pyrogue package¶
Submodules¶
pyrogue.animals module¶
pyrogue.astar module¶
pyrogue.creature_families module¶
pyrogue.creatures module¶
pyrogue.dungeon_features module¶
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class
pyrogue.dungeon_features.Door[source]¶ Bases:
pyrogue.dungeon_features.Feature-
describe= False¶
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name= 'door'¶
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class
pyrogue.dungeon_features.Feature[source]¶ Bases:
object-
block_type= '.'¶
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color= 13¶
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describe= True¶ Dungeon features (stairs, fountains, doors, etc).
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name= '>>no name<<'¶
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potentially_passable= True¶
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tile= '@'¶
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class
pyrogue.dungeon_features.SmallFire[source]¶ Bases:
pyrogue.dungeon_features.Feature-
color= 9¶
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name= 'small fire'¶
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tile= '#'¶
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class
pyrogue.dungeon_features.Staircase(direction)[source]¶ Bases:
pyrogue.dungeon_features.Feature-
block_type= '.'¶
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color= 7¶
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name= 'staircase'¶
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pyrogue.dungeon_gen module¶
pyrogue.dungeons module¶
pyrogue.fov module¶
fov.py - Field-of-view calculation for Pyro.
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class
pyrogue.fov.FOVMap(width, height, blocked_function)[source]¶ Bases:
object-
FOVList(x, y, radius)[source]¶ Return a list of squares that are in view from (x, y) within the given radius.
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LOSExists(x1, y1, x2, y2)[source]¶ Return whether a line of sight exists between (x1, y1) and (x2, y2).
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cast_fov(cx, cy, row, start, end, radius, xx, xy, yx, yy)[source]¶ Lightcasting function for a single octant.
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mult= [[1, 0, 0, -1, -1, 0, 0, 1], [0, 1, -1, 0, 0, -1, 1, 0], [0, 1, 1, 0, 0, -1, -1, 0], [1, 0, 0, 1, -1, 0, 0, -1]]¶
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pyrogue.humanoids module¶
pyrogue.imps module¶
pyrogue.io_curses module¶
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class
pyrogue.io_curses.IOWrapper(stdscr)[source]¶ Bases:
object-
AnimateAreaEffect(tx, ty, radius, char, color)[source]¶ Show a ‘Ball’ effect, returning the affected points
- Args
- tx (int) : x position ty (int) : y position radius (int) radius in squares char (char): character to draw color (curses color): mapped in util
- Returns
- pts affected (As calculated by fov.Ball
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ChoiceWindow(title='Menu', msg=[['H', 'Hello This is a very long option consisting of lots of words', 'Description of Hello'], ['W', 'World', 'Description of World, which is quite a lot of text.\nIt should wrap around as a test.'], ['A', 'A', 'A'], ['B', 'B', 'B'], ['C', 'C', 'C'], ['D', 'D', 'D'], ['E', 'E', 'E'], ['F', 'F', 'F'], ['G', 'G', 'G'], ['H', 'H', 'H'], ['I', 'I', 'I'], ['J', 'J', 'J'], ['K', 'K', 'K'], ['L', 'L', 'L'], ['M', 'M', 'M'], ['N', 'N', 'N'], ['O', 'O', 'O'], ['P', 'P', 'P'], ['Q', 'Q', 'Q'], ['R', 'R', 'R'], ['S', 'S', 'S'], ['T', 'T', 'T'], ['U', 'U', 'U'], ['V', 'V', 'V'], ['W', 'W', 'W'], ['X', 'X', 'X'], ['Y', 'Y', 'Y'], ['Z', 'Z', 'Z'], ['1', '1', '1'], ['2', '2', '2'], ['3', '3', '3'], ['4', '4', '4'], ['5', '5', '5'], ['6', '6', '6'], ['7', '7', '7'], ['9', '9', '9'], ['1', '10', '10'], ['1', '11', '11'], ['1', '12', '12'], ['1', '13', '13'], ['1', '14', '14']], cmds=None)[source]¶ Popup Panel with List of Choices
- params:
- msg: list of lists, each containing [ char/shortcut, string ]
win: list, up/down highlights, half-width win2: description
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GetChoice(item_list, prompt='Choose one: ', nohelp=False, nocancel=True)[source]¶ Allow the player to choose from a list of options with descriptions.
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GetDirectionOrTarget(caster, target_range=None)[source]¶ Return a direction or a target for targetting.
- Returns
- class TargettingCommand:
- mode = ‘x’ # x = cancel, t = mob, d = direction direction = [0,0] target = None path = [] blocked = []
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GetItemFromInventory(mob, prompt=None, equipped=False, types='', notoggle=False)[source]¶ Ask the player to choose an item from inventory.
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GetLocation(prompt='Choose a location')[source]¶ Ask the player to specify a square in the current level.
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GetString(prompt, x=0, y=0, pattr=3, iattr=3, max_length=999, noblank=False, nostrip=False, mask=None)[source]¶ Prompt the user for a string and return it.
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GetTarget(prompt='Select a target', LOS=True, target=None, target_range=None)[source]¶ Ask the player to target a mob.
Returns: a creature selected for targetting (path, blocked) : list of Squares in the path, list of blocked squres Return type: mob
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Menu(items=[], x=0, y=0, doublewide=False, extra_opts='', prompt='Choose an option $opts$: ', question='', attr=3, key_attr=11, prompt_attr=11)[source]¶ Display a list of options to the user and get their choice.
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Message(msg, attr=3, nowait=False, forcewait=False)[source]¶ Display a message to the player, wrapping and pausing if necessary.
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MsgWindow(msg=['a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', '1', '2', '3', '4', '5', '6', '7', '8', '9', '10', '11', '12', '13', '14', '15'])[source]¶ Popup Panel with text
- params:
- msg: list of strings - display one per line center: boolean - if true, center the message
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pyrogue.kobolds module¶
pyrogue.magic module¶
magic.py - Magic spells and effects for Pyro
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class
pyrogue.magic.AgilitySpell[source]¶ Bases:
pyrogue.magic.SelfBuffSpell-
desc= "Improves the caster's hand-eye coordination for a brief time."¶
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harmful= False¶
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level= 1¶
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mp_cost= 3¶
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name= 'Agility'¶
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shortcut= 'agi'¶
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class
pyrogue.magic.AreaEffectSpell[source]¶ Bases:
pyrogue.magic.SpellSpells that affect an area
- Requirements:
- area affect:
- direction: go until you hit something or end of range target: hit the target if visible
- bolt
- direction: go until you hit something or end of range target: go towards target or end of range
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class
pyrogue.magic.Blink[source]¶ Bases:
pyrogue.magic.TeleportSpell-
desc= 'Teleports the caster short distances'¶
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harmful= False¶
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level= 2¶
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mp_cost= 3¶
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name= 'Blink'¶
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radius= 5¶
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range= 999¶
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shortcut= 'bnk'¶
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class
pyrogue.magic.BoltSpell[source]¶ Bases:
pyrogue.magic.SpellSpells that fire a projectile by line-of-sight toward the target mob.
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class
pyrogue.magic.Buff[source]¶ Bases:
pyrogue.magic.EffectA beneficial effect that targets a creature.
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class
pyrogue.magic.ConfuseOther[source]¶ Bases:
pyrogue.magic.OtherEffectSpell-
damage_type= 'confusion'¶
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desc= 'Confuse the other guy'¶
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harmful= True¶
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level= 1¶
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mp_cost= 1¶
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name= 'Confuse Other'¶
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projectile_char= '*'¶
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projectile_color= 14¶
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range= 20¶
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shortcut= 'cot'¶
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class
pyrogue.magic.ConfuseOtherBuff(amount=1, desc='Confusion')[source]¶ Bases:
pyrogue.magic.Buff-
name= 'Confusion'¶
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class
pyrogue.magic.DexBuff(amount=1, desc='Agility')[source]¶ Bases:
pyrogue.magic.Buff-
name= 'Agility'¶
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class
pyrogue.magic.Effect[source]¶ Bases:
object-
duration= None¶
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power= 0¶
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type= 'none'¶ Some temporary mod that can apply to creatures, items, etc.
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class
pyrogue.magic.EquipStatBonus(item, stat, power)[source]¶ Bases:
pyrogue.magic.EffectBonus to a stat gained from equipping an item.
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class
pyrogue.magic.FireBall[source]¶ Bases:
pyrogue.magic.AreaEffectSpell-
damage_type= 'fire'¶
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desc= 'A ball of fire, radius=3'¶
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harmful= True¶
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level= 9¶
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mp_cost= 15¶
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name= 'Fire Ball'¶
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projectile_char= '*'¶
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projectile_color= 9¶
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radius= 3¶
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range= 11¶
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shortcut= 'fbt'¶
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class
pyrogue.magic.FireBolt[source]¶ Bases:
pyrogue.magic.BoltSpell-
damage_type= 'fire'¶
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desc= 'A bolt of fire'¶
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harmful= True¶
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level= 4¶
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mp_cost= 7¶
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name= 'Fire Bolt'¶
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projectile_char= '*'¶
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projectile_color= 9¶
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radius= 1¶
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range= 9¶
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shortcut= 'fbt'¶
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class
pyrogue.magic.IceBall[source]¶ Bases:
pyrogue.magic.AreaEffectSpell-
damage_type= 'ice'¶
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desc= 'A ball of ice, radius=3'¶
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harmful= True¶
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level= 7¶
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mp_cost= 11¶
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name= 'Ice Ball'¶
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projectile_char= '*'¶
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projectile_color= 15¶
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radius= 3¶
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range= 9¶
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shortcut= 'ibt'¶
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class
pyrogue.magic.IceBolt[source]¶ Bases:
pyrogue.magic.BoltSpell-
damage_type= 'ice'¶
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desc= 'A bolt of ice'¶
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harmful= True¶
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level= 3¶
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mp_cost= 5¶
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name= 'Ice Bolt'¶
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projectile_char= '*'¶
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projectile_color= 15¶
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radius= 1¶
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range= 7¶
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shortcut= 'ibt'¶
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class
pyrogue.magic.LightningBall[source]¶ Bases:
pyrogue.magic.AreaEffectSpell-
damage_type= 'electricty'¶
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desc= 'A ball of lightning, radius=3'¶
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harmful= True¶
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level= 3¶
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mp_cost= 7¶
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name= 'Lightning Ball'¶
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projectile_char= '*'¶
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projectile_color= 14¶
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radius= 3¶
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range= 5¶
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shortcut= 'lba'¶
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class
pyrogue.magic.LightningBolt[source]¶ Bases:
pyrogue.magic.BoltSpell-
damage_type= 'electricty'¶
-
desc= 'A bolt of lightning'¶
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harmful= True¶
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level= 2¶
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mp_cost= 3¶
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name= 'Lightning Bolt'¶
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projectile_char= '*'¶
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projectile_color= 14¶
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radius= 1¶
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range= 7¶
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shortcut= 'lbt'¶
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class
pyrogue.magic.MagicBall[source]¶ Bases:
pyrogue.magic.AreaEffectSpell-
damage_type= ''¶
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desc= 'A ball of magic, radius=3'¶
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harmful= True¶
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level= 2¶
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mp_cost= 3¶
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name= 'Magic Ball'¶
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projectile_char= '*'¶
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projectile_color= 11¶
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radius= 3¶
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range= 5¶
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shortcut= 'mba'¶
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class
pyrogue.magic.MagicMissile[source]¶ Bases:
pyrogue.magic.BoltSpell-
damage_type= ''¶
-
desc= "A small bolt of arcane energy leaps from the caster's finger and strikes the target. The damage is light, but cannot be resisted."¶
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harmful= True¶
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level= 1¶
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mp_cost= 1¶
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name= 'Magic Missile'¶
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projectile_char= '-|/\\'¶
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projectile_color= 9¶
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range= 7¶
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shortcut= 'mis'¶
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class
pyrogue.magic.OtherEffectSpell[source]¶ Bases:
pyrogue.magic.SpellSpells that place a temporary effect on a target
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class
pyrogue.magic.SelfBuffSpell[source]¶ Bases:
pyrogue.magic.SpellSpells that confer a temporary effect upon the caster.
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harmful= False¶
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class
pyrogue.magic.SleepOther[source]¶ Bases:
pyrogue.magic.OtherEffectSpell-
damage_type= 'sleep'¶
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desc= 'Make the other guy sleep'¶
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harmful= True¶
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level= 1¶
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mp_cost= 1¶
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name= 'Sleep Other'¶
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projectile_char= '*'¶
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projectile_color= 14¶
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range= 20¶
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shortcut= 'sot'¶
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class
pyrogue.magic.SleepOtherBuff(desc='Cause Sleep')[source]¶ Bases:
pyrogue.magic.Buff-
name= 'Sleep'¶
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class
pyrogue.magic.SlowOther[source]¶ Bases:
pyrogue.magic.OtherEffectSpell-
damage_type= 'speed'¶
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desc= 'Slow the other guy'¶
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harmful= True¶
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level= 1¶
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mp_cost= 1¶
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name= 'Slow Other'¶
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projectile_char= '*'¶
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projectile_color= 14¶
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range= 20¶
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shortcut= 'wot'¶
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class
pyrogue.magic.SpeedBuff(amount=1, desc='Speed')[source]¶ Bases:
pyrogue.magic.Buff-
name= 'Speed'¶
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class
pyrogue.magic.StrBuff(amount=1, desc='Might')[source]¶ Bases:
pyrogue.magic.Buff-
name= 'Might'¶
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pyrogue.player module¶
pyrogue.pyro module¶
pyrogue.pyro_items module¶
pyro_items.py - Pyro things and objects
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class
pyrogue.pyro_items.Ammunition[source]¶ Bases:
pyrogue.pyro_items.Weapon-
color= 3¶
-
equip_slot= 'projectile'¶
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projectile_char= '-|/\\'¶
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tile= '|'¶
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type= 'Ammunition/Thrown Weapons'¶
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class
pyrogue.pyro_items.Amulet[source]¶ Bases:
pyrogue.pyro_items.Jewelry-
equip_slot= 'neck'¶
-
tile= '"'¶
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type= 'Amulets'¶
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class
pyrogue.pyro_items.Armor[source]¶ Bases:
pyrogue.pyro_items.Item-
color= 3¶
-
material= None¶
-
prefix= None¶
-
suffix= None¶
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tile= '['¶
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type= 'Armor'¶
-
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class
pyrogue.pyro_items.Arrow[source]¶ Bases:
pyrogue.pyro_items.Ammunition-
damage_type= 'pierce'¶
-
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class
pyrogue.pyro_items.BattleAxe[source]¶ Bases:
pyrogue.pyro_items.MeleeWeapon-
desc= 'A large, heavy, two-bladed axe used for hacking at the foe.'¶
-
name= 'battle axe'¶
-
weight= 5.0¶
-
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class
pyrogue.pyro_items.Bludgeon(damage=None, speed=None)[source]¶ Bases:
pyrogue.pyro_items.MeleeAttackType-
name= 'bludgeon'¶
-
range= 1¶
-
verbs= ['swings at', 'clubs', 'bludgeons']¶
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verbs_sp= ['swing at', 'club', 'bludgeon']¶
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class
pyrogue.pyro_items.BodyArmor[source]¶ Bases:
pyrogue.pyro_items.Armor-
equip_slot= 'torso'¶
-
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class
pyrogue.pyro_items.Boots[source]¶ Bases:
pyrogue.pyro_items.Armor-
equip_slot= 'feet'¶
-
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class
pyrogue.pyro_items.Bow[source]¶ Bases:
pyrogue.pyro_items.MissileWeapon-
range= 8¶
-
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class
pyrogue.pyro_items.BowAttackType(damage=None, speed=None, range=1)[source]¶ Bases:
pyrogue.pyro_items.AttackTypeSome mode of melee attack.
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Attempt(attacker, target)[source]¶ Attempt this attack on the given target.
Parameters: - attacker – a Creature
- target – a Creature
Returns: true if attack successful, else false
-
damage= '1d3'¶
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damage_type= 'physical'¶
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speed= 100¶
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class
pyrogue.pyro_items.ChainArmor[source]¶ Bases:
pyrogue.pyro_items.Armor-
color= 6¶
-
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class
pyrogue.pyro_items.ChainShirt[source]¶ Bases:
pyrogue.pyro_items.BodyArmor,pyrogue.pyro_items.ChainArmor-
armor_points= 9¶
-
desc= 'A long shirt of interlocking metal rings covering the torso and legs.'¶
-
name= 'chain shirt'¶
-
weight= 6.0¶
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class
pyrogue.pyro_items.Chop(damage=None, speed=None)[source]¶ Bases:
pyrogue.pyro_items.MeleeAttackType-
name= 'chop'¶
-
range= 1¶
-
verbs= ['hacks at', 'chops', 'cleaves']¶
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verbs_sp= ['hack at', 'chop', 'cleave']¶
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class
pyrogue.pyro_items.ClothArmor[source]¶ Bases:
pyrogue.pyro_items.Armor
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class
pyrogue.pyro_items.ClothGloves[source]¶ Bases:
pyrogue.pyro_items.Gloves,pyrogue.pyro_items.ClothArmor-
armor_points= 2¶
-
desc= 'A pair of cloth gloves offering slight protection.'¶
-
name= 'gloves'¶
-
weight= 0.5¶
-
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class
pyrogue.pyro_items.Club[source]¶ Bases:
pyrogue.pyro_items.MeleeWeapon-
color= 3¶
-
desc= 'A stout length of wood, heavier at one end. About as low-tech as it gets.'¶
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name= 'club'¶
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weight= 4.0¶
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class
pyrogue.pyro_items.Dagger[source]¶ Bases:
pyrogue.pyro_items.MeleeWeapon-
desc= "A small blade about a foot long with a sharp tip, used for stabbing. It is very quick, but doesn't do much damage."¶
-
name= 'dagger'¶
-
weight= 1.0¶
-
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class
pyrogue.pyro_items.DefaultAttack(damage=None, speed=None)[source]¶ Bases:
pyrogue.pyro_items.MeleeAttackType-
damage= '1d2'¶
-
name= 'attack'¶
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verbs= ['attacks', 'hits', 'whacks']¶
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verbs_sp= ['attack', 'hit', 'whack']¶
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class
pyrogue.pyro_items.EnchantWeaponDamageScroll[source]¶ Bases:
pyrogue.pyro_items.Scroll-
name= 'scroll of enchant weapon II'¶
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class
pyrogue.pyro_items.EnchantWeaponToHitScroll[source]¶ Bases:
pyrogue.pyro_items.Scroll-
name= 'scroll of enchant weapon I'¶
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class
pyrogue.pyro_items.GiantStrengthPotion[source]¶ Bases:
pyrogue.pyro_items.MightPotion-
bonus= 8¶
-
color= 11¶
-
duration= 10000¶
-
name= 'potion of giant strength'¶
-
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class
pyrogue.pyro_items.Gloves[source]¶ Bases:
pyrogue.pyro_items.Armor-
equip_slot= 'hands'¶
-
-
class
pyrogue.pyro_items.GreatSword[source]¶ Bases:
pyrogue.pyro_items.MeleeWeapon-
desc= 'A huge, heavy sword with a blunt tip, used for slashing and crushing. It is slow but very powerful.'¶
-
melee_twohand= True¶
-
name= 'greatsword'¶
-
weight= 8.0¶
-
-
class
pyrogue.pyro_items.Helm[source]¶ Bases:
pyrogue.pyro_items.Armor-
equip_slot= 'head'¶
-
-
class
pyrogue.pyro_items.IronArrow[source]¶ Bases:
pyrogue.pyro_items.Arrow-
color= 1¶
-
desc= "It's an iron arrow."¶
-
name= 'iron arrow'¶
-
weight= 0.1¶
-
-
class
pyrogue.pyro_items.Item[source]¶ Bases:
objectInanimate objects
-
armor_points= 0¶
-
damage_bonus= 0¶
-
desc= 'A Generic Item'¶
-
equip_effects= []¶
-
hit_bonus= 0¶
-
identified= False¶
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material= None¶
-
melee_attack= <pyrogue.pyro_items.DefaultAttack object>¶
-
melee_twohand= False¶
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name= '>>Generic Item<<'¶
-
prefix= None¶
-
quantity= 1¶
-
rarity= 1.0¶
-
suffix= None¶
-
thrown_damage= '1d2'¶
-
type= 'Other'¶
-
weight= 1.0¶
-
-
class
pyrogue.pyro_items.Jerkin[source]¶ Bases:
pyrogue.pyro_items.BodyArmor,pyrogue.pyro_items.LeatherArmor-
armor_points= 7¶
-
desc= 'This leather jerkin provides protection from physical attack, while giving the wearer freedom of movement.'¶
-
name= 'jerkin'¶
-
weight= 3.0¶
-
-
class
pyrogue.pyro_items.Jewelry[source]¶ Bases:
pyrogue.pyro_items.Item-
evade= 0¶
-
protect= 0¶
-
type= 'Jewelry'¶
-
-
class
pyrogue.pyro_items.Lash(damage=None, speed=None)[source]¶ Bases:
pyrogue.pyro_items.MeleeAttackType-
name= 'lash'¶
-
range= 1¶
-
verbs= ['lashes at', 'whips', 'scourges']¶
-
verbs_sp= ['lash at', 'whip', 'scourge']¶
-
-
class
pyrogue.pyro_items.LeatherArmor[source]¶ Bases:
pyrogue.pyro_items.Armor-
color= 3¶
-
-
class
pyrogue.pyro_items.LongSword[source]¶ Bases:
pyrogue.pyro_items.MeleeWeapon-
desc= 'A long sword, slightly over two feet long. It is mostly used for slashing attacks, and is somewhat slower and more powerful than a short sword.'¶
-
name= 'long sword'¶
-
weight= 4.0¶
-
-
class
pyrogue.pyro_items.MeleeAttackType(damage=None, speed=None)[source]¶ Bases:
pyrogue.pyro_items.AttackTypeSome mode of melee attack.
-
Attempt(attacker, target)[source]¶ Attempt this attack on the given target.
Parameters: - attacker – a Creature
- target – a Creature
Returns: true if attack successful, else false
-
damage= '1d3'¶
-
damage_type= 'physical'¶
-
range= 1¶
-
speed= 100¶
-
-
class
pyrogue.pyro_items.MeleeWeapon[source]¶ Bases:
pyrogue.pyro_items.Weapon-
color= 14¶
-
equip_slot= 'melee weapon'¶
-
range= 1¶
-
tile= '('¶
-
type= 'Melee Weapons'¶
-
-
class
pyrogue.pyro_items.MightPotion[source]¶ Bases:
pyrogue.pyro_items.Potion-
bonus= 3¶
-
color= 3¶
-
duration= 20000¶
-
name= 'potion of might'¶
-
-
class
pyrogue.pyro_items.MinorHealPotion[source]¶ Bases:
pyrogue.pyro_items.Potion-
color= 9¶
-
healing= '1d3+3'¶
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name= 'minor potion of healing'¶
-
-
class
pyrogue.pyro_items.MissileWeapon[source]¶ Bases:
pyrogue.pyro_items.Weapon-
color= 3¶
-
equip_slot= 'missile weapon'¶
-
fire_damage= '1d2'¶
-
fire_speed= 100¶
-
tile= '{'¶
-
type= 'Missile Weapons'¶
-
verbs= ['shoots', 'shoots', 'shoots']¶
-
verbs_sp= ['shoot', 'shoot', 'shoot']¶
-
-
class
pyrogue.pyro_items.PlateArmor[source]¶ Bases:
pyrogue.pyro_items.Armor-
color= 14¶
-
-
class
pyrogue.pyro_items.PlateMail[source]¶ Bases:
pyrogue.pyro_items.BodyArmor,pyrogue.pyro_items.PlateArmor-
armor_points= 12¶
-
desc= 'A very heavy suit of metal plates. It provides excellent protection, but limits movement significantly.'¶
-
name= 'plate armor'¶
-
weight= 10.0¶
-
-
class
pyrogue.pyro_items.Potion[source]¶ Bases:
pyrogue.pyro_items.Item-
desc= 'A small vial with a magical concoction inside.'¶
-
tile= '!'¶
-
type= 'Potions'¶
-
weight= 0.2¶
-
-
class
pyrogue.pyro_items.Punch(damage=None, speed=None)[source]¶ Bases:
pyrogue.pyro_items.MeleeAttackType-
damage= '1d2'¶
-
name= 'punch'¶
-
range= 1¶
-
speed= 150¶
-
verbs= ['swings at', 'punches', 'clocks']¶
-
verbs_sp= ['swing at', 'punch', 'clock']¶
-
-
class
pyrogue.pyro_items.Ring[source]¶ Bases:
pyrogue.pyro_items.Jewelry-
equip_slot= 'finger'¶
-
tile= '='¶
-
type= 'Rings'¶
-
-
class
pyrogue.pyro_items.RingOfStrength[source]¶ Bases:
pyrogue.pyro_items.Ring-
color= 9¶
-
name= 'ring of strength'¶
-
-
class
pyrogue.pyro_items.Robe[source]¶ Bases:
pyrogue.pyro_items.BodyArmor,pyrogue.pyro_items.ClothArmor-
armor_points= 5¶
-
desc= "This long, flowing robe does not hinder the wearer's movements, but the cloth provides only very minimal protection against physical attack."¶
-
name= 'robe'¶
-
weight= 1.0¶
-
-
class
pyrogue.pyro_items.Scroll[source]¶ Bases:
pyrogue.pyro_items.Item-
color= 15¶
-
desc= 'A scroll'¶
-
tile= '?'¶
-
type= 'Scrolls'¶
-
weight= 0.1¶
-
-
class
pyrogue.pyro_items.SelfImprovementScroll[source]¶ Bases:
pyrogue.pyro_items.Scroll-
name= 'scroll of self-improvement'¶
-
-
class
pyrogue.pyro_items.ShortBow[source]¶ Bases:
pyrogue.pyro_items.Bow-
desc= 'A small, simple bow constructed from a single piece of wood. It is not as powerful as a longbow, but is lighter and easier to manage.'¶
-
name= 'short bow'¶
-
range= 8¶
-
weight= 3.0¶
-
-
class
pyrogue.pyro_items.ShortSword[source]¶ Bases:
pyrogue.pyro_items.MeleeWeapon-
desc= 'A sword about eighteen inches long with a sharp tip, designed for slashing and stabbing.'¶
-
name= 'short sword'¶
-
weight= 3.0¶
-
-
class
pyrogue.pyro_items.Slash(damage=None, speed=None)[source]¶ Bases:
pyrogue.pyro_items.MeleeAttackType-
name= 'slash'¶
-
range= 1¶
-
verbs= ['swings at', 'slashes', 'slices']¶
-
verbs_sp= ['swing at', 'slash', 'slice']¶
-
-
class
pyrogue.pyro_items.SmallBag[source]¶ Bases:
pyrogue.pyro_items.Tool-
name= 'small bag'¶
-
reduction= 0.05¶
-
slots= 10¶
-
type= 'Tools'¶
-
-
class
pyrogue.pyro_items.Stab(damage=None, speed=None)[source]¶ Bases:
pyrogue.pyro_items.MeleeAttackType-
name= 'stab'¶
-
range= 1¶
-
verbs= ['pokes at', 'stabs', 'impales']¶
-
verbs_sp= ['poke at', 'stab', 'impale']¶
-
-
class
pyrogue.pyro_items.Tool[source]¶ Bases:
pyrogue.pyro_items.Item-
color= 3¶
-
tile= '~'¶
-
type= 'Tools'¶
-
-
class
pyrogue.pyro_items.Weapon[source]¶ Bases:
pyrogue.pyro_items.Item
-
class
pyrogue.pyro_items.Whip[source]¶ Bases:
pyrogue.pyro_items.MeleeWeapon-
color= 3¶
-
desc= 'This weapon does little damage, and is somewhat slow to attack with.'¶
-
name= 'whip'¶
-
weight= 1.0¶
-
-
class
pyrogue.pyro_items.WoodArrow[source]¶ Bases:
pyrogue.pyro_items.Arrow-
desc= 'A long, straight wooden shaft, feathered at one end and pointed at the other, meant to be fired from a bow.'¶
-
name= 'wooden arrow'¶
-
weight= 0.02¶
-
-
pyrogue.pyro_items.random_armor(level, a=None, nospecial=False)[source]¶ Return a random piece of armor for the given level.
-
pyrogue.pyro_items.random_item(level)[source]¶ Return a random item suitable for the given character level.
pyrogue.rodents module¶
pyrogue.strings module¶
strings.py - Multi-language support for Pyro.
-
class
pyrogue.strings.English[source]¶ Bases:
object-
archdesc_disdwarf= "Dwarves are said to horde vast treasures in their mountan halls. In keeping with the Dwarves' affinity with the earth, rare gems and precious metals are especially prized. The Treasure Hunter is a tough-as-nails explorer who braves the dangers of the dungeon to retrieve the raw materials used by Dwarven smiths in their incomparable craftwork. His skills are focused on observation and survival."¶
-
archdesc_diself= "Although the Elves never grow old, they are not quite immortal and can die by violence. Perhaps this fact, together with the Elves' naturally subtle disposition, explains why so many who choose to risk their lives in the dungeons follow the underworld god Dis. Enchanters are versatile characters with a wide selection of spells, though not as powerful as those of the Wizard."¶
-
archdesc_dishuman= 'Krol does not have a monopoly on violence--the Humans who follow the underworld god Dis are as deadly, and are perhaps even more feared for their mystery and subtlety. The Assassin is a master of stealth and treachery, preferring to strike his enemy by surprise, and if possible, to finish the job with the first blow.'¶
-
archdesc_kroldwarf= 'The Dwarves were old when the Humans and Elves arrived thousands of years ago, and the Dwarves will remain in their stone halls when the other races have come and gone. The Warrior embodies the steadfast determination of his Dwarven ancestors. He can withstand tremendous physical punishment, and his offensive skills are formidable.'¶
-
archdesc_krolelf= 'It is true that Krol values superior force over subtlety, but it would be a mistake to assume that all his followers are unsophisticated brutes. The Wizard harnesses his formidable intellect to wield magical energies of tremendous power. Though physically unimposing, the Wizard is the most powerful destructive force in the natural world.'¶
-
archdesc_krolhuman= 'Humans have the briefest lives of all the natural races, which perhaps explains the fervor with which the Berserker serves his god Krol. Unmatched in physical ferocity, the Berserker throws himself into battle without hesitation, consumed by the desire to kill for his god.'¶
-
archname_disdwarf= 'Dwarf of Dis (Treasure Hunter)'¶
-
archname_disdwarf_short= 'Treasure Hunter'¶
-
archname_diself= 'Elf of Dis (Enchanter)'¶
-
archname_diself_short= 'Enchanter'¶
-
archname_dishuman= 'Human of Dis (Assassin)'¶
-
archname_dishuman_short= 'Assassin'¶
-
archname_kroldwarf= 'Dwarf of Krol (Warrior)'¶
-
archname_kroldwarf_short= 'Warrior'¶
-
archname_krolelf= 'Elf of Krol (Wizard)'¶
-
archname_krolelf_short= 'Wizard'¶
-
archname_krolhuman= 'Human of Krol (Berserker)'¶
-
archname_krolhuman_short= 'Berserker'¶
-
cmdname_ascend= 'Ascend staircase'¶
-
cmdname_autorest= 'Rest 100 turns or until healed'¶
-
cmdname_autorun= 'Auto-run'¶
-
cmdname_cast= 'Cast a spell'¶
-
cmdname_cheat= 'Cheat menu'¶
-
cmdname_descend= 'Descend staircase'¶
-
cmdname_detailedplayerstats= 'Detailed character info'¶
-
cmdname_drop= 'Drop an item'¶
-
cmdname_equipment= 'View equipped items'¶
-
cmdname_examine= 'Examine an item'¶
-
cmdname_fire= 'Fire equipped missile weapon'¶
-
cmdname_help= 'List all commands'¶
-
cmdname_inventory= 'View inventory'¶
-
cmdname_message_log= 'Message log'¶
-
cmdname_openclosedoor= 'Open or close a door'¶
-
cmdname_pickup= 'Pick up items'¶
-
cmdname_quaff= 'Quaff a potion'¶
-
cmdname_quit= 'Quit'¶
-
cmdname_read= 'Read a scroll'¶
-
cmdname_save= 'Save Game'¶
-
cmdname_targetnext= 'Target next nearby enemy'¶
-
cmdname_throw= 'Throw an object'¶
-
cmdname_untarget= 'Forget current target'¶
-
cmdname_unwear= 'Unequip an item'¶
-
cmdname_wear= 'Wear or wield an item'¶
-
combat_mob_hit_mob= '%s %s %s.'¶
-
combat_mob_hit_you= '%s ^R^%s^0^ you. [^R^%s^0^]'¶
-
combat_mob_hit_you_no_damage= '%s %s you, but does no damage.'¶
-
combat_mob_misses_mob= '%s tries to %s %s, but misses.'¶
-
combat_mob_misses_you= '%s tries to %s you, but misses.'¶
-
combat_you_hit= 'You ^G^%s^0^ %s. [^G^%s^0^]'¶
-
combat_you_hit_no_damage= 'You %s %s, but do no damage.'¶
-
combat_you_killed= '^G^You have killed %s! (%s xp)'¶
-
combat_you_miss= 'You try to %s %s, but miss.'¶
-
effect_agility_buff_gone_mob= '%s is moving less gracefully.'¶
-
effect_agility_buff_gone_you= '^B^You no longer feel exceptionally agile.'¶
-
effect_agility_buff_mob= '%s appears to move more gracefully.'¶
-
effect_agility_buff_you= '^G^You feel more agile.'¶
-
effect_healpotion_gain_maxhp= '^W^You feel better than ever!'¶
-
effect_healpotion_wasted= 'It tasted healthy, but you feel the same.'¶
-
effect_improvement= 'You gain insight about how you can improve yourself.'¶
-
effect_mob_minor_healing= '%s looks healthier.'¶
-
effect_scroll_none= 'The scroll vanishes...nothing seemed to happen.'¶
-
effect_speed_buff_gone_mob= '%s no longer looks so slow.'¶
-
effect_speed_buff_gone_you= '^B^You speed up.'¶
-
effect_speed_buff_mob= '%s appears to slow down.'¶
-
effect_speed_buff_you= '^G^You slow down.'¶
-
effect_strength_buff_gone_mob= '%s no longer looks so strong.'¶
-
effect_strength_buff_gone_you= '^B^You no longer feel exceptionally strong.'¶
-
effect_strength_buff_mob= '%s appears to grow stronger.'¶
-
effect_strength_buff_you= '^G^You feel mighty.'¶
-
effect_weapon_plus_dam= '%s glows ^R^bright red^0^ momentarily.'¶
-
effect_weapon_plus_hit= '%s glows ^G^bright green^0^ momentarily.'¶
-
effect_you_minor_healing= '^G^You feel better.'¶
-
equip_slot_ammo= 'projectile'¶
-
equip_slot_back= 'back'¶
-
equip_slot_feet= 'feet'¶
-
equip_slot_finger= 'finger'¶
-
equip_slot_hands= 'hands'¶
-
equip_slot_head= 'head'¶
-
equip_slot_meleeweapon= 'melee weapon'¶
-
equip_slot_missileweapon= 'missile weapon'¶
-
equip_slot_neck= 'neck'¶
-
equip_slot_offhand= 'offhand'¶
-
equip_slot_torso= 'torso'¶
-
equip_slot_waist= 'waist'¶
-
error_bad_qty= '^R^Invalid quantity.'¶
-
error_bad_spell_shortcut= "^R^You've never heard of that spell before."¶
-
error_cannot_drink_item= '^R^You want to drink a %s? No.'¶
-
error_cannot_equip_item= '^R^That item is not made to be equipped.'¶
-
error_cannot_leave= "^R^You can't leave without the widget!"¶
-
error_cannot_read_item= "^R^There's nothing interesting written on the %s."¶
-
error_carrying_nothing= '^R^You are not carrying anything.'¶
-
error_door_already_closed= '^R^The door is already closed.'¶
-
error_door_blocked_by_creature= '^R^%s is blocking the door.'¶
-
error_door_blocked_by_item= "^R^You can't close the door--something is in the way."¶
-
error_insufficient_mana= '^R^You do not have enough mana to cast %s.'¶
-
error_item_does_not_fit= "^R^That item doesn't fit your body."¶
-
error_mob_carrying_nothing= 'The creature has no items.'¶
-
error_no_ammo= '^R^You do not have any ammunition for %s.'¶
-
error_no_enemies_to_target= '^R^Cannot target--no enemies in range.'¶
-
error_no_missile_weapon= '^R^You have no missile weapon equipped.'¶
-
error_no_spells_known= "^R^You don't know any spells."¶
-
error_no_stairs_here= '^R^There are no stairs here.'¶
-
error_nothing_here_to_pickup= '^R^There is nothing here to pick up.'¶
-
error_nothing_near_to_openclose= '^R^There is nothing nearby to open or close.'¶
-
error_nothing_there_to_openclose= '^R^There is nothing there to open or close.'¶
-
error_stairs_not_down= '^R^These stairs do not lead down.'¶
-
error_stairs_not_up= '^R^These stairs do not lead up.'¶
-
error_too_heavy= "^R^You can't carry that much weight."¶
-
feature_name_door= 'door'¶
-
feature_name_staircase= 'staircase'¶
-
feature_name_staircase_down= 'staircase down'¶
-
feature_name_staircase_up= 'staircase up'¶
-
goddesc_dis= 'Dis rules the shadowy realm of the Underworld. Subtle and mysterious, he bestows upon his faithful the dark powers of stealth, trickery, and death.'¶
-
goddesc_krol= "Almighty and vengeful Krol is the god of violent conflict. Krol is not evil, though many who give him allegiance are. Krol values strength and aggression, and expects his followers to overcome life's obstacles through overwhelming force. Krol and his adherents are not known for subtlety or patience."¶
-
itemdesc_battleaxe= 'A large, heavy, two-bladed axe used for hacking at the foe.'¶
-
itemdesc_chainshirt= 'A long shirt of interlocking metal rings covering the torso and legs.'¶
-
itemdesc_club= 'A stout length of wood, heavier at one end. About as low-tech as it gets.'¶
-
itemdesc_dagger= "A small blade about a foot long with a sharp tip, used for stabbing. It is very quick, but doesn't do much damage."¶
-
itemdesc_gloves= 'A pair of cloth gloves offering slight protection.'¶
-
itemdesc_greatsword= 'A huge, heavy sword with a blunt tip, used for slashing and crushing. It is slow but very powerful.'¶
-
itemdesc_jerkin= 'This leather jerkin provides protection from physical attack, while giving the wearer freedom of movement.'¶
-
itemdesc_longsword= 'A long sword, slightly over two feet long. It is mostly used for slashing attacks, and is somewhat slower and more powerful than a short sword.'¶
-
itemdesc_platemail= 'A very heavy suit of metal plates. It provides excellent protection, but limits movement significantly.'¶
-
itemdesc_potion= 'A small vial with a magical concoction inside.'¶
-
itemdesc_robe= "This long, flowing robe does not hinder the wearer's movements, but the cloth provides only very minimal protection against physical attack."¶
-
itemdesc_shortbow= 'A small, simple bow constructed from a single piece of wood. It is not as powerful as a longbow, but is lighter and easier to manage.'¶
-
itemdesc_shortsword= 'A sword about eighteen inches long with a sharp tip, designed for slashing and stabbing.'¶
-
itemdesc_whip= 'This weapon does little damage, and is somewhat slow to attack with.'¶
-
itemdesc_woodarrow= 'A long, straight wooden shaft, feathered at one end and pointed at the other, meant to be fired from a bow.'¶
-
itemname_battleaxe= 'battle axe'¶
-
itemname_chainshirt= 'chain shirt'¶
-
itemname_club= 'club'¶
-
itemname_dagger= 'dagger'¶
-
itemname_gloves= 'gloves'¶
-
itemname_greatsword= 'greatsword'¶
-
itemname_jerkin= 'jerkin'¶
-
itemname_longsword= 'long sword'¶
-
itemname_platemail= 'plate armor'¶
-
itemname_potion_of_giantstrength= 'potion of giant strength'¶
-
itemname_potion_of_might= 'potion of might'¶
-
itemname_potion_of_minor_heal= 'minor potion of healing'¶
-
itemname_ring_of_strength= 'ring of strength'¶
-
itemname_robe= 'robe'¶
-
itemname_scroll_of_improvement= 'scroll of self-improvement'¶
-
itemname_scroll_of_weapon_dam= 'scroll of enchant weapon II'¶
-
itemname_scroll_of_weapon_hit= 'scroll of enchant weapon I'¶
-
itemname_shortbow= 'short bow'¶
-
itemname_shortsword= 'short sword'¶
-
itemname_whip= 'whip'¶
-
itemname_woodarrow= 'wooden arrow'¶
-
itemtype_ammo_or_thrown= 'Ammunition/Thrown Weapons'¶
-
itemtype_amulets= 'Amulets'¶
-
itemtype_armor= 'Armor'¶
-
itemtype_books= 'Books'¶
-
itemtype_food= 'Food'¶
-
itemtype_jewelry= 'Jewelry'¶
-
itemtype_meleeweapons= 'Melee Weapons'¶
-
itemtype_missileweapons= 'Missile Weapons'¶
-
itemtype_other= 'Other'¶
-
itemtype_potions= 'Potions'¶
-
itemtype_rings= 'Rings'¶
-
itemtype_scrolls= 'Scrolls'¶
-
itemtype_tools= 'Tools'¶
-
itemtype_valuables= 'Valuables'¶
-
itemtype_wands= 'Wands'¶
-
key_tab= 'Tab'¶
-
label_armor_desc= 'When equipped on your %s, it grants %s armor points.'¶
-
label_attack_speed= 'with speed %s'¶
-
label_attack_tohit= ' and %s to hit'¶
-
label_backpack_items= 'Items in backpack'¶
-
label_char_title= '%s, the level %s %s'¶
-
label_equipped_items= 'Equipped items'¶
-
label_evasion_limited= '[limited by eSTR]'¶
-
label_help_title= '-= Pyro Help =-'¶
-
label_inventory_weight= '(Total: %ss, Capacity: %ss)'¶
-
label_it_weighs= 'It weighs %s stones.'¶
-
label_item_use_failure= 'item use failure'¶
-
label_keyboard_commands= '- Keyboard Commands -'¶
-
label_melee_attack_desc= 'In melee combat, it %s for %s damage '¶
-
label_melee_damage= 'melee damage'¶
-
label_movement_keys= ' - Movement Keys -'¶
-
label_now_targeting= 'Now targeting'¶
-
label_of_lightness= 'of lightness'¶
-
label_rest_one_turn= 'to rest a single turn'¶
-
label_run= 'then a ^Y^direction^y^ to run'¶
-
label_space_to_cancel= 'space to cancel'¶
-
label_spell_failure= 'spell failure'¶
-
label_to_hit= 'to hit'¶
-
label_twohand= 'It requires both hands to wield.'¶
-
material_armor_cloth= ['burlap', 'linen', 'silk', 'ironweave', 'highcloth']¶
-
material_armor_leather= ['leather', 'thick leather', 'hard leather', 'basilisk hide', 'dragonscale']¶
-
material_armor_metal= ['iron', 'steel', 'mithril', 'adamantium', 'divinium']¶
-
mob_desc_goblin= 'You can just stretch the word "humanoid" to cover Goblins, if you\'re feeling generous. Short, stocky, fugly, green, and nasty pretty much fills in the rest.'¶
-
mob_desc_greater_rat= 'Bigger and meaner than the rat. This rat is big, mean, and fast.'¶
-
mob_desc_imp= 'Imps are nastly little demons, usually summoned to this plane by a nefarious magic user. Though small and weak, imps are phenomenally quick and very difficult to hit.'¶
-
mob_desc_kobold= 'Kobolds are a vile race of dimunitive lizard-men with mottled brownish-green scaly skin, dozens of small, sharp teeth. They are not known for their intellectual or physical prowess, although in groups they can be dangerous (mostly due to their obnoxious odor).'¶
-
mob_desc_ogre= 'Ogres are gigantic humanoids, seven to nine feet tall and weighing up to eight hundred pounds. Muscular and fat in roughly equal measure, they are deadly opponents in combat. Luckily, they are rather slow.'¶
-
mob_desc_rat= 'This rodent is definitely of an unusual size--you estimate it weighs at least twenty pounds. Its red eyes stare at you with no trace of fear.'¶
-
mob_desc_wolf= "Your generic two-hundred-pound wolf. Don't run; he can smell fear, and he's faster than you."¶
-
mob_drinks= '%s drinks %s.'¶
-
mob_name_goblin= 'goblin'¶
-
mob_name_greater_rat= 'greater rat'¶
-
mob_name_imp= 'imp'¶
-
mob_name_kobold= 'kobold'¶
-
mob_name_ogre= 'ogre'¶
-
mob_name_rat= 'rat'¶
-
mob_name_wolf= 'wolf'¶
-
mob_opens_door= '%s opens the door.'¶
-
msg_done_resting= 'Done resting.'¶
-
msg_feature_here= 'There is a %s here.'¶
-
msg_item_here= 'You see %s lying here.'¶
-
msg_resting= 'Resting...'¶
-
msg_several_items_here= 'There are several things lying here.'¶
-
msg_stop_resting_enemy= 'You see an enemy and stop resting.'¶
-
msg_you_die= '^R^You die.'¶
-
msg_you_equip= 'You equip %s.'¶
-
msg_you_feel_improved= '^G^You feel %s!'¶
-
msg_you_gain_effect= 'You gain %s.'¶
-
msg_you_gain_level= 'Welcome to level ^G^%s^0^!'¶
-
msg_you_unequip= 'You unequip %s.'¶
-
msg_you_wield= 'You are now wielding %s.'¶
-
prompt_any_key= '[Press any key]'¶
-
prompt_choose_item= 'Choose an item'¶
-
prompt_choose_location= 'Choose a location'¶
-
prompt_choose_spell= 'Cast which spell? (Type shortcut or <enter>=last, ?=list, space=cancel): '¶
-
prompt_choose_spell2= 'Cast which spell? (space to cancel)'¶
-
prompt_choose_target= 'Select a target'¶
-
prompt_choose_target2= 'Choose a target: <enter>=%s, <tab>=cycle, <space>=cancel.'¶
-
prompt_describe_which_item= 'View description for which item? '¶
-
prompt_direction_or_target= 'Which direction? [1-9/arrows, or t for target]'¶
-
prompt_drop= 'Drop which item?'¶
-
prompt_drop_howmany= 'Drop how many?'¶
-
prompt_enter_select_space_cancel= 'Enter to select, Space to cancel'¶
-
prompt_enter_to_target= 'Press enter to target %s, or space to cancel.'¶
-
prompt_examine= 'Examine which item?'¶
-
prompt_harmful_spell_at_self= 'Really cast %s on yourself?'¶
-
prompt_more= '[more]'¶
-
prompt_pickup= 'Pick up the %s?'¶
-
prompt_pickup_howmany= 'Pick up how many %s?'¶
-
prompt_player_god= 'Which god will you follow, %s?'¶
-
prompt_player_name= 'What is your name, adventurer? '¶
-
prompt_player_race= 'Choose your race, %s:'¶
-
prompt_quaff= 'Quaff which potion?'¶
-
prompt_quit= 'Really quit the game?'¶
-
prompt_read= 'Read which scroll?'¶
-
prompt_remove_which= 'Remove which item?'¶
-
prompt_save= 'Save game?'¶
-
prompt_unwear= 'Unequip which item?'¶
-
prompt_wear= 'Equip which item?'¶
-
prompt_which_ammo= 'Fire which ammunition?'¶
-
prompt_which_direction= 'Which direction? [1-9/arrows, or space to cancel]'¶
-
prompt_wield= 'Wield/unwield which item?'¶
-
quality_armor= ['tattered', 'decrepit', 'shabby', 'worn', 'sturdy', 'strong', 'formidable', 'impenetrable']¶
-
saving_game= 'Saving Game To: {0}'¶
-
spellcode_agility= 'agi'¶
-
spellcode_fire_ball= 'fbt'¶
-
spellcode_fire_bolt= 'fbt'¶
-
spellcode_ice_ball= 'ibt'¶
-
spellcode_ice_bolt= 'ibt'¶
-
spellcode_lightning_ball= 'lba'¶
-
spellcode_lightning_bolt= 'lbt'¶
-
spellcode_magic_ball= 'mba'¶
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spellcode_magic_missile= 'mis'¶
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spellcode_sleep_monster= 'smb'¶
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spelldesc_agility= "Improves the caster's hand-eye coordination for a brief time."¶
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spelldesc_blink= 'Teleports the caster short distances'¶
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spelldesc_fire_ball= 'A ball of fire, radius=3'¶
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spelldesc_fire_bolt= 'A bolt of fire'¶
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spelldesc_ice_ball= 'A ball of ice, radius=3'¶
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spelldesc_ice_bolt= 'A bolt of ice'¶
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spelldesc_lightning_ball= 'A ball of lightning, radius=3'¶
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spelldesc_lightning_bolt= 'A bolt of lightning'¶
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spelldesc_magic_ball= 'A ball of magic, radius=3'¶
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spelldesc_magic_missile= "A small bolt of arcane energy leaps from the caster's finger and strikes the target. The damage is light, but cannot be resisted."¶
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spelldesc_sleep_monster_bolt= 'Sleep Monster'¶
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spelldesc_teleport= 'Teleports the caster long distances'¶
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spellname_agility= 'Agility'¶
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spellname_blink= 'Blink'¶
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spellname_fire_ball= 'Fire Ball'¶
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spellname_fire_bolt= 'Fire Bolt'¶
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spellname_ice_ball= 'Ice Ball'¶
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spellname_ice_bolt= 'Ice Bolt'¶
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spellname_lightning_ball= 'Lightning Ball'¶
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spellname_lightning_bolt= 'Lightning Bolt'¶
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spellname_magic_ball= 'Magic Ball'¶
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spellname_magic_missile= 'Magic Missile'¶
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spellname_sleep_monster_bolt= 'Sleep Monster'¶
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spellname_teleport= 'Teleport'¶
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stat_abbr_dex= 'dex'¶
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stat_abbr_estr= 'eSTR'¶
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stat_abbr_int= 'int'¶
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stat_abbr_str= 'str'¶
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stat_key_dex= 'd'¶
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stat_key_int= 'i'¶
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stat_key_str= 's'¶
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stat_name_dex= 'Dexterity'¶
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stat_name_estr= 'Excess Strength'¶
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stat_name_int= 'Intellect'¶
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stat_name_str= 'Strength'¶
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verbs_bite= ['nibbles at', 'bites', 'chomps']¶
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verbs_bite_2p= ['nibble at', 'bite', 'chomp']¶
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verbs_bludgeon= ['swings at', 'clubs', 'bludgeons']¶
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verbs_bludgeon_2p= ['swing at', 'club', 'bludgeon']¶
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verbs_chop= ['hacks at', 'chops', 'cleaves']¶
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verbs_chop_2p= ['hack at', 'chop', 'cleave']¶
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verbs_claw= ['scratches at', 'claws', 'rends']¶
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verbs_claw_2p= ['scratch at', 'claw', 'rend']¶
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verbs_default_attack= ['attacks', 'hits', 'whacks']¶
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verbs_default_attack_2p= ['attack', 'hit', 'whack']¶
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verbs_lash= ['lashes at', 'whips', 'scourges']¶
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verbs_lash_2p= ['lash at', 'whip', 'scourge']¶
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verbs_punch= ['swings at', 'punches', 'clocks']¶
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verbs_punch_2p= ['swing at', 'punch', 'clock']¶
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verbs_slash= ['swings at', 'slashes', 'slices']¶
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verbs_slash_2p= ['swing at', 'slash', 'slice']¶
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verbs_stab= ['pokes at', 'stabs', 'impales']¶
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verbs_stab_2p= ['poke at', 'stab', 'impale']¶
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word_agiler= 'more agile'¶
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word_blocked= 'blocked'¶
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word_bludgeon= 'bludgeon'¶
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word_chop= 'chop'¶
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word_dungeonlevel_abbr= 'DLvl'¶
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word_evasion= 'evasion'¶
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word_evasion_abbr= 'ev'¶
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word_hitpoints_abbr= 'hp'¶
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word_hits= 'hits'¶
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word_lash= 'lash'¶
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word_level_abbr= 'lvl'¶
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word_mana_abbr= 'mp'¶
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word_no= 'no'¶
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word_no_key= 'n'¶
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word_none= 'none'¶
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word_or= 'or'¶
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word_protection= 'protection'¶
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word_protection_abbr= 'pr'¶
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word_punch= 'punch'¶
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word_slash= 'slash'¶
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word_slightly= 'slightly'¶
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word_smarter= 'smarter'¶
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word_space= 'space'¶
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word_stab= 'stab'¶
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word_stronger= 'stronger'¶
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word_target= 'target'¶
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word_yes= 'yes'¶
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word_yes_key= 'y'¶
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you_ascend_stairs= 'You ascend the stairs.'¶
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you_close_door= 'You close the door.'¶
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you_descend_stairs= 'You descend the stairs.'¶
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you_drink= 'You drink %s.'¶
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you_drop_item= 'You drop %s.'¶
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you_open_door= 'You open the door.'¶
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you_pick_up_item= 'You pick up %s (%s).'¶
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you_unequip_and_drop_item= 'You unequip and drop %s.'¶
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pyrogue.util module¶
util.py - Pyro utility functions
-
class
pyrogue.util.Global[source]¶ Bases:
object-
FullDungeonRefresh= True¶
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KeyBuffer= ''¶
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current_level= None¶
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pc= None¶
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pyrogue.util.adjacent(a, b)[source]¶ Return whether a is 8-way adjacent to b. a and b need to have .x and .y members. Sitting on the same spot counts as adjacent.
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pyrogue.util.calc_distance(x1, y1, x2, y2)[source]¶ Calculate simple hypotenuse
- Arguments
- x1, y1: Position 1 x2, y2: Position 2
- Returns
- h (int): rounded integer hypotenuse
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pyrogue.util.int_range(mean, std_dev=None, max_std_dev=2)[source]¶ Return an random integer normally distributed around mean, with the given std dev.
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pyrogue.util.linear_path(x1, y1, x2, y2, blocked)[source]¶ Return a list of (x, y) tuples along a line from (x1, y1) to (x2, y2).
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pyrogue.util.quantize(r)[source]¶ Quantize a real number. Returns int(r), and adds 1 if rnd(0, 1) < frac(r).
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pyrogue.util.range_direction_path(x, y, target_range, direction, blocked)[source]¶ Calculate the linear path in a given direction
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pyrogue.util.report_combat_hit(attacker, target, damage_taken, verbs=['hits', 'hits', 'hits'], verbs_sp=['hit', 'hit', 'hit'])[source]¶ Display a text message about a successful attack.
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pyrogue.util.report_combat_miss(attacker, target, verbs=['hits', 'hits', 'hits'], verbs_sp=['hit', 'hit', 'hit'])[source]¶