scripts.nqp.actions package¶
Submodules¶
scripts.nqp.actions.affliction module¶
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class
BoggedDown(origin: int, affected_entity: int, duration: int)[source]¶ Bases:
scripts.engine.internal.action.Affliction-
shape: ShapeType = 'target'¶
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class
Flaming(origin: int, affected_entity: int, duration: int)[source]¶ Bases:
scripts.engine.internal.action.Affliction-
shape: ShapeType = 'target'¶
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scripts.nqp.actions.behaviour module¶
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class
FollowPlayer(attached_entity: int)[source]¶ Bases:
scripts.engine.internal.action.BehaviourBasic AI to follow the player
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class
SearchAndAttack(attached_entity: int)[source]¶ Bases:
scripts.engine.internal.action.BehaviourSearch and attack the player
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class
SkipTurn(attached_entity: int)[source]¶ Bases:
scripts.engine.internal.action.BehaviourJust skips turn
scripts.nqp.actions.blessing module¶
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class
AttackMove(owner)[source]¶ Bases:
scripts.engine.internal.action.SkillModifier-
apply(effects: List[scripts.engine.core.effect.Effect], owner, target)[source]¶ This is the core function of the blessing. It takes the effect stack and modifies it with the blessing.
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class
KeepAnEvenKeel(owner)[source]¶ Bases:
scripts.engine.internal.action.SkillModifier-
apply(effects: List[scripts.engine.core.effect.Effect], owner, target)[source]¶ This is the core function of the blessing. It takes the effect stack and modifies it with the blessing.
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class
SaltTheWound(owner)[source]¶ Bases:
scripts.engine.internal.action.SkillModifier-
apply(effects: List[scripts.engine.core.effect.Effect], owner, target)[source]¶ This is the core function of the blessing. It takes the effect stack and modifies it with the blessing.
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scripts.nqp.actions.skill module¶
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class
BasicAttack(user: int, target_tile: scripts.engine.world_objects.tile.Tile, direction: DirectionType)[source]¶ Bases:
scripts.engine.internal.action.SkillBasic attack for an entity
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delayed_skill_data: Optional[DelayedSkillData] = None¶
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projectile_data: Optional[ProjectileData] = None¶
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shape: ShapeType = 'target'¶
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target_directions: List[DirectionType] = [(0, -1), (0, 1), (-1, 0), (1, 0), (-1, -1), (1, -1), (-1, 1), (1, 1)]¶
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targeting_method: TargetingMethodType = 'tile'¶
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class
Lightning(user: int, target_tile: scripts.engine.world_objects.tile.Tile, direction: DirectionType)[source]¶ Bases:
scripts.engine.internal.action.SkillTest the Delayed Skill functionality.
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delayed_skill_data: Optional[DelayedSkillData] = DelayedSkillData(creator=0, skill_name='none', skill_instance=None, duration=3, sprite_paths=TraitSpritePathsData(render_order=<RenderLayer.BOTTOM: 10>, icon='none', idle='skills/delayed_skill.png', attack='none', hit='none', dead='none', move='none'))¶
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projectile_data: Optional[ProjectileData] = None¶
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shape: ShapeType = 'target'¶
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target_directions: List[DirectionType] = [(0, -1), (0, 1), (-1, 0), (1, 0), (-1, -1), (1, -1), (-1, 1), (1, 1)]¶
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targeting_method: TargetingMethodType = 'tile'¶
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class
Lunge(user: int, tile: scripts.engine.world_objects.tile.Tile, direction: DirectionType)[source]¶ Bases:
scripts.engine.internal.action.SkillLunge skill for an entity
Set the target tile as the current tile since we need to move. N.B. ignores provided tile.
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__init__(user: int, tile: scripts.engine.world_objects.tile.Tile, direction: DirectionType)[source]¶ Set the target tile as the current tile since we need to move. N.B. ignores provided tile.
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delayed_skill_data: Optional[DelayedSkillData] = None¶
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projectile_data: Optional[ProjectileData] = None¶
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shape: ShapeType = 'target'¶
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target_directions: List[DirectionType] = [(0, -1), (0, 1), (-1, 0), (1, 0), (-1, -1), (1, -1), (-1, 1), (1, 1)]¶
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targeting_method: TargetingMethodType = 'direction'¶
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class
Move(user: int, target_tile: scripts.engine.world_objects.tile.Tile, direction)[source]¶ Bases:
scripts.engine.internal.action.SkillBasic move for an entity.
Move needs an init as it overrides the target tile
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__init__(user: int, target_tile: scripts.engine.world_objects.tile.Tile, direction)[source]¶ Move needs an init as it overrides the target tile
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delayed_skill_data: Optional[DelayedSkillData] = None¶
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projectile_data: Optional[ProjectileData] = None¶
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shape: ShapeType = 'target'¶
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target_directions: List[DirectionType] = [(0, -1), (0, 1), (-1, 0), (1, 0)]¶
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targeting_method: TargetingMethodType = 'direction'¶
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class
Splash(user: int, target_tile: scripts.engine.world_objects.tile.Tile, direction: DirectionType)[source]¶ Bases:
scripts.engine.internal.action.SkillSimple projectile attack
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delayed_skill_data: Optional[DelayedSkillData] = None¶
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projectile_data: Optional[ProjectileData] = ProjectileData(creator=0, skill_name='none', skill_instance=None, target_tags=[], direction=None, sprite_paths=TraitSpritePathsData(render_order=<RenderLayer.BOTTOM: 10>, icon='none', idle='skills/projectile.png', attack='none', hit='none', dead='none', move='skills/projectile.png'), speed=10, travel_method='standard', range=3, terrain_collision='fizzle', expiry_type='fizzle')¶
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shape: ShapeType = 'target'¶
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target_directions: List[DirectionType] = [(0, -1), (0, 1), (-1, 0), (1, 0), (-1, -1), (1, -1), (-1, 1), (1, 1)]¶
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targeting_method: TargetingMethodType = 'tile'¶
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class
TarAndFeather(user: int, target_tile: scripts.engine.world_objects.tile.Tile, direction: DirectionType)[source]¶ Bases:
scripts.engine.internal.action.SkillTarAndFeather skill for an entity
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__init__(user: int, target_tile: scripts.engine.world_objects.tile.Tile, direction: DirectionType)[source]¶ Initialize self. See help(type(self)) for accurate signature.
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delayed_skill_data: Optional[DelayedSkillData] = None¶
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projectile_data: Optional[ProjectileData] = ProjectileData(creator=0, skill_name='none', skill_instance=None, target_tags=[], direction=None, sprite_paths=TraitSpritePathsData(render_order=<RenderLayer.BOTTOM: 10>, icon='none', idle='skills/projectile.png', attack='none', hit='none', dead='none', move='skills/projectile.png'), speed=5, travel_method='standard', range=5, terrain_collision='fizzle', expiry_type='fizzle')¶
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shape: ShapeType = 'target'¶
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target_directions: List[DirectionType] = [(0, -1), (0, 1), (-1, 0), (1, 0), (-1, -1), (1, -1), (-1, 1), (1, 1)]¶
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targeting_method: TargetingMethodType = 'tile'¶
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