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authorKevin Hockey <Blitzkev@gmail.com>2010-07-06 21:37:38 (GMT)
committer Kevin Hockey <Blitzkev@gmail.com>2010-07-06 21:37:38 (GMT)
commit7fcac93a9606787c234199b421c2f9e8fa5c8b21 (patch)
tree6bf7bf0c7e648b3c5c84cac37fd20171d4c134e5
parent1faf6dc39683e744f13ce9824c48e4bf95fd8967 (diff)
small fixes to images etc.
-rw-r--r--MAFH2/Actor.py2
-rw-r--r--MAFH2/BattleEngine.py26
-rw-r--r--MAFH2/Hero.py4
-rw-r--r--MAFH2/MagicMenu.py10
-rwxr-xr-xMAFH2/assets/image/puzzle/FireGlyph.gifbin3452 -> 3368 bytes
5 files changed, 21 insertions, 21 deletions
diff --git a/MAFH2/Actor.py b/MAFH2/Actor.py
index 0eda6d6..6ca6963 100644
--- a/MAFH2/Actor.py
+++ b/MAFH2/Actor.py
@@ -7,7 +7,7 @@ class Actor:
self.BAB = 0 #bonus attack power (from battle timer)
self.BAE = 0 #bonus attack power (from equipment)
self.DEF = 1 #base defense power
- self.BDE = 0 #bonus defense power(from equipment)
+ self.BDE = 0 #bonus defense power(from equipment)
self.AL = 0 #Attack Level (0-?)
#returns actor's current attack power
diff --git a/MAFH2/BattleEngine.py b/MAFH2/BattleEngine.py
index 4eee528..361078c 100644
--- a/MAFH2/BattleEngine.py
+++ b/MAFH2/BattleEngine.py
@@ -25,7 +25,7 @@ class BattleEngine(GameEngineElement):
self.enemy_list = []
self.magic_list = []
- self.spellType = 0 #0 = non, 1-4 are spells in order
+ self.spellType = 0 #0 = non, 1-4 are spells in order, 5 is special
self.isMagic = False
self.state = PLAYER_WAIT
self.player_input = '0'
@@ -136,7 +136,6 @@ class BattleEngine(GameEngineElement):
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
-
elif selection == 'fire2':
if(1 in self.magic_list):
self.__attack_phase(menu)
@@ -153,7 +152,6 @@ class BattleEngine(GameEngineElement):
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
-
elif selection == 'fire4':
if(3 in self.magic_list):
self.__attack_phase(menu)
@@ -162,7 +160,6 @@ class BattleEngine(GameEngineElement):
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
-
elif selection == 'lig1':
if(0 in self.magic_list):
self.__attack_phase(menu)
@@ -195,7 +192,6 @@ class BattleEngine(GameEngineElement):
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
-
elif selection == 'miss1':
if(0 in self.magic_list):
self.__attack_phase(menu)
@@ -204,7 +200,6 @@ class BattleEngine(GameEngineElement):
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
-
elif selection == 'miss2':
if(1 in self.magic_list):
self.__attack_phase(menu)
@@ -213,7 +208,6 @@ class BattleEngine(GameEngineElement):
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
-
elif selection == 'miss3':
if(2 in self.magic_list):
self.__attack_phase(menu)
@@ -222,7 +216,6 @@ class BattleEngine(GameEngineElement):
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
-
elif selection == 'miss4':
if(3 in self.magic_list):
self.__attack_phase(menu)
@@ -231,7 +224,6 @@ class BattleEngine(GameEngineElement):
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
-
elif selection == 'heal1':
if(0 in self.magic_list):
self.__attack_phase(menu)
@@ -240,7 +232,6 @@ class BattleEngine(GameEngineElement):
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
-
elif selection == 'heal2':
if(1 in self.magic_list):
self.__attack_phase(menu)
@@ -249,7 +240,6 @@ class BattleEngine(GameEngineElement):
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
-
elif selection == 'heal3':
if(2 in self.magic_list):
self.__attack_phase(menu)
@@ -258,7 +248,6 @@ class BattleEngine(GameEngineElement):
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
-
elif selection == 'heal4':
if(3 in self.magic_list):
self.__attack_phase(menu)
@@ -267,7 +256,6 @@ class BattleEngine(GameEngineElement):
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
-
elif selection == 'wrongchoice':
self.__attack_phase(menu)
@@ -275,6 +263,18 @@ class BattleEngine(GameEngineElement):
# Check to see how much hp enemy has left.
# Enemy Attack
# Check player health
+ hero = self.game_engine.get_object('profile').hero
+ weakness = self.enemy_list[self.active_target]
+ spellTypes = ['none', 'fire', 'lightning', 'missile', 'heal', 'special']
+ bonus = 0
+ if spellTypes[self.spellType] == weakness:
+ bonus = 60
+
+
+
+
+
+
self.state = PLAYER_WAIT
self.magic_list = []
print("in __attack_phase")
diff --git a/MAFH2/Hero.py b/MAFH2/Hero.py
index f55ccac..c0cc49b 100644
--- a/MAFH2/Hero.py
+++ b/MAFH2/Hero.py
@@ -1,9 +1,9 @@
from Actor import Actor
from Items import get_item
-#######################################################################
+#########################################################################
#Hero class - represents the player in battle and holds all of their data
-##########################################################################
+#########################################################################
class Hero(Actor):
def __init__(self):
Actor.__init__(self)
diff --git a/MAFH2/MagicMenu.py b/MAFH2/MagicMenu.py
index 68d9275..26ec022 100644
--- a/MAFH2/MagicMenu.py
+++ b/MAFH2/MagicMenu.py
@@ -131,10 +131,10 @@ class Menu(object):
heal = []
- fire = Spritesheet(PUZZLE_PATH + "FireGlyph.gif").img_extract(2,2,137,147,pygame.Color(255,0,255))
- lightning = Spritesheet(PUZZLE_PATH + "LightningGlyph.gif").img_extract(2,2,137,147,pygame.Color(255,0,255))
- missile = Spritesheet(PUZZLE_PATH + "MissileGlyph.gif").img_extract(2,2,137,147,pygame.Color(255,0,255))
- heal = Spritesheet(PUZZLE_PATH + "HealGlyph.gif").img_extract(2,2,137,147,pygame.Color(255,0,255))
+ fire = Spritesheet(PUZZLE_PATH + "FireGlyph.gif").img_extract(2,2,150,150,pygame.Color(255,0,255))
+ lightning = Spritesheet(PUZZLE_PATH + "LightningGlyph.gif").img_extract(2,2,150,150,pygame.Color(255,0,255))
+ missile = Spritesheet(PUZZLE_PATH + "MissileGlyph.gif").img_extract(2,2,150,150,pygame.Color(255,0,255))
+ heal = Spritesheet(PUZZLE_PATH + "HealGlyph.gif").img_extract(2,2,150,150,pygame.Color(255,0,255))
if(spelltype == 0):
#fire attack
@@ -237,7 +237,7 @@ class Menu(object):
# Draw reference glyphs
for i in range(4):
if i in self.magic_list:
- surface.blit(self.glyphs[i], (785+((i%2) * 137), 350+(i/2 * 147)))
+ surface.blit(self.glyphs[i], (800+((i%2) * 150), 350+(i/2 * 150)))
def update(self, event):
"""Update the menu and get input for the menu."""
diff --git a/MAFH2/assets/image/puzzle/FireGlyph.gif b/MAFH2/assets/image/puzzle/FireGlyph.gif
index 431ec25..811f2c4 100755
--- a/MAFH2/assets/image/puzzle/FireGlyph.gif
+++ b/MAFH2/assets/image/puzzle/FireGlyph.gif
Binary files differ