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Godot project hero generator code copied 12/16/2018
extends Node
#heroGenerator.gd
#makes a level 1 hero with random class and name
var nameGenerator = load("res://nameGenerator.gd").new()
var humanFemaleHeads = ["human_female_01.png", "human_female_02.png", "human_female_03.png", "human_female_04.png", "human_female_05.png", "human_female_06.png", "human_female_07.png", "human_female_08.png", "human_female_09.png", "human_female_10.png", "human_female_11.png"]
var humanMaleHeads = ["human_male_01.png", "human_male_02.png", "human_male_03.png", "human_male_04.png", "human_male_05.png", "human_male_06.png", "human_male_07.png", "human_male_08.png", "human_male_08.png", "human_male_09.png"]
var elfFemaleHeads = ["elf_female_01.png"]
func _ready():
pass
#make new hero object
func generate(destinationArray, classStr):
var newHero = load("res://hero.gd").new()
newHero.heroID = global.nextHeroID
global.nextHeroID += 1
#random gender (they're all female by default, but if we roll a 1, change to male)
#this is only used to get a name that sounds somewhat masculine or feminine, no effect on gameplay
var randomGender = randi()%2 #0 or 1
if (randomGender == 1):
newHero.gender = "male"
#random head (these are gendered mostly so we don't end up with bearded ladies)
if (newHero.gender == "female"):
newHero.headSprite = humanFemaleHeads[randi() % humanFemaleHeads.size()]
else:
newHero.headSprite = humanMaleHeads[randi() % humanMaleHeads.size()]
#random class
var randomClass = randi()%3+1 #1-4
if (classStr == "Wizard"):
newHero.heroClass = "Wizard"
#we need better wizards, here's a twinked one:
newHero.give_new_item("Robe of the Dunes")
newHero.give_new_item("Scepter of the Child King")
#newHero.give_new_item("Tiny Sapphire Ring")
newHero.give_new_item("Worn Canvas Sandals") #feet
newHero.give_new_item("Cloth Pants") #legs
#newHero.give_new_item("Novice's Robe") #chest
newHero.give_new_item("Simple Ring")
#newHero.give_new_item("Cracked Staff")
elif (classStr == "Rogue"):
newHero.heroClass = "Rogue"
newHero.give_new_item("Rusty Knife")
newHero.give_new_item("Muddy Boots")
newHero.give_new_item("Worn Ringmail Leg Guards")
newHero.give_new_item("Worn Ringmail Vest")
elif (classStr == "Warrior"):
newHero.heroClass = "Warrior"
#twink warrior
#newHero.give_new_item("Glimmering Steel Sword")
newHero.give_new_item("Rusty Broadsword")
newHero.give_new_item("Reinforced Shield")
newHero.give_new_item("Muddy Boots")
newHero.give_new_item("Worn Ringmail Leg Guards")
newHero.give_new_item("Worn Ringmail Vest")
elif (classStr == "Ranger"):
newHero.heroClass = "Ranger"
newHero.give_new_item("Novice's Bow")
newHero.give_new_item("Basic Arrow")
newHero.give_new_item("Cloth Shirt")
newHero.give_new_item("Muddy Boots")
newHero.give_new_item("Cloth Pants")
elif (classStr == "Cleric"):
newHero.heroClass = "Cleric"
#twink cleric
#newHero.give_new_item("Sacred Mace of Tun'dn")
#newHero.give_new_item("Shield of the Righteous")
newHero.give_new_item("Rusty Mace")
newHero.give_new_item("Reinforced Shield")
newHero.give_new_item("Cloth Shirt")
newHero.give_new_item("Muddy Boots")
newHero.give_new_item("Cloth Pants")
elif (classStr == "Druid"):
newHero.heroClass = "Druid"
newHero.give_new_item("Cloth Shirt")
newHero.give_new_item("Muddy Boots")
newHero.give_new_item("Cloth Pants")
else:
print("ERROR - BAD HERO CLASS TYPE")
#random name
#todo: pass species in addition to gender
newHero.heroName = nameGenerator.generate(newHero.gender, newHero.heroClass)
var startingStats = staticData.heroStats[newHero.heroClass.to_lower()]
#assign stats accordingly
newHero.baseHp = startingStats["hp"]
newHero.baseMana = startingStats["mana"]
newHero.baseDps = startingStats["dps"]
newHero.baseArmor = 0
newHero.baseStrength = startingStats["strength"]
newHero.baseDefense = startingStats["defense"]
newHero.baseIntelligence = startingStats["intelligence"]
newHero.baseSkillAlchemy = 0
newHero.baseSkillBlacksmithing = 0
newHero.baseSkillFletching = 0
newHero.baseSkillJewelcraft = 0
newHero.baseSkillTailoring = 0
newHero.baseSkillHarvesting = 0
newHero.baseDrama = startingStats["drama"]
newHero.baseMood = startingStats["mood"]
newHero.basePrestige = startingStats["prestige"]
newHero.baseGroupBonus = startingStats["groupBonus"]
newHero.baseRaidBonus = startingStats["raidBonus"]
#other aspects of a hero
newHero.atHome = true
newHero.level = 1
newHero.xp = 0
if (destinationArray == global.guildRoster):
newHero.currentRoom = 1 #inside (0 by default - outside)
newHero.recruited = true #false by default
else: #this is an unrecruited hero
newHero.currentRoom = 0
newHero.recruited = false
var randLevel = randi()%3+1
newHero.make_level(randLevel)
var gearRand1 = randi()%3+1
#IDs are really just for items the player owns
newHero.give_new_item("Muddy Boots") #everyone should start with shoes of some kind...
if (gearRand1 == 1):
newHero.give_new_item("Cloth Shirt")
newHero.give_new_item("Worn Canvas Sandals")
elif (gearRand1 == 2):
newHero.give_new_item("Simple Ring")
else:
newHero.give_new_item("Cloth Shirt")
newHero.give_new_item("Simple Ring")
newHero.update_hero_stats() #calculate hp, mana, etc.
newHero.hpCurrent = newHero.hp #only do this when we generate a hero (that's why it's not in update_hero_stats)
newHero.manaCurrent = newHero.mana
destinationArray.append(newHero)
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