from dataclasses import dataclass, field
import time
@dataclass
class Cooldown:
length: float
last_used: float = field(default=-1e9)
def ready(self) -> bool:
return (time.time() - self.last_used) >= self.length
def trigger(self):
self.last_used = time.time()
class DefenderBase:
def __init__(self, name, level=1, max_hp=100, armor=10, dr_pct=0.05):
self.name = name
self.level = level
self.max_hp = max_hp
self.hp = max_hp
self.armor = armor
self.base_dr = dr_pct # base damage reduction %
self.stamina = 100
def effective_damage(self, raw_damage):
# simple DR formula: flat armor reduces damage, then percent reduction
dmg_after_armor = max(0, raw_damage - (self.armor * 0.5))
dmg_after_dr = dmg_after_armor * (1.0 - self.base_dr)
return dmg_after_dr
def on_damage(self, raw_damage, source=None):
dmg = self.effective_damage(raw_damage)
self.hp -= dmg
print(f"self.name took dmg:.1f damage (raw raw_damage), hp self.hp:.1f/self.max_hp")
return dmg
def block(self):
# generic block reduces incoming by 30% and costs stamina
cost = 10
if self.stamina < cost:
print("Not enough stamina to block.")
return False
self.stamina -= cost
print(f"self.name blocks, stamina self.stamina")
return True
class Defender3(DefenderBase):
def __init__(self, name, level=3, max_hp=200, armor=25):
# Defender3 stronger baseline DR
super().__init__(name, level, max_hp, armor, dr_pct=0.12)
self.shield_cd = Cooldown(20.0)
self.shield_duration = 6.0
self.shield_active_until = 0.0
self.reactive_guard_cd = Cooldown(12.0)
self.reactive_radius = 6.0 # in-game distance units
self.reactive_absorb_pct = 0.25 # percent of ally damage absorbed
self.reactive_max_per_trigger = 50.0
def fortified_shield(self):
"""Active ability: reduces incoming damage by 60% for a short duration."""
now = time.time()
if not self.shield_cd.ready():
print("Fortified Shield on cooldown.")
return False
self.shield_cd.trigger()
self.shield_active_until = now + self.shield_duration
print(f"self.name activates Fortified Shield for self.shield_durations")
return True
def is_shield_active(self):
return time.time() < self.shield_active_until
def on_damage(self, raw_damage, source=None):
# If shield active, reduce more
if self.is_shield_active():
# shield stacks multiplicatively
raw_damage *= 0.4
dmg = super().effective_damage(raw_damage)
self.hp -= dmg
print(f"self.name (Defender3) took dmg:.1f damage, hp self.hp:.1f/self.max_hp")
return dmg
def reactive_guard(self, ally, ally_damage):
"""Redirect a portion of ally damage to this defender if within radius."""
# For demo, assume ally is always in range. In-game: check distance.
now = time.time()
if not self.reactive_guard_cd.ready():
return 0.0
self.reactive_guard_cd.trigger()
to_absorb = min(self.reactive_max_per_trigger, ally_damage * self.reactive_absorb_pct)
# Apply effective damage after defender's reductions
absorbed_after_def = self.effective_damage(to_absorb)
self.hp -= absorbed_after_def
print(f"self.name absorbed to_absorb:.1f (absorbed_after_def:.1f after DR) for ally ally. hp self.hp:.1f")
return absorbed_after_def
# Simple demo usage
if __name__ == "__main__":
d = Defender3("Aldric")
d.on_damage(50) # normal hit
d.fortified_shield() # activate shield
d.on_damage(50) # hit while shield active
# Simulate ally damage event
d.reactive_guard("companion", ally_damage=120)
Notes on adaptation:
Generating the code is not intuitive. Many players spam the "Save" button, but Defender 3 uses a specific logic. Follow these steps precisely:
Step 1: Navigate to the Pause Menu (usually the top-right corner icon during a match). Step 2: Look for the tab labeled "System" or "Data Transfer" (Version 3.1.2+ uses "Inheritance"). Step 3: Tap "Generate Inherit Code". Step 4: The game will ask for a confirmation. Warning: Generating a new code invalidates your previous code. Step 5: Write down the code exactly as it appears. Case sensitivity matters. A lowercase 'b' is different from an uppercase 'B'.
By the time you inherit Defender 3, the original libraries have likely been deprecated. The codebase relies on a proprietary ORM from 2018, a custom memory allocator, and a copy of OpenSSL 1.0.1. The previous team "inherited" it from the team before them, and nobody dares update it.
The result: Your first week with Defender 3 Inherit Code isn't about adding features—it's about containerizing the old OS just to get the build to compile.