blbl = 'Battle UI/label_pactelite.png' #this is the battle avatar
self.lbl = self.blbl #this is what is displayed and can be changed to suit the moment
self.sprites = {
'standard':'gameplay/Animations/PACTElite/side.png',
'melee':'gameplay/Animations/PACTElite/melee.png',
}
self.flak = 30
self.flak_range = 1
self.shield_generation = 0
self.shields = self.shield_generation
self.shield_range = 0
class PactSupport(Battleship):
def __init__(self):
super(PactSupport, self).__init__()
self.stype = 'Ryder'
self.name = 'PACT Support'
self.support = True #signifies to the AI this unit uses support skills
self.animation_name = 'pactsupport'
self.faction = 'PACT'
self.max_hp = 450
self.hp = self.max_hp
self.max_en = 100
self.en = self.max_en
self.evasion = 40
self.move_cost = 20
self.base_armor = 0
self.money_reward = 80
self.max_missiles = 0
self.max_rockets = 0
self.missiles = self.max_missiles
self.rockets = self.max_rockets
self.armor = 0
self.default_weapon_list = [PactRepair(), DisableLite(), PactRestore(), PactFlakOff(), PactShutOff()]
self.blbl = 'Battle UI/pactsupport_label.png' #this is the battle avatar
self.lbl = self.blbl #this is what is displayed and can be changed to suit the moment
self.sprites = {
'standard':'gameplay/Animations/PACTSupport/side.png',
}
self.flak = 0
self.flak_range = 0
self.shield_generation = 25
self.shields = self.shield_generation
self.shield_range = 1
class PactCruiser(Battleship):
def __init__(self):
super(PactCruiser, self).__init__()
self.stype = 'Cruiser'
self.name = 'PACT Cruiser'
self.faction = 'PACT'
self.animation_name = 'pactcruiser'
self.max_hp = 900
self.hp = self.max_hp
self.max_en = 100
self.en = self.max_en
self.money_reward = 300
self.max_missiles = 2
self.max_rockets = 0
self.missiles = self.max_missiles
self.rockets = self.max_rockets
self.evasion = -25 # cruisers are easy to hit
self.blbl = 'Battle UI/label_pactcruiser.png' #this is the battle avatar
self.lbl = self.blbl
self.default_weapon_list = [PACTCruiserLaser(),PACTCruiserKinetic(),PACTCruiserAssault()]
self.flak = 30
self.flak_range = 2
self.shield_generation = 25
self.shields = self.shield_generation
self.shield_range = 1
self.base_armor = 30
self.move_cost = 30
self.armor = self.base_armor
class RyuvianCruiser(Battleship):
def __init__(self):
super(RyuvianCruiser, self).__init__()
self.stype = 'Cruiser'
self.name = 'Ryuvian Cruiser'
self.faction = 'PACT'
self.animation_name = 'ryuviancruiser'
self.max_hp = 1200
self.hp = self.max_hp
self.max_en = 100
self.en = self.max_en
self.money_reward = 370
self.max_missiles = 2
self.max_rockets = 0
self.missiles = self.max_missiles
self.rockets = self.max_rockets
self.evasion = -20 # cruisers are easy to hit
self.blbl = 'Battle UI/label_ryuviancruiser.png' #this is the battle avatar
self.lbl = self.blbl
self.default_weapon_list = [RyuvianCruiserKinetic(),RyuvianCruiserMissile()]
self.flak = 0
self.flak_range = 0
self.shield_generation = 50
self.shields = self.shield_generation
self.shield_range = 2
self.base_armor = 30
self.move_cost = 20
self.armor = self.base_armor
class PactOutpost(Battleship):
def __init__(self):
super(PactOutpost, self).__init__()
self.stype = 'Station'
self.name = 'PACT Outpost'
self.faction = 'PACT'
self.animation_name = 'pactstation'
self.max_hp = 900
self.hp = self.max_hp
self.max_en = 100
self.en = self.max_en
self.max_missiles = 0
self.max_rockets = 0
self.money_reward = 1000
self.boss = True
self.missiles = self.max_missiles
self.rockets = self.max_rockets
self.evasion = -40 # cruisers are easy to hit
self.blbl = 'Battle UI/pactstation.png' #this is the battle avatar
self.lbl = self.blbl
self.default_weapon_list = [PACTOutpostLaser(),PACTOutpostKinetic()]
self.flak = 0
self.flak_range = 0
self.shield_generation = 25
self.shields = self.shield_generation
self.shield_range = 2
self.base_armor = 20
self.armor = self.base_armor
self.move_cost = 1000
class PactBattleship(Battleship):
def __init__(self):
super(PactBattleship, self).__init__()
self.stype = 'Battleship'
self.name = 'PACT Battleship'
self.faction = 'PACT'
self.animation_name = 'pactbattleship'
self.max_hp = 1600
self.hp = self.max_hp
self.max_en = 100
self.en = self.max_en
self.money_reward = 500
self.max_missiles = 2
self.max_rockets = 1
self.missiles = self.max_missiles
self.rockets = self.max_rockets
self.evasion = -40 # cruisers are easy to hit
self.blbl = 'Battle UI/label_pactbattleship.png' #this is the battle avatar
self.lbl = self.blbl
self.default_weapon_list = [PACTBattleshipLaser(),PACTBattleshipKinetic(),PACTBattleshipAssault(),PACTBattleshipMissile(),PACTBattleshipRocket()]
self.flak = 40
self.flak_range = 2
self.shield_generation = 40
self.shields = self.shield_generation
self.shield_range = 2
self.base_armor = 40
self.move_cost = 50
self.armor = self.base_armor
class PactCarrier(Battleship):
def __init__(self):
super(PactCarrier, self).__init__()
self.stype = 'Carrier'
self.name = 'PACT Carrier'
#indicate what units this carrier can spawn. syntax: [ship,cost,weaponlist]
self.spawns = [
( PactMook,50,[ PACTMookLaser(),PACTMookMissile(),PACTMookAssault() ] ),
( PactBomber,100,[ PACTBomberLaser(),PACTBomberMissile(),PACTBomberRocket() ] )
]