Added a second scroll object closes #60
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		@@ -35,6 +35,7 @@ class TexturePack:
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    RING_OF_CRITICAL_DAMAGE: str
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    RING_OF_MORE_EXPERIENCE: str
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    SCROLL_OF_DAMAGE: str
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    SCROLL_OF_WEAKENING: str
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    SHIELD: str
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    SUNFLOWER: str
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    SWORD: str
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@@ -97,6 +98,7 @@ TexturePack.ASCII_PACK = TexturePack(
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    TRUMPET='/',
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    WALL='#',
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    SCROLL_OF_DAMAGE=']',
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    SCROLL_OF_WEAKENING=']',
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)
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TexturePack.SQUIRREL_PACK = TexturePack(
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@@ -134,4 +136,5 @@ TexturePack.SQUIRREL_PACK = TexturePack(
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    TRUMPET='🎺',
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    WALL='🧱',
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    SCROLL_OF_DAMAGE='📜',
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    SCROLL_OF_WEAKENING='📜',
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)
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@@ -80,7 +80,8 @@ class Item(Entity):
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        Returns the list of all item classes.
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        """
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        return [BodySnatchPotion, Bomb, Heart, Shield, Sword,\
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                Chestplate, Helmet, RingCritical, RingXP]
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                Chestplate, Helmet, RingCritical, RingXP, \
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                ScrollofDamage, ScrollofWeakening]
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    def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder) -> bool:
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        """
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@@ -443,3 +444,25 @@ class ScrollofDamage(Item):
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                    self.held_by.map.logs.add_message(entity.take_damage(\
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                        self.held_by, self.held_by.intelligence))
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        self.held_by.inventory.remove(self)
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class ScrollofWeakening(Item):
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    """
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    A scroll that, when used, reduces the damage of the ennemies for 3 turn.
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    """
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    def __init__(self, name: str = "scroll_of_weakening", price: int = 13,
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                 *args, **kwargs):
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        super().__init__(name=name, price=price, *args, **kwargs)
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    def use(self) -> None:
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        """
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        Find all entities and reduce their damage.
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        """
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        for entity in self.held_by.map.entities:
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            if entity.is_fighting_entity(): #and not entity == self.held_by:
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                entity.strength = entity.strength - max(1, self.held_by.intelligence//2)
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                entity.effects.append(["strength", \
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                                       -max(1, self.held_by.intelligence//2), 3])
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        self.held_by.map.logs.add_message(\
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                _(f"The ennemies have -{max(1, self.held_by.intelligence//2)} strength for 3 turns"))    
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        self.held_by.inventory.remove(self)
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@@ -31,6 +31,7 @@ class Monster(FightingEntity):
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        By default, a monster will move randomly where it is possible
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        If the player is closeby, the monster runs to the player.
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        """
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        super().act(m)
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        target = None
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        for entity in m.entities:
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            if self.distance_squared(entity) <= 25 and \
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@@ -630,7 +630,7 @@ class Entity:
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            Trumpet
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        from squirrelbattle.entities.items import BodySnatchPotion, Bomb, \
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            Heart, Sword, Shield, Chestplate, Helmet, RingCritical, RingXP, \
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            ScrollofDamage
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            ScrollofDamage, ScrollofWeakening
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        return {
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            "Tiger": Tiger,
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            "Bomb": Bomb,
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@@ -651,6 +651,7 @@ class Entity:
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            "RingCritical": RingCritical,
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            "RingXP": RingXP,
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            "ScrollofDamage": ScrollofDamage,
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            "ScrollofWeakening": ScrollofWeakening,
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        }
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    def save_state(self) -> dict:
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@@ -693,6 +694,7 @@ class FightingEntity(Entity):
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        self.constitution = constitution
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        self.level = level
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        self.critical = critical
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        self.effects = [] #effects are temporary buff or weakening of the stats.
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    @property
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    def dead(self) -> bool:
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@@ -701,13 +703,26 @@ class FightingEntity(Entity):
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        """
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        return self.health <= 0
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    def act(self, m: Map) -> None:
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        """
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        Refreshes all current effects.
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        """
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        for i in range(len(self.effects)):
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            self.effects[i][2] -= 1
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        l = self.effects[:]
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        for i in range(len(l)):
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            if l[i][2] <= 0:
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                setattr(self, l[i][0], getattr(self, l[i][0])-l[i][1])
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                self.effects.remove(l[i])
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    def hit(self, opponent: "FightingEntity") -> str:
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        """
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        The entity deals damage to the opponent
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        based on their respective stats.
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        """
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        diceroll = randint(1, 100)
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        damage = self.strength
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        damage = max(0, self.strength)
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        string = " "
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        if diceroll <= self.critical:  # It is a critical hit
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            damage *= 4
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