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itemdef_requires.py
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itemdef_requires.py
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#!/usr/bin/env python
from itemdef_itemtype import ItemType
requires1 = []
# (stat, initial_value, value_per_level, initial_level)
requires1.insert(ItemType.MELEE_HEAD, ("defense", 7, 2, 5))
requires1.insert(ItemType.RANGED_HEAD, ("defense", 6, 2, 5))
requires1.insert(ItemType.MENT_HEAD, ("defense", 5, 2, 5))
requires1.insert(ItemType.MELEE_CHEST, ("defense", 4, 2, 4))
requires1.insert(ItemType.RANGED_CHEST, ("defense", 3, 2, 4))
requires1.insert(ItemType.MENT_CHEST, ("defense", 2, 2, 4))
requires1.insert(ItemType.MELEE_LEGS, ("defense", 4, 2, 4))
requires1.insert(ItemType.RANGED_LEGS, ("defense", 3, 2, 4))
requires1.insert(ItemType.MENT_LEGS, ("defense", 2, 2, 4))
requires1.insert(ItemType.MELEE_FEET, ("defense", 4, 2, 4))
requires1.insert(ItemType.RANGED_FEET, ("defense", 3, 2, 4))
requires1.insert(ItemType.MENT_FEET, ("defense", 2, 2, 4))
requires1.insert(ItemType.MELEE_HANDS, ("defense", 4, 2, 4))
requires1.insert(ItemType.RANGED_HANDS, ("defense", 3, 2, 4))
requires1.insert(ItemType.MENT_HANDS, ("defense", 2, 2, 4))
requires1.insert(ItemType.MELEE_ARTIFACT, ("defense", 4, 2, 4))
requires1.insert(ItemType.RANGED_ARTIFACT, ("defense", 3, 2, 4))
requires1.insert(ItemType.MENT_ARTIFACT, ("defense", 2, 2, 4))
requires1.insert(ItemType.MELEE_WEAPON, ("physical", 2, 2, 2))
requires1.insert(ItemType.RANGED_WEAPON, ("offense", 2, 2, 2))
requires1.insert(ItemType.MENT_WEAPON, ("mental", 2, 2, 2))
requires1.insert(ItemType.SHIELD, ("defense", 3, 2, 3))
requires1.insert(ItemType.FIRE_RING, ("", 0, 0, 0))
requires1.insert(ItemType.ICE_RING, ("", 0, 0, 0))
requires1.insert(ItemType.SHOCK_RING, ("", 0, 0, 0))
requires1.insert(ItemType.DARK_RING, ("", 0, 0, 0))
requires1.insert(ItemType.XP_RING, ("", 0, 0, 0))
requires1.insert(ItemType.GOLD_RING, ("", 0, 0, 0))
requires1.insert(ItemType.ITEM_RING, ("", 0, 0, 0))
requires2 = []
requires2.insert(ItemType.MELEE_HEAD, ("physical", 2, 1, 4))
requires2.insert(ItemType.RANGED_HEAD, ("offense", 3, 1, 4))
requires2.insert(ItemType.MENT_HEAD, ("mental", 4, 1, 4))
requires2.insert(ItemType.MELEE_CHEST, ("physical", 2, 1, 4))
requires2.insert(ItemType.RANGED_CHEST, ("offense", 3, 1, 4))
requires2.insert(ItemType.MENT_CHEST, ("mental", 4, 1, 4))
requires2.insert(ItemType.MELEE_LEGS, ("physical", 2, 1, 4))
requires2.insert(ItemType.RANGED_LEGS, ("offense", 3, 1, 4))
requires2.insert(ItemType.MENT_LEGS, ("mental", 4, 1, 4))
requires2.insert(ItemType.MELEE_FEET, ("physical", 2, 1, 4))
requires2.insert(ItemType.RANGED_FEET, ("offense", 3, 1, 4))
requires2.insert(ItemType.MENT_FEET, ("mental", 4, 1, 4))
requires2.insert(ItemType.MELEE_HANDS, ("physical", 2, 1, 4))
requires2.insert(ItemType.RANGED_HANDS, ("offense", 3, 1, 4))
requires2.insert(ItemType.MENT_HANDS, ("mental", 4, 1, 4))
requires2.insert(ItemType.MELEE_ARTIFACT, ("physical", 2, 1, 4))
requires2.insert(ItemType.RANGED_ARTIFACT, ("offense", 3, 1, 4))
requires2.insert(ItemType.MENT_ARTIFACT, ("mental", 4, 1, 4))
requires2.insert(ItemType.MELEE_WEAPON, ("", 0, 0, 0))
requires2.insert(ItemType.RANGED_WEAPON, ("", 0, 0, 0))
requires2.insert(ItemType.MENT_WEAPON, ("", 0, 0, 0))
requires2.insert(ItemType.SHIELD, ("", 0, 0, 0))
requires2.insert(ItemType.FIRE_RING, ("", 0, 0, 0))
requires2.insert(ItemType.ICE_RING, ("", 0, 0, 0))
requires2.insert(ItemType.SHOCK_RING, ("", 0, 0, 0))
requires2.insert(ItemType.DARK_RING, ("", 0, 0, 0))
requires2.insert(ItemType.XP_RING, ("", 0, 0, 0))
requires2.insert(ItemType.GOLD_RING, ("", 0, 0, 0))
requires2.insert(ItemType.ITEM_RING, ("", 0, 0, 0))
# level requirements
# (initial_value, value_per_level, initial_level)
requires3 = []
requires3.insert(ItemType.MELEE_HEAD, (0, 0, 0))
requires3.insert(ItemType.RANGED_HEAD, (0, 0, 0))
requires3.insert(ItemType.MENT_HEAD, (0, 0, 0))
requires3.insert(ItemType.MELEE_CHEST, (0, 0, 0))
requires3.insert(ItemType.RANGED_CHEST, (0, 0, 0))
requires3.insert(ItemType.MENT_CHEST, (0, 0, 0))
requires3.insert(ItemType.MELEE_LEGS, (0, 0, 0))
requires3.insert(ItemType.RANGED_LEGS, (0, 0, 0))
requires3.insert(ItemType.MENT_LEGS, (0, 0, 0))
requires3.insert(ItemType.MELEE_FEET, (0, 0, 0))
requires3.insert(ItemType.RANGED_FEET, (0, 0, 0))
requires3.insert(ItemType.MENT_FEET, (0, 0, 0))
requires3.insert(ItemType.MELEE_HANDS, (0, 0, 0))
requires3.insert(ItemType.RANGED_HANDS, (0, 0, 0))
requires3.insert(ItemType.MENT_HANDS, (0, 0, 0))
requires3.insert(ItemType.MELEE_ARTIFACT, (0, 0, 0))
requires3.insert(ItemType.RANGED_ARTIFACT, (0, 0, 0))
requires3.insert(ItemType.MENT_ARTIFACT, (0, 0, 0))
requires3.insert(ItemType.MELEE_WEAPON, (0, 0, 0))
requires3.insert(ItemType.RANGED_WEAPON, (0, 0, 0))
requires3.insert(ItemType.MENT_WEAPON, (0, 0, 0))
requires3.insert(ItemType.SHIELD, (0, 0, 0))
requires3.insert(ItemType.FIRE_RING, (2, 1, 4))
requires3.insert(ItemType.ICE_RING, (2, 1, 4))
requires3.insert(ItemType.SHOCK_RING, (2, 1, 4))
requires3.insert(ItemType.DARK_RING, (2, 1, 4))
requires3.insert(ItemType.XP_RING, (2, 1, 4))
requires3.insert(ItemType.GOLD_RING, (2, 1, 4))
requires3.insert(ItemType.ITEM_RING, (2, 1, 4))