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effects.py
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from enum import Enum
class EffectTrigger(Enum):
ON_HIT = 0
HEADS_HIT = 1
ClASH_WIN = 2
ON_USE = 3
COMBAT_START = 4
BEFORE_HIT = 5
BEFORE_ATTACK = 6
TAILS_HIT = 7
ClASH_LOSE = 8
BEFORE_DAMAGE = 9
ON_CLASH = 10
class EffectDetails(Enum):
INFLICT_STATUS = 0
GAIN_STATUS = 1
INFLICT_STATUS_NEXT_TURN = 2
GAIN_STATUS_NEXT_TURN = 3
APPLY_STATUS_COUNT = 4
GAIN_STATUS_COUNT = 5
APPLY_STATUS_COUNT_NEXT_TURN = 6
GAIN_STATUS_COUNT_NEXT_TURN = 7
RAISE_ATTACK_DAMAGE_MULT = 8
COIN_DMG_MULT = 9
COIN_POWER = 10
HEAL_FOR_DAMAGE = 11
RAISE_NEXT_COIN = 12
BOOST_STATUS_OF_FUTURE_COIN = 13
GIVE_STATUS_TO_LOWEST_ALLY = 14
SKILL_POWER = 15
GIVE_STATUS_TO_SLOWEST_ALLY = 16
BURST_TREMOR = 17
RAISE_STAGGER_BY_DAMAGE = 18
APPLY_STATUS_TO_RANDOM_ENEMIES = 19
REPEAT_COIN = 20
SPEND_AMMO = 21
LOSE_HP = 22
DEAL_PERCENT_BONUS_DAMAGE = 23
DOUBLE_CRIT_CHANCE = 24
LOWER_SELF_STAGGER_BY_DAMAGE = 25
TARGET_RANDOM = 26
REMOVE_STATUS = 27
ADDED_DAMAGE = 28
LOSE_PERCENT_HP = 29
NEG_SP_TO_CRIT = 30
HEAL_SP = 31
TARGET_LOSE_SP = 32
REDUCE_CLASH_POWER = 33
class EffectCondition(Enum):
TARGET_HAS_STATUS_OF_AMOUNT = 1
SPEED_IS_HIGHER = 2
TARGET_ABOVE_HP = 3
TOOK_NO_DAMAGE_LAST_TURN = 4
TARGET_TAKEN_DAMAGE= 5
SPEED_AT_LEAST_X = 7
SELF_HAS_STATUS_OF_AMOUNT = 8
TOOK_NO_DAMAGE_THIS_TURN = 9
TARGET_BELOW_HP = 10
ON_CRIT = 11
SELF_BELOW_HP = 12
TARGET_HAS_LESS_STATUS_OF_AMOUNT = 13
SPEND_CHARGE = 14
TARGET_HAS_STATUS_OF_COUNT = 15
SELF_HAS_STATUS_BELOW_COUNT = 16
ON_COIN = 17
GOT_HEADS = 18
TARGET_HAS_LESS_THAN_SP = 19
SELF_HAS_LESS_THAN_SP = 20
SELF_HAS_MORE_THAN_SP = 21
class CoinEffect(Enum):
HEAL = 0
RAISE_STAGGER = 1
DEAL_PERCENT_DAMAGE = 2
LOWER_OWN_STAGGER = 3
PHASE_4_DAMAGE = 4