From 952f6b085c5e2ae3956f88fe099239f489e9ae7e Mon Sep 17 00:00:00 2001 From: Eli <88557639+lishaduck@users.noreply.github.com> Date: Tue, 24 Oct 2023 13:38:03 -0500 Subject: [PATCH] chore: format code w/ ruff --- BipoleV.py | 4638 ++++++++++++++----- characters.py | 550 ++- enemies.py | 2344 +++++----- equipment.py | 5195 ++++++++++----------- maps.py | 11975 ++++++++++++++++++++++++++++++++++++++++++++++-- 5 files changed, 19053 insertions(+), 5649 deletions(-) diff --git a/BipoleV.py b/BipoleV.py index 2d81dac..e3bed49 100644 --- a/BipoleV.py +++ b/BipoleV.py @@ -1,95 +1,156 @@ -from faulthandler import disable +import os +import pickle +import random +import sys +import time import tkinter as tk +from faulthandler import disable +from tkinter import * from tkinter import dialog from tkinter.filedialog import askopenfilename -from tkinter import * -import os -import time + import __main__ -import maps +from PIL import Image, ImageTk + import characters -import equipment import enemies -from PIL import Image -from PIL import ImageTk -import random -import pickle -import sys +import equipment +import maps current_directory = os.getcwd() print(current_directory) if True: screen = tk.Tk() - screen['bg']='black' - screen.title('Bipole V: Dungeons of Biphero') + screen["bg"] = "black" + screen.title("Bipole V: Dungeons of Biphero") screen.unbind_all("<>") - - mainframe = tk.Frame(relief=tk.RAISED, bg='black') + mainframe = tk.Frame(relief=tk.RAISED, bg="black") mainfont = "Courier" - toprow = tk.Frame(master=mainframe, relief=tk.RAISED, bg='black') + toprow = tk.Frame(master=mainframe, relief=tk.RAISED, bg="black") toprow.grid(row=0, column=0) - save_button = tk.Button(master=toprow,text="SAVE",width=5,height=2,relief=RAISED, bg='black') - save_button.config(font=(mainfont,29),fg='red') - save_button.grid(row=0,column=0) + save_button = tk.Button( + master=toprow, text="SAVE", width=5, height=2, relief=RAISED, bg="black" + ) + save_button.config(font=(mainfont, 29), fg="red") + save_button.grid(row=0, column=0) Gold = 500 - filedisplay = tk.Label(master=toprow,text="Lemniscate Bipole V:\nDungeons of Biphero",anchor=CENTER,relief=tk.GROOVE,width=42,height=3, bg='black') - filedisplay.config(font=(mainfont,25),fg='magenta2') + filedisplay = tk.Label( + master=toprow, + text="Lemniscate Bipole V:\nDungeons of Biphero", + anchor=CENTER, + relief=tk.GROOVE, + width=42, + height=3, + bg="black", + ) + filedisplay.config(font=(mainfont, 25), fg="magenta2") filedisplay.grid(row=0, column=1) - topsidefram = tk.Frame(master=toprow, relief=tk.RAISED, bg='black') - topsidefram.grid(row=0,column=2) + topsidefram = tk.Frame(master=toprow, relief=tk.RAISED, bg="black") + topsidefram.grid(row=0, column=2) sidestepping = False - sidestep_button = tk.Button(master=topsidefram,text="SIDE STEPPING\n(OFF)",width=16,height=2,relief=RAISED, bg='black') - sidestep_button.config(font=(mainfont,14),fg='white') - sidestep_button.grid(row=0,column=0) - - topsidebotmfram = tk.Frame(master=topsidefram, relief=tk.RAISED, bg='black') - topsidebotmfram.grid(row=1,column=0) - - stat_button = tk.Button(master=topsidebotmfram,text="STAT",width=5,height=2,relief=RAISED, bg='black') - stat_button.config(font=(mainfont,14),fg='cyan') - stat_button.grid(row=0,column=0) - - key_button = tk.Button(master=topsidebotmfram,text="KEY ITEMS",width=10,height=2,relief=RAISED, bg='black') - key_button.config(font=(mainfont,14),fg='yellow') - key_button.grid(row=0,column=1) - - centrow = tk.Frame(master=mainframe, relief=tk.RAISED, bg='black') + sidestep_button = tk.Button( + master=topsidefram, + text="SIDE STEPPING\n(OFF)", + width=16, + height=2, + relief=RAISED, + bg="black", + ) + sidestep_button.config(font=(mainfont, 14), fg="white") + sidestep_button.grid(row=0, column=0) + + topsidebotmfram = tk.Frame(master=topsidefram, relief=tk.RAISED, bg="black") + topsidebotmfram.grid(row=1, column=0) + + stat_button = tk.Button( + master=topsidebotmfram, + text="STAT", + width=5, + height=2, + relief=RAISED, + bg="black", + ) + stat_button.config(font=(mainfont, 14), fg="cyan") + stat_button.grid(row=0, column=0) + + key_button = tk.Button( + master=topsidebotmfram, + text="KEY ITEMS", + width=10, + height=2, + relief=RAISED, + bg="black", + ) + key_button.config(font=(mainfont, 14), fg="yellow") + key_button.grid(row=0, column=1) + + centrow = tk.Frame(master=mainframe, relief=tk.RAISED, bg="black") centrow.grid(row=1, column=0) - - sprites_canvas = tk.Canvas(master=centrow, relief=tk.RIDGE, height=600,width=650,bg='black',borderwidth=-1) - sprites_canvas.grid(row=0,column=0) + sprites_canvas = tk.Canvas( + master=centrow, + relief=tk.RIDGE, + height=600, + width=650, + bg="black", + borderwidth=-1, + ) + sprites_canvas.grid(row=0, column=0) world_color = "stone" bottomest_layer = "brown" - dimensions = (650,600) - - bottomest_background_sprite_unform = Image.open(str(current_directory)+"/world/"+world_color+"/bottomest_layer/"+bottomest_layer+".png").convert("RGBA") - bottomest_background_sprite = ImageTk.PhotoImage(bottomest_background_sprite_unform.resize(dimensions,resample=Image.NEAREST)) - bottomest_background_image = sprites_canvas.create_image(0, 0, anchor=NW, image=bottomest_background_sprite) + dimensions = (650, 600) + + bottomest_background_sprite_unform = Image.open( + str(current_directory) + + "/world/" + + world_color + + "/bottomest_layer/" + + bottomest_layer + + ".png" + ).convert("RGBA") + bottomest_background_sprite = ImageTk.PhotoImage( + bottomest_background_sprite_unform.resize(dimensions, resample=Image.NEAREST) + ) + bottomest_background_image = sprites_canvas.create_image( + 0, 0, anchor=NW, image=bottomest_background_sprite + ) # bottomerer_background_sprites_sides = [] - # bottomerer_background_images_sides = [] + # bottomerer_background_images_sides = [] # ind = 0 # for x in range(4): # bottomerer_background_sprites_sides.append(ImageTk.PhotoImage(Image.open(str(current_directory)+"/world/"+world_color+"/bottomerer_layer/"+"0000"+".png").convert("RGBA").resize(dimensions,resample=Image.NEAREST))) # bottomerer_background_images_sides.append(sprites_canvas.create_image(0, 0, anchor=NW, image=bottomerer_background_sprites_sides[ind])) # ind += 1 - - bottomerer_background_sprite = ImageTk.PhotoImage(Image.open(str(current_directory)+"/world/"+world_color+"/bottomerer_layer/"+"1111"+".png").convert("RGBA").resize(dimensions,resample=Image.NEAREST)) - bottomerer_background_image = sprites_canvas.create_image(0, 0, anchor=NW, image=bottomerer_background_sprite) + + bottomerer_background_sprite = ImageTk.PhotoImage( + Image.open( + str(current_directory) + + "/world/" + + world_color + + "/bottomerer_layer/" + + "1111" + + ".png" + ) + .convert("RGBA") + .resize(dimensions, resample=Image.NEAREST) + ) + bottomerer_background_image = sprites_canvas.create_image( + 0, 0, anchor=NW, image=bottomerer_background_sprite + ) # bottomerer_background_sprites = [] # bottomerer_background_images = [] @@ -114,18 +175,31 @@ # bottomerer_background_sprites.append(bottomerer_background_sprite00010) # bottomerer_background_images.append(sprites_canvas.create_image(0, 0, anchor=NW, image=bottomerer_background_sprite00010)) - bottomer_background_sprite = ImageTk.PhotoImage(Image.open(str(current_directory)+"/world/"+world_color+"/bottomer_layer/"+"01110"+".png").convert("RGBA").resize(dimensions,resample=Image.NEAREST)) - bottomer_background_image = sprites_canvas.create_image(0, 0, anchor=NW, image=bottomer_background_sprite) + bottomer_background_sprite = ImageTk.PhotoImage( + Image.open( + str(current_directory) + + "/world/" + + world_color + + "/bottomer_layer/" + + "01110" + + ".png" + ) + .convert("RGBA") + .resize(dimensions, resample=Image.NEAREST) + ) + bottomer_background_image = sprites_canvas.create_image( + 0, 0, anchor=NW, image=bottomer_background_sprite + ) # bottomer_background_sprites_sides = [] - # bottomer_background_images_sides = [] + # bottomer_background_images_sides = [] # ind = 0 # for x in range(5): # bottomer_background_sprites_sides.append(ImageTk.PhotoImage(Image.open(str(current_directory)+"/world/"+world_color+"/bottomer_layer/"+"00000"+".png").convert("RGBA").resize(dimensions,resample=Image.NEAREST))) # bottomer_background_images_sides.append(sprites_canvas.create_image(0, 0, anchor=NW, image=bottomer_background_sprites_sides[ind])) # ind += 1 # bottomer_background_sprites = [] - # bottomer_background_images = [] + # bottomer_background_images = [] # ind = 0 # for x in range(5): # bottomer_background_sprites.append(ImageTk.PhotoImage(Image.open(str(current_directory)+"/world/"+world_color+"/bottomer_layer/"+"00000"+".png").convert("RGBA").resize(dimensions,resample=Image.NEAREST))) @@ -135,19 +209,42 @@ bottomerspr = [0] bottomerimg = [0] - bottomerspr.append(ImageTk.PhotoImage(Image.open(str(current_directory)+"/sprites/"+"protipole"+".png").convert("RGBA").resize((100,250),resample=Image.NEAREST))) - bottomerimg.append(sprites_canvas.create_image(50+90, 310, anchor=CENTER, image=bottomerspr[1])) - - bottomerspr.append(ImageTk.PhotoImage(Image.open(str(current_directory)+"/sprites/"+"protipole"+".png").convert("RGBA").resize((60,175),resample=Image.NEAREST))) - bottomerimg.append(sprites_canvas.create_image(325, 290, anchor=CENTER, image=bottomerspr[2])) - - bottomerspr.append(ImageTk.PhotoImage(Image.open(str(current_directory)+"/sprites/"+"protipole"+".png").convert("RGBA").resize((100,250),resample=Image.NEAREST))) - bottomerimg.append(sprites_canvas.create_image(625-90, 310, anchor=CENTER, image=bottomerspr[3])) + bottomerspr.append( + ImageTk.PhotoImage( + Image.open(str(current_directory) + "/sprites/" + "protipole" + ".png") + .convert("RGBA") + .resize((100, 250), resample=Image.NEAREST) + ) + ) + bottomerimg.append( + sprites_canvas.create_image(50 + 90, 310, anchor=CENTER, image=bottomerspr[1]) + ) + + bottomerspr.append( + ImageTk.PhotoImage( + Image.open(str(current_directory) + "/sprites/" + "protipole" + ".png") + .convert("RGBA") + .resize((60, 175), resample=Image.NEAREST) + ) + ) + bottomerimg.append( + sprites_canvas.create_image(325, 290, anchor=CENTER, image=bottomerspr[2]) + ) + + bottomerspr.append( + ImageTk.PhotoImage( + Image.open(str(current_directory) + "/sprites/" + "protipole" + ".png") + .convert("RGBA") + .resize((100, 250), resample=Image.NEAREST) + ) + ) + bottomerimg.append( + sprites_canvas.create_image(625 - 90, 310, anchor=CENTER, image=bottomerspr[3]) + ) bottomerspr.append(0) bottomerimg.append(0) - # bottom_background_sprites_sides = [] # bottom_background_images_sides = [] # ind = 0 @@ -163,26 +260,62 @@ # bottom_background_images.append(sprites_canvas.create_image(0, 0, anchor=NW, image=bottom_background_sprites[ind])) # ind += 1 - bottom_background_sprite = ImageTk.PhotoImage(Image.open(str(current_directory)+"/world/"+world_color+"/bottom_layer/"+"111"+".png").convert("RGBA").resize(dimensions,resample=Image.NEAREST)) - bottom_background_image = sprites_canvas.create_image(0, 0, anchor=NW, image=bottom_background_sprite) + bottom_background_sprite = ImageTk.PhotoImage( + Image.open( + str(current_directory) + + "/world/" + + world_color + + "/bottom_layer/" + + "111" + + ".png" + ) + .convert("RGBA") + .resize(dimensions, resample=Image.NEAREST) + ) + bottom_background_image = sprites_canvas.create_image( + 0, 0, anchor=NW, image=bottom_background_sprite + ) bottomspr = [0] bottomimg = [0] mul = 1 - bottomspr.append(ImageTk.PhotoImage(Image.open(str(current_directory)+"/sprites/"+"nothing"+".png").convert("RGBA").resize((165,420),resample=Image.NEAREST))) - bottomimg.append(sprites_canvas.create_image(50, 320, anchor=CENTER, image=bottomspr[1])) - - bottomspr.append(ImageTk.PhotoImage(Image.open(str(current_directory)+"/sprites/"+"nothing"+".png").convert("RGBA").resize((100,250),resample=Image.NEAREST))) - bottomimg.append(sprites_canvas.create_image(325, 310, anchor=CENTER, image=bottomspr[2])) - - bottomspr.append(ImageTk.PhotoImage(Image.open(str(current_directory)+"/sprites/"+"nothing"+".png").convert("RGBA").resize((165,420),resample=Image.NEAREST))) - bottomimg.append(sprites_canvas.create_image(625, 320, anchor=CENTER, image=bottomspr[3])) + bottomspr.append( + ImageTk.PhotoImage( + Image.open(str(current_directory) + "/sprites/" + "nothing" + ".png") + .convert("RGBA") + .resize((165, 420), resample=Image.NEAREST) + ) + ) + bottomimg.append( + sprites_canvas.create_image(50, 320, anchor=CENTER, image=bottomspr[1]) + ) + + bottomspr.append( + ImageTk.PhotoImage( + Image.open(str(current_directory) + "/sprites/" + "nothing" + ".png") + .convert("RGBA") + .resize((100, 250), resample=Image.NEAREST) + ) + ) + bottomimg.append( + sprites_canvas.create_image(325, 310, anchor=CENTER, image=bottomspr[2]) + ) + + bottomspr.append( + ImageTk.PhotoImage( + Image.open(str(current_directory) + "/sprites/" + "nothing" + ".png") + .convert("RGBA") + .resize((165, 420), resample=Image.NEAREST) + ) + ) + bottomimg.append( + sprites_canvas.create_image(625, 320, anchor=CENTER, image=bottomspr[3]) + ) bottomspr.append(0) bottomimg.append(0) - # top_background_sprites_sides = [] # top_background_images_sides = [] # ind = 0 @@ -197,57 +330,97 @@ # top_background_sprites.append(ImageTk.PhotoImage(Image.open(str(current_directory)+"/world/"+world_color+"/top_layer/"+"000"+".png").convert("RGBA").resize(dimensions,resample=Image.NEAREST))) # top_background_images.append(sprites_canvas.create_image(0, 0, anchor=NW, image=top_background_sprites[ind])) # ind += 1 - - top_background_sprite = ImageTk.PhotoImage(Image.open(str(current_directory)+"/world/"+world_color+"/top_layer/"+"000"+".png").convert("RGBA").resize(dimensions,resample=Image.NEAREST)) - top_background_image = sprites_canvas.create_image(0, 0, anchor=NW, image=top_background_sprite) + + top_background_sprite = ImageTk.PhotoImage( + Image.open( + str(current_directory) + + "/world/" + + world_color + + "/top_layer/" + + "000" + + ".png" + ) + .convert("RGBA") + .resize(dimensions, resample=Image.NEAREST) + ) + top_background_image = sprites_canvas.create_image( + 0, 0, anchor=NW, image=top_background_sprite + ) topspr = [0] topimg = [0] - topspr.append(ImageTk.PhotoImage(Image.open(str(current_directory)+"/sprites/"+"nothing"+".png").convert("RGBA").resize((165,420),resample=Image.NEAREST))) + topspr.append( + ImageTk.PhotoImage( + Image.open(str(current_directory) + "/sprites/" + "nothing" + ".png") + .convert("RGBA") + .resize((165, 420), resample=Image.NEAREST) + ) + ) topimg.append(sprites_canvas.create_image(325, 320, anchor=CENTER, image=topspr[1])) - - - - key_background_unform = Image.open(str(current_directory)+"/sprites/"+"nothing"+".png").convert("RGBA") - key_background_sprite = ImageTk.PhotoImage(key_background_unform.resize((650,600),resample=Image.NEAREST)) - key_background_image = sprites_canvas.create_image(0, 0, anchor=NW, image=key_background_sprite) - - - char1_background_sprite_unform = Image.open(str(current_directory)+"/sprites/"+"nothing"+".png").convert("RGBA") - character_sprite1 = ImageTk.PhotoImage(char1_background_sprite_unform.resize((200,500),resample=Image.NEAREST)) - character_image1 = sprites_canvas.create_image(100, 362, anchor=CENTER, image=character_sprite1) + key_background_unform = Image.open( + str(current_directory) + "/sprites/" + "nothing" + ".png" + ).convert("RGBA") + key_background_sprite = ImageTk.PhotoImage( + key_background_unform.resize((650, 600), resample=Image.NEAREST) + ) + key_background_image = sprites_canvas.create_image( + 0, 0, anchor=NW, image=key_background_sprite + ) + + char1_background_sprite_unform = Image.open( + str(current_directory) + "/sprites/" + "nothing" + ".png" + ).convert("RGBA") + character_sprite1 = ImageTk.PhotoImage( + char1_background_sprite_unform.resize((200, 500), resample=Image.NEAREST) + ) + character_image1 = sprites_canvas.create_image( + 100, 362, anchor=CENTER, image=character_sprite1 + ) # character_sprite1 = PhotoImage(file = str(current_directory)+"/sprites/"+"bipoanderer.gif") # character_image1 = sprites_canvas.create_image(100, 362, anchor=CENTER, image=character_sprite1) - char2_background_sprite_unform = Image.open(str(current_directory)+"/sprites/"+"protipole"+".png").convert("RGBA") - character_sprite2 = ImageTk.PhotoImage(char2_background_sprite_unform.resize((200,500),resample=Image.NEAREST)) - character_image2 = sprites_canvas.create_image(325, 362, anchor=CENTER, image=character_sprite2) + char2_background_sprite_unform = Image.open( + str(current_directory) + "/sprites/" + "protipole" + ".png" + ).convert("RGBA") + character_sprite2 = ImageTk.PhotoImage( + char2_background_sprite_unform.resize((200, 500), resample=Image.NEAREST) + ) + character_image2 = sprites_canvas.create_image( + 325, 362, anchor=CENTER, image=character_sprite2 + ) # character_sprite2 = PhotoImage(file = str(current_directory)+"/sprites/"+"protipole.gif") # character_image2 = sprites_canvas.create_image(325, 362, anchor=CENTER, image=character_sprite2) - char3_background_sprite_unform = Image.open(str(current_directory)+"/sprites/"+"nothing"+".png").convert("RGBA") - character_sprite3 = ImageTk.PhotoImage(char3_background_sprite_unform.resize((200,500),resample=Image.NEAREST)) - character_image3 = sprites_canvas.create_image(550, 362, anchor=CENTER, image=character_sprite3) - - - - - dialouge = tk.Label(master=centrow, text="Lemniscate Bipole V:\nDungeons of Biphero\n\nMade by infinityJKA\n\n----------\n\n[A] Load Save\n[B] New Game\n\n----------\n\nRead README.txt before playing\n\n(Release v1.0)\ninfinityjka.itch.io", relief=tk.FLAT,width=50,height=30, bg='black') - dialouge.config(font=(mainfont,12),fg='white') - dialouge.grid(row=0,column=1) - - - - - botrow = tk.Frame(master=mainframe, relief=tk.RAISED, bg='black') + char3_background_sprite_unform = Image.open( + str(current_directory) + "/sprites/" + "nothing" + ".png" + ).convert("RGBA") + character_sprite3 = ImageTk.PhotoImage( + char3_background_sprite_unform.resize((200, 500), resample=Image.NEAREST) + ) + character_image3 = sprites_canvas.create_image( + 550, 362, anchor=CENTER, image=character_sprite3 + ) + + dialouge = tk.Label( + master=centrow, + text="Lemniscate Bipole V:\nDungeons of Biphero\n\nMade by infinityJKA\n\n----------\n\n[A] Load Save\n[B] New Game\n\n----------\n\nRead README.txt before playing\n\n(Release v1.0)\ninfinityjka.itch.io", + relief=tk.FLAT, + width=50, + height=30, + bg="black", + ) + dialouge.config(font=(mainfont, 12), fg="white") + dialouge.grid(row=0, column=1) + + botrow = tk.Frame(master=mainframe, relief=tk.RAISED, bg="black") botrow.grid(row=2, column=0) - # protagimg = PhotoImage(file="bipoleii_100x100.png") - # protagportrait = tk.Label(master=botrow, image=protagimg,relief=tk.RIDGE,width=150,height=150) + # protagimg = PhotoImage(file="bipoleii_100x100.png") + # protagportrait = tk.Label(master=botrow, image=protagimg,relief=tk.RIDGE,width=150,height=150) # protagportrait.grid(row=0,column=0) # img = None @@ -255,32 +428,57 @@ # protagimg = None # protagportrait.config(image=img) - - party_frame = tk.Frame(master=botrow, relief=tk.RAISED, bg='black') + party_frame = tk.Frame(master=botrow, relief=tk.RAISED, bg="black") party_frame.grid(row=0, column=0) party_font = 12 - party_member1 = tk.Label(master=party_frame, text="=EMPTY=", relief=tk.SUNKEN,width=51,height=2, bg='black') - party_member1.config(font=(mainfont,party_font),fg='green2') - party_member1.grid(row=0,column=0) - - party_member2 = tk.Label(master=party_frame, text="=EMPTY=", relief=tk.SUNKEN,width=51,height=2, bg='black') - party_member2.config(font=(mainfont,party_font),fg='green2') - party_member2.grid(row=1,column=0) - - party_member3 = tk.Label(master=party_frame, text="=EMPTY=", relief=tk.SUNKEN,width=51,height=2, bg='black') - party_member3.config(font=(mainfont,party_font),fg='green2') - party_member3.grid(row=2,column=0) - - party_member4 = tk.Label(master=party_frame, text="=EMPTY=", relief=tk.SUNKEN,width=51,height=2, bg='black') - party_member4.config(font=(mainfont,party_font),fg='green2') - party_member4.grid(row=3,column=0) - - - - buttons_frame = tk.Frame(master=botrow,relief=tk.FLAT, bg='black') - buttons_frame.grid(row=0,column=1) + party_member1 = tk.Label( + master=party_frame, + text="=EMPTY=", + relief=tk.SUNKEN, + width=51, + height=2, + bg="black", + ) + party_member1.config(font=(mainfont, party_font), fg="green2") + party_member1.grid(row=0, column=0) + + party_member2 = tk.Label( + master=party_frame, + text="=EMPTY=", + relief=tk.SUNKEN, + width=51, + height=2, + bg="black", + ) + party_member2.config(font=(mainfont, party_font), fg="green2") + party_member2.grid(row=1, column=0) + + party_member3 = tk.Label( + master=party_frame, + text="=EMPTY=", + relief=tk.SUNKEN, + width=51, + height=2, + bg="black", + ) + party_member3.config(font=(mainfont, party_font), fg="green2") + party_member3.grid(row=2, column=0) + + party_member4 = tk.Label( + master=party_frame, + text="=EMPTY=", + relief=tk.SUNKEN, + width=51, + height=2, + bg="black", + ) + party_member4.config(font=(mainfont, party_font), fg="green2") + party_member4.grid(row=3, column=0) + + buttons_frame = tk.Frame(master=botrow, relief=tk.FLAT, bg="black") + buttons_frame.grid(row=0, column=1) # HP = 5 @@ -288,51 +486,120 @@ # healthdisplay.config(font=(mainfont,40)) # healthdisplay.grid(row=0,column=0) - button_color = "black" #"grey6" - - a_button = tk.Button(master=buttons_frame,text="A",width=5,height=2,relief=RAISED, bg=button_color) - a_button.config(font=(mainfont,20),fg='dodger blue') - a_button.grid(row=0,column=0) - - up_button = tk.Button(master=buttons_frame,text="△",width=5,height=2,relief=RAISED, bg=button_color) - up_button.config(font=(mainfont,20),fg='white') - up_button.grid(row=0,column=1) - - b_button = tk.Button(master=buttons_frame,text="B",width=5,height=2,relief=RAISED, bg=button_color) - b_button.config(font=(mainfont,20),fg='red') - b_button.grid(row=0,column=2) - - equip_button = tk.Button(master=buttons_frame,text="EQUIP",width=5,height=2,relief=RAISED, bg=button_color) - equip_button.config(font=(mainfont,20),fg='yellow') - equip_button.grid(row=0,column=3) - - party_button = tk.Button(master=buttons_frame,text="PARTY",width=5,height=2,relief=RAISED, bg=button_color) - party_button.config(font=(mainfont,20),fg='yellow') - party_button.grid(row=0,column=4) - - item_button = tk.Button(master=buttons_frame,text="ITEM",width=5,height=2,relief=RAISED, bg=button_color) - item_button.config(font=(mainfont,20),fg='yellow') - item_button.grid(row=1,column=3) - - talk_button = tk.Button(master=buttons_frame,text="TALK",width=5,height=2,relief=RAISED, bg=button_color) - talk_button.config(font=(mainfont,20),fg='yellow') - talk_button.grid(row=1,column=4) - - left_button = tk.Button(master=buttons_frame,text="◁",width=5,height=2,relief=RAISED, bg=button_color) - left_button.config(font=(mainfont,20),fg='white') - left_button.grid(row=1,column=0) - - down_button = tk.Button(master=buttons_frame,text="▽",width=5,height=2,relief=RAISED, bg=button_color) - down_button.config(font=(mainfont,20),fg='white') - down_button.grid(row=1,column=1) - - right_button = tk.Button(master=buttons_frame,text="▷",width=5,height=2,relief=RAISED, bg=button_color) - right_button.config(font=(mainfont,20),fg='white') - right_button.grid(row=1,column=2) - - - minimap_frame = tk.Frame(master=botrow,relief=tk.RAISED,bg="black") - minimap_frame.grid(row=0,column=2) + button_color = "black" # "grey6" + + a_button = tk.Button( + master=buttons_frame, + text="A", + width=5, + height=2, + relief=RAISED, + bg=button_color, + ) + a_button.config(font=(mainfont, 20), fg="dodger blue") + a_button.grid(row=0, column=0) + + up_button = tk.Button( + master=buttons_frame, + text="△", + width=5, + height=2, + relief=RAISED, + bg=button_color, + ) + up_button.config(font=(mainfont, 20), fg="white") + up_button.grid(row=0, column=1) + + b_button = tk.Button( + master=buttons_frame, + text="B", + width=5, + height=2, + relief=RAISED, + bg=button_color, + ) + b_button.config(font=(mainfont, 20), fg="red") + b_button.grid(row=0, column=2) + + equip_button = tk.Button( + master=buttons_frame, + text="EQUIP", + width=5, + height=2, + relief=RAISED, + bg=button_color, + ) + equip_button.config(font=(mainfont, 20), fg="yellow") + equip_button.grid(row=0, column=3) + + party_button = tk.Button( + master=buttons_frame, + text="PARTY", + width=5, + height=2, + relief=RAISED, + bg=button_color, + ) + party_button.config(font=(mainfont, 20), fg="yellow") + party_button.grid(row=0, column=4) + + item_button = tk.Button( + master=buttons_frame, + text="ITEM", + width=5, + height=2, + relief=RAISED, + bg=button_color, + ) + item_button.config(font=(mainfont, 20), fg="yellow") + item_button.grid(row=1, column=3) + + talk_button = tk.Button( + master=buttons_frame, + text="TALK", + width=5, + height=2, + relief=RAISED, + bg=button_color, + ) + talk_button.config(font=(mainfont, 20), fg="yellow") + talk_button.grid(row=1, column=4) + + left_button = tk.Button( + master=buttons_frame, + text="◁", + width=5, + height=2, + relief=RAISED, + bg=button_color, + ) + left_button.config(font=(mainfont, 20), fg="white") + left_button.grid(row=1, column=0) + + down_button = tk.Button( + master=buttons_frame, + text="▽", + width=5, + height=2, + relief=RAISED, + bg=button_color, + ) + down_button.config(font=(mainfont, 20), fg="white") + down_button.grid(row=1, column=1) + + right_button = tk.Button( + master=buttons_frame, + text="▷", + width=5, + height=2, + relief=RAISED, + bg=button_color, + ) + right_button.config(font=(mainfont, 20), fg="white") + right_button.grid(row=1, column=2) + + minimap_frame = tk.Frame(master=botrow, relief=tk.RAISED, bg="black") + minimap_frame.grid(row=0, column=2) minimap_width = 2 minimap_height = 1 @@ -340,110 +607,355 @@ minimap_default_color = "black" minimap_text_color = "magenta2" - - minimap_00 = tk.Label(master=minimap_frame, text="x", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_00.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_00.grid(row=0,column=0) - - minimap_10 = tk.Label(master=minimap_frame, text="x", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_10.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_10.grid(row=1,column=0) - - minimap_20 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_20.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_20.grid(row=2,column=0) - - minimap_30 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_30.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_30.grid(row=3,column=0) - - minimap_40 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_40.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_40.grid(row=4,column=0) - - - minimap_01 = tk.Label(master=minimap_frame, text="x", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_01.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_01.grid(row=0,column=1) - - minimap_11 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_11.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_11.grid(row=1,column=1) - - minimap_21 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_21.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_21.grid(row=2,column=1) - - minimap_31 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_31.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_31.grid(row=3,column=1) - - minimap_41 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_41.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_41.grid(row=4,column=1) - - - minimap_02 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_02.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_02.grid(row=0,column=2) - - minimap_12 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_12.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_12.grid(row=1,column=2) - - minimap_22 = tk.Label(master=minimap_frame, text="△", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_22.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_22.grid(row=2,column=2) - - minimap_32 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_32.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_32.grid(row=3,column=2) - - minimap_42 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_42.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_42.grid(row=4,column=2) - - - minimap_03 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_03.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_03.grid(row=0,column=3) - - minimap_13 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_13.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_13.grid(row=1,column=3) - - minimap_23 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_23.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_23.grid(row=2,column=3) - - minimap_33 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_33.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_33.grid(row=3,column=3) - - minimap_43 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_43.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_43.grid(row=4,column=3) - - - minimap_04 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_04.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_04.grid(row=0,column=4) - - minimap_14 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_14.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_14.grid(row=1,column=4) - - minimap_24 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_24.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_24.grid(row=2,column=4) - - minimap_34 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_34.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_34.grid(row=3,column=4) - - minimap_44 = tk.Label(master=minimap_frame, text="X", relief=tk.SUNKEN,width=minimap_width,height=minimap_height) - minimap_44.config(font=(mainfont,minimap_fontsize),bg=minimap_default_color,fg=minimap_text_color) - minimap_44.grid(row=4,column=4) + minimap_00 = tk.Label( + master=minimap_frame, + text="x", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_00.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_00.grid(row=0, column=0) + + minimap_10 = tk.Label( + master=minimap_frame, + text="x", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_10.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_10.grid(row=1, column=0) + + minimap_20 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_20.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_20.grid(row=2, column=0) + + minimap_30 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_30.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_30.grid(row=3, column=0) + + minimap_40 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_40.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_40.grid(row=4, column=0) + + minimap_01 = tk.Label( + master=minimap_frame, + text="x", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_01.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_01.grid(row=0, column=1) + + minimap_11 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_11.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_11.grid(row=1, column=1) + + minimap_21 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_21.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_21.grid(row=2, column=1) + + minimap_31 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_31.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_31.grid(row=3, column=1) + + minimap_41 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_41.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_41.grid(row=4, column=1) + + minimap_02 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_02.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_02.grid(row=0, column=2) + + minimap_12 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_12.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_12.grid(row=1, column=2) + + minimap_22 = tk.Label( + master=minimap_frame, + text="△", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_22.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_22.grid(row=2, column=2) + + minimap_32 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_32.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_32.grid(row=3, column=2) + + minimap_42 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_42.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_42.grid(row=4, column=2) + + minimap_03 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_03.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_03.grid(row=0, column=3) + + minimap_13 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_13.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_13.grid(row=1, column=3) + + minimap_23 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_23.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_23.grid(row=2, column=3) + + minimap_33 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_33.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_33.grid(row=3, column=3) + + minimap_43 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_43.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_43.grid(row=4, column=3) + + minimap_04 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_04.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_04.grid(row=0, column=4) + + minimap_14 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_14.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_14.grid(row=1, column=4) + + minimap_24 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_24.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_24.grid(row=2, column=4) + + minimap_34 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_34.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_34.grid(row=3, column=4) + + minimap_44 = tk.Label( + master=minimap_frame, + text="X", + relief=tk.SUNKEN, + width=minimap_width, + height=minimap_height, + ) + minimap_44.config( + font=(mainfont, minimap_fontsize), + bg=minimap_default_color, + fg=minimap_text_color, + ) + minimap_44.grid(row=4, column=4) vision_facing = "North" @@ -451,10 +963,11 @@ else: print("how") + def clear_all_character_sprites(): - set_character_sprite(1,"nothing") - set_character_sprite(2,"nothing") - set_character_sprite(3,"nothing") + set_character_sprite(1, "nothing") + set_character_sprite(2, "nothing") + set_character_sprite(3, "nothing") # global character_sprite2 # character_sprite2 = PhotoImage(file = str(current_directory)+"/sprites/nothing") @@ -466,62 +979,92 @@ def clear_all_character_sprites(): print("all character sprites cleared") + def clear_sprite(num): if num == 1: print("cleared 1") global character_sprite1 - character_sprite1 = PhotoImage(file = str(current_directory)+"/sprites/nothing.png") - sprites_canvas.itemconfig(character_image1,image=character_sprite1) + character_sprite1 = PhotoImage( + file=str(current_directory) + "/sprites/nothing.png" + ) + sprites_canvas.itemconfig(character_image1, image=character_sprite1) elif num == 2: print("cleared 2") - global character_sprite2 - character_sprite2 = PhotoImage(file = str(current_directory)+"/sprites/nothing.png") - sprites_canvas.itemconfig(character_image2,image=character_sprite2) + global character_sprite2 + character_sprite2 = PhotoImage( + file=str(current_directory) + "/sprites/nothing.png" + ) + sprites_canvas.itemconfig(character_image2, image=character_sprite2) elif num == 3: print("cleard 3") global character_sprite3 - character_sprite3 = PhotoImage(file = str(current_directory)+"/sprites/nothing.png") - sprites_canvas.itemconfig(character_image3,image=character_sprite3) + character_sprite3 = PhotoImage( + file=str(current_directory) + "/sprites/nothing.png" + ) + sprites_canvas.itemconfig(character_image3, image=character_sprite3) -def set_character_sprite(position,sprite): +def set_character_sprite(position, sprite): if position == 1: global char1_background_sprite_unform global character_sprite1 - char1_background_sprite_unform = Image.open(str(current_directory)+"/sprites/"+sprite+".png").convert("RGBA") - character_sprite1 = ImageTk.PhotoImage(char1_background_sprite_unform.resize((200,500),resample=Image.NEAREST)) - sprites_canvas.itemconfig(character_image1, image = character_sprite1) + char1_background_sprite_unform = Image.open( + str(current_directory) + "/sprites/" + sprite + ".png" + ).convert("RGBA") + character_sprite1 = ImageTk.PhotoImage( + char1_background_sprite_unform.resize((200, 500), resample=Image.NEAREST) + ) + sprites_canvas.itemconfig(character_image1, image=character_sprite1) print("character sprite 1 changed") elif position == 2: global char2_background_sprite_unform global character_sprite2 - char2_background_sprite_unform = Image.open(str(current_directory)+"/sprites/"+sprite+".png").convert("RGBA") - character_sprite2 = ImageTk.PhotoImage(char2_background_sprite_unform.resize((200,500),resample=Image.NEAREST)) - sprites_canvas.itemconfig(character_image2, image = character_sprite2) + char2_background_sprite_unform = Image.open( + str(current_directory) + "/sprites/" + sprite + ".png" + ).convert("RGBA") + character_sprite2 = ImageTk.PhotoImage( + char2_background_sprite_unform.resize((200, 500), resample=Image.NEAREST) + ) + sprites_canvas.itemconfig(character_image2, image=character_sprite2) print("character sprite 2 changed") elif position == 3: global char3_background_sprite_unform global character_sprite3 - char3_background_sprite_unform = Image.open(str(current_directory)+"/sprites/"+sprite+".png").convert("RGBA") - character_sprite3 = ImageTk.PhotoImage(char3_background_sprite_unform.resize((200,500),resample=Image.NEAREST)) - sprites_canvas.itemconfig(character_image3, image = character_sprite3) + char3_background_sprite_unform = Image.open( + str(current_directory) + "/sprites/" + sprite + ".png" + ).convert("RGBA") + character_sprite3 = ImageTk.PhotoImage( + char3_background_sprite_unform.resize((200, 500), resample=Image.NEAREST) + ) + sprites_canvas.itemconfig(character_image3, image=character_sprite3) print("character sprite 3 changed") else: print("ERROR ON set_character_sprite") + def set_big_character_sprite(sprite): global character_sprite2 - char2_background_sprite_unform = Image.open(str(current_directory)+"/sprites/"+sprite+".png").convert("RGBA") - character_sprite2 = ImageTk.PhotoImage(char2_background_sprite_unform.resize((600,500),resample=Image.NEAREST)) - sprites_canvas.itemconfig(character_image2, image = character_sprite2) + char2_background_sprite_unform = Image.open( + str(current_directory) + "/sprites/" + sprite + ".png" + ).convert("RGBA") + character_sprite2 = ImageTk.PhotoImage( + char2_background_sprite_unform.resize((600, 500), resample=Image.NEAREST) + ) + sprites_canvas.itemconfig(character_image2, image=character_sprite2) print("character sprite 2 changed (big)") + def set_key_background(sprite): global key_background_sprite - key_background_unform = Image.open(str(current_directory)+"/sprites/"+sprite+".png").convert("RGBA") - key_background_sprite = ImageTk.PhotoImage(key_background_unform.resize((650,600),resample=Image.NEAREST)) - sprites_canvas.itemconfig(key_background_image, image = key_background_sprite) - print("set key background to \""+sprite+"\"") + key_background_unform = Image.open( + str(current_directory) + "/sprites/" + sprite + ".png" + ).convert("RGBA") + key_background_sprite = ImageTk.PhotoImage( + key_background_unform.resize((650, 600), resample=Image.NEAREST) + ) + sprites_canvas.itemconfig(key_background_image, image=key_background_sprite) + print('set key background to "' + sprite + '"') + def turn_right(): global vision_facing @@ -541,6 +1084,7 @@ def turn_right(): print("ERROR ON turn_right") refresh() + def turn_left(): global vision_facing if vision_facing == "North": @@ -559,6 +1103,7 @@ def turn_left(): print("ERROR ON turn_left") refresh() + def sidestep_toggle(): global sidestepping if sidestepping == True: @@ -570,10 +1115,12 @@ def sidestep_toggle(): sidestep_button.config(text="SIDE STEPPING\n(ON)") print("side stepping enabled") + def nothing(): - #Bipole II: Trials developement status type beat amerite? + # Bipole II: Trials developement status type beat amerite? pass + def disable_inputs(): disable_keys() save_button.config(command=nothing) @@ -591,16 +1138,20 @@ def disable_inputs(): talk_button.config(command=nothing) key_button.config(command=nothing) + def write_text(the_text): dialouge.config(text=the_text) + def clear_text(): dialouge.config(text="") + def newgame(): disable_inputs() clear_all_character_sprites() + def toggle_sidestep_button(yesno): global two_command if yesno == True: @@ -637,73 +1188,74 @@ def toggle_sidestep_button(yesno): def key_input(e): - #print(e.char) + # print(e.char) print(e) if e.char == "q": global q_command - eval(q_command+"") + eval(q_command + "") elif e.char == "a": global a_command - eval(a_command+"") + eval(a_command + "") elif e.char == "w": global w_command - eval(w_command+"") + eval(w_command + "") elif e.char == "s": global s_command - eval(s_command+"") + eval(s_command + "") elif e.char == "e": global e_command - eval(e_command+"") + eval(e_command + "") elif e.char == "d": global d_command - eval(d_command+"") - + eval(d_command + "") + elif e.char == "r": global r_command - eval(r_command+"") + eval(r_command + "") elif e.char == "f": global f_command - eval(f_command+"") + eval(f_command + "") elif e.char == "t": global t_command - eval(t_command+"") + eval(t_command + "") elif e.char == "g": global g_command - eval(g_command+"") + eval(g_command + "") elif e.char == "1": global one_command - eval(one_command+"") + eval(one_command + "") elif e.char == "2": global two_command - eval(two_command+"") + eval(two_command + "") elif e.char == "3": global three_command - eval(three_command+"") + eval(three_command + "") elif e.char == "4": global four_command - eval(four_command+"") + eval(four_command + "") elif e.char == " ": global space_command - eval(space_command+"") + eval(space_command + "") elif e.keysym == "Up": global up_command - eval(up_command+"") + eval(up_command + "") elif e.keysym == "Down": global down_command - eval(down_command+"") + eval(down_command + "") elif e.keysym == "Left": global left_command - eval(left_command+"") + eval(left_command + "") elif e.keysym == "Right": global right_command - eval(right_command+"") + eval(right_command + "") else: print("unused key") + def disable_keys(): global q_command global a_command @@ -749,29 +1301,40 @@ def disable_keys(): left_command = "nothing()" right_command = "nothing()" -dialogue = ["install","bipole"] + +dialogue = ["install", "bipole"] dialogue_index = 1 + def start_dialogue(input_file): disable_inputs() global dialogue global dialogue_index dialogue_index = 1 - file_contents = open(current_directory+"/dialogue/"+maps.current_location[4]+"/"+input_file+".txt") - dialogue = [line.rstrip('\n') for line in file_contents] + file_contents = open( + current_directory + + "/dialogue/" + + maps.current_location[4] + + "/" + + input_file + + ".txt" + ) + dialogue = [line.rstrip("\n") for line in file_contents] print(dialogue) perform_dialogue() + def start_dialogue_direct(input_file): disable_inputs() global dialogue global dialogue_index dialogue_index = 1 - file_contents = open(current_directory+input_file) - dialogue = [line.rstrip('\n') for line in file_contents] + file_contents = open(current_directory + input_file) + dialogue = [line.rstrip("\n") for line in file_contents] print(dialogue) perform_dialogue() + in_shop_list = False shop_inventory = [] shop_end_index = 0 @@ -782,6 +1345,7 @@ def start_dialogue_direct(input_file): multichoice_index = 0 multichoice_list = [] + def perform_dialogue(): disable_inputs() global dialogue @@ -825,21 +1389,21 @@ def perform_dialogue(): global multichoice_index global multichoice_list - line = (dialogue[dialogue_index]) + line = dialogue[dialogue_index] if line == "#CLEAR": clear_all_character_sprites() dialogue_index += 1 perform_dialogue() elif "#SET_IMAGE " in line: - set_character_sprite(2,line.replace('#SET_IMAGE ','')) + set_character_sprite(2, line.replace("#SET_IMAGE ", "")) dialogue_index += 1 perform_dialogue() elif "#SET_BIG_IMAGE " in line: - set_big_character_sprite(line.replace('#SET_BIG_IMAGE ','')) + set_big_character_sprite(line.replace("#SET_BIG_IMAGE ", "")) dialogue_index += 1 perform_dialogue() elif "#SET_KEY_BACK " in line: - set_key_background(line.replace('#SET_KEY_BACK ','')) + set_key_background(line.replace("#SET_KEY_BACK ", "")) dialogue_index += 1 perform_dialogue() elif line == "#END": @@ -847,10 +1411,12 @@ def perform_dialogue(): elif line == "#END_KEY_ITEM": open_key_items() elif "#OPEN_DIALG " in line: - thing = line.replace('#OPEN_DIALG ','') + thing = line.replace("#OPEN_DIALG ", "") dialogue_index = 0 - file_contents = open(current_directory+"/dialogue/key_items/"+thing+".txt") - dialogue = [line.rstrip('\n') for line in file_contents] + file_contents = open( + current_directory + "/dialogue/key_items/" + thing + ".txt" + ) + dialogue = [line.rstrip("\n") for line in file_contents] print(dialogue) perform_dialogue() elif line == "_" or line == "-pass-" or "/==/." in line: @@ -858,7 +1424,7 @@ def perform_dialogue(): perform_dialogue() elif "#CHOICE " in line: dialogue_index += 1 - write_text(line.replace('#CHOICE ','').replace('[@]',"\n")) + write_text(line.replace("#CHOICE ", "").replace("[@]", "\n")) yes_no_controls() elif line == "#CHOICE_RESULT": if yes_no_result == False: @@ -869,39 +1435,39 @@ def perform_dialogue(): perform_dialogue() elif line == "#CHOICE_RESULT_GO_TO": if yes_no_result == True: - thing = dialogue[dialogue_index+1] + thing = dialogue[dialogue_index + 1] else: - thing = dialogue[dialogue_index+2] - dialogue_index = search_for("/==/."+thing) + thing = dialogue[dialogue_index + 2] + dialogue_index = search_for("/==/." + thing) perform_dialogue() elif "#SENDIFEQUIPMENT " in line: - thing_to_check = getattr(equipment,line.replace('#SENDIFEQUIPMENT ','')) + thing_to_check = getattr(equipment, line.replace("#SENDIFEQUIPMENT ", "")) has = False for e in equipment.equipment_inventory: if e.DisplayName == thing_to_check.DisplayName: has = True if has: - goto = dialogue[dialogue_index+1] + goto = dialogue[dialogue_index + 1] print("HAS EQUIPMENT") else: - goto = dialogue[dialogue_index+2] + goto = dialogue[dialogue_index + 2] print("DOESN'T HAVE EQUIPMENT") - dialogue_index = search_for("/==/."+goto) + dialogue_index = search_for("/==/." + goto) perform_dialogue() if Gold >= amount: - thing = dialogue[dialogue_index+1] + thing = dialogue[dialogue_index + 1] else: - thing = dialogue[dialogue_index+2] - dialogue_index = search_for("/==/."+thing) + thing = dialogue[dialogue_index + 2] + dialogue_index = search_for("/==/." + thing) perform_dialogue() elif "#REMOVE_EQUIPMENT" in line: - thing_to_get = getattr(equipment,line.replace('#REMOVE_EQUIPMENT ','')) + thing_to_get = getattr(equipment, line.replace("#REMOVE_EQUIPMENT ", "")) removed = False for e in equipment.equipment_inventory: if e.DisplayName == thing_to_get.DisplayName: if removed == False: - equipment.equipment_inventory.remove(e) + equipment.equipment_inventory.remove(e) print("removed equipment") removed = True if removed == False: @@ -909,29 +1475,29 @@ def perform_dialogue(): dialogue_index += 1 advance_text() elif "#SENDIFGOLD>= " in line: - amount = (int)(line.replace("#SENDIFGOLD>= ","")) + amount = (int)(line.replace("#SENDIFGOLD>= ", "")) if Gold >= amount: - thing = dialogue[dialogue_index+1] + thing = dialogue[dialogue_index + 1] else: - thing = dialogue[dialogue_index+2] - dialogue_index = search_for("/==/."+thing) + thing = dialogue[dialogue_index + 2] + dialogue_index = search_for("/==/." + thing) perform_dialogue() elif "#SENDIFKEYITEM " in line: - keytocheck = getattr(equipment,line.replace('#SENDIFKEYITEM ','')) + keytocheck = getattr(equipment, line.replace("#SENDIFKEYITEM ", "")) haskey = False for k in equipment.key_item_inventory: if k.DisplayName == keytocheck.DisplayName: haskey = True - print(k.DisplayName+" is "+ keytocheck.DisplayName) + print(k.DisplayName + " is " + keytocheck.DisplayName) else: - print(k.DisplayName+" isn't "+ keytocheck.DisplayName) + print(k.DisplayName + " isn't " + keytocheck.DisplayName) if haskey: - thing = dialogue[dialogue_index+1] + thing = dialogue[dialogue_index + 1] print("HAS KEY ITEM") else: - thing = dialogue[dialogue_index+2] + thing = dialogue[dialogue_index + 2] print("DOESN'T HAVE KEY ITEM") - dialogue_index = search_for("/==/."+thing) + dialogue_index = search_for("/==/." + thing) perform_dialogue() elif line == "#DESTROY_SELF": cords = maps.return_player_cords() @@ -940,34 +1506,42 @@ def perform_dialogue(): refresh() elif "#OVERRIDE_SELF" in line: cords = maps.return_player_cords() - maps.current_location[1][cords[1]][cords[0]] = [line.replace('#OVERRIDE_SELF ','')] + maps.current_location[1][cords[1]][cords[0]] = [ + line.replace("#OVERRIDE_SELF ", "") + ] did_move = False refresh() elif line == "#RECRUIT": dialogue_index += 1 - line = (dialogue[dialogue_index]) - characters.All_Recruited_Characters.append(eval("characters."+line)) + line = dialogue[dialogue_index] + characters.All_Recruited_Characters.append(eval("characters." + line)) if len(characters.Current_Party) < 4: - characters.Current_Party.append(eval("characters."+line)) + characters.Current_Party.append(eval("characters." + line)) else: - characters.Unequipped_Characters.append(eval("characters."+line)) + characters.Unequipped_Characters.append(eval("characters." + line)) dialogue_index += 1 perform_dialogue() elif "#GAIN_KEYITEM" in line: - thing_to_get = getattr(equipment,line.replace('#GAIN_KEYITEM ','')) + thing_to_get = getattr(equipment, line.replace("#GAIN_KEYITEM ", "")) equipment.key_item_inventory.append(thing_to_get) dialogue_index += 1 - write_text("Obtained "+thing_to_get.DisplayName+"!\n["+thing_to_get.DisplayName+" was added to your KEY ITEMS]") + write_text( + "Obtained " + + thing_to_get.DisplayName + + "!\n[" + + thing_to_get.DisplayName + + " was added to your KEY ITEMS]" + ) space_command = "advance_text()" g_command = "advance_text()" talk_button.config(command=advance_text) elif "#REMOVE_KEYITEM" in line: - thing_to_get = getattr(equipment,line.replace('#REMOVE_KEYITEM ','')) + thing_to_get = getattr(equipment, line.replace("#REMOVE_KEYITEM ", "")) removed = False for k in equipment.key_item_inventory: if k.DisplayName == thing_to_get.DisplayName: if removed == False: - equipment.key_item_inventory.remove(k) + equipment.key_item_inventory.remove(k) print("removed key item") removed = True if removed == False: @@ -976,10 +1550,10 @@ def perform_dialogue(): advance_text() elif "#GAIN_EQUIPMENT " in line: if len(equipment.equipment_inventory) < 20: - thing_to_get = getattr(equipment,line.replace('#GAIN_EQUIPMENT ','')) + thing_to_get = getattr(equipment, line.replace("#GAIN_EQUIPMENT ", "")) equipment.equipment_inventory.append(thing_to_get) dialogue_index += 1 - write_text("Obtained "+thing_to_get.DisplayName+"!") + write_text("Obtained " + thing_to_get.DisplayName + "!") space_command = "advance_text()" g_command = "advance_text()" talk_button.config(command=advance_text) @@ -991,10 +1565,10 @@ def perform_dialogue(): talk_button.config(command=refresh) elif "#GAIN_ITEM " in line: if len(equipment.item_inventory) < 20: - thing_to_get = getattr(equipment,line.replace('#GAIN_ITEM ','')) + thing_to_get = getattr(equipment, line.replace("#GAIN_ITEM ", "")) equipment.item_inventory.append(thing_to_get) dialogue_index += 1 - write_text("Obtained "+thing_to_get.DisplayName+"!") + write_text("Obtained " + thing_to_get.DisplayName + "!") space_command = "advance_text()" g_command = "advance_text()" talk_button.config(command=advance_text) @@ -1005,15 +1579,15 @@ def perform_dialogue(): g_command = "refresh()" talk_button.config(command=refresh) elif "#ADD_GOLD" in line: - Gold += int(line.replace('#ADD_GOLD ','')) - write_text("Obtained "+line.replace('#ADD_GOLD ','')+" gold!") + Gold += int(line.replace("#ADD_GOLD ", "")) + write_text("Obtained " + line.replace("#ADD_GOLD ", "") + " gold!") dialogue_index += 1 space_command = "advance_text()" g_command = "advance_text()" talk_button.config(command=advance_text) elif "#REMOVE_GOLD" in line: - Gold -= int(line.replace('#REMOVE_GOLD ','')) - #write_text("Lost "+line.replace('#REMOVE_GOLD ','')+" gold!") + Gold -= int(line.replace("#REMOVE_GOLD ", "")) + # write_text("Lost "+line.replace('#REMOVE_GOLD ','')+" gold!") dialogue_index += 1 # space_command = "advance_text()" # g_command = "advance_text()" @@ -1029,7 +1603,17 @@ def perform_dialogue(): for loc in locs: if index != 0: txt = txt + "\n" - txt = txt + loc[0] + " | " + str(loc[8][0]) + " (" + loc[8][1][0] + ", " + str(loc[8][1][1]) + ")" + txt = ( + txt + + loc[0] + + " | " + + str(loc[8][0]) + + " (" + + loc[8][1][0] + + ", " + + str(loc[8][1][1]) + + ")" + ) index += 1 write_text(txt) dialogue_index += 1 @@ -1039,16 +1623,45 @@ def perform_dialogue(): elif line == "#ECONOMY": thing = maps.current_location[8] print(thing) - if (thing[0]-thing[2][4]) > 0: - change = "("+str(round(((thing[0]-thing[2][4])/thing[0]*100),2)) + "% increase)" + if (thing[0] - thing[2][4]) > 0: + change = ( + "(" + + str(round(((thing[0] - thing[2][4]) / thing[0] * 100), 2)) + + "% increase)" + ) elif thing != 0: - change = "("+str(round(((thing[2][4]-thing[0])/thing[0]*100),2)) + "% decrease)" + change = ( + "(" + + str(round(((thing[2][4] - thing[0]) / thing[0] * 100), 2)) + + "% decrease)" + ) else: chance = "(0% change)" - chance = round((100-(100/(thing[1][1]*0.5))),2) + chance = round((100 - (100 / (thing[1][1] * 0.5))), 2) if chance < 0: chance = 0 - write_text("Current local economy:\n"+str(thing[0])+" "+change+"\n"+thing[1][0]+" state for the past "+str(thing[1][1])+" battle(s)\n"+str(chance)+"% chance of economic state shift\n"+str(thing[2][0])+" > "+str(thing[2][1])+" > "+str(thing[2][2])+" > "+str(thing[2][3])+" > "+str(thing[2][4])) + write_text( + "Current local economy:\n" + + str(thing[0]) + + " " + + change + + "\n" + + thing[1][0] + + " state for the past " + + str(thing[1][1]) + + " battle(s)\n" + + str(chance) + + "% chance of economic state shift\n" + + str(thing[2][0]) + + " > " + + str(thing[2][1]) + + " > " + + str(thing[2][2]) + + " > " + + str(thing[2][3]) + + " > " + + str(thing[2][4]) + ) dialogue_index += 1 space_command = "advance_text()" g_command = "advance_text()" @@ -1062,17 +1675,19 @@ def perform_dialogue(): talk_button.config(command=advance_text) elif line == "#MOVE_TO": dialogue_index += 1 - line = (dialogue[dialogue_index]) - maps.current_location = getattr(maps,line) - print("location: "+maps.current_location[0]) + line = dialogue[dialogue_index] + maps.current_location = getattr(maps, line) + print("location: " + maps.current_location[0]) dialogue_index += 1 - line = (dialogue[dialogue_index]) + line = dialogue[dialogue_index] print(dialogue[dialogue_index]) - print(dialogue[dialogue_index+1]) + print(dialogue[dialogue_index + 1]) maps.player_tracking[maps.player_cords[1]][maps.player_cords[0]] = [""] - maps.player_tracking[int(dialogue[dialogue_index+1])][int(dialogue[dialogue_index])] = ["player"] + maps.player_tracking[int(dialogue[dialogue_index + 1])][ + int(dialogue[dialogue_index]) + ] = ["player"] dialogue_index += 2 - line = (dialogue[dialogue_index]) + line = dialogue[dialogue_index] print(line) if line != "NO CHANGE": vision_facing = line @@ -1087,13 +1702,13 @@ def perform_dialogue(): refresh() elif line == "#SET_TILE": dialogue_index += 1 - line = (dialogue[dialogue_index]) - map = getattr(maps,line) - print("map: "+map[0]) + line = dialogue[dialogue_index] + map = getattr(maps, line) + print("map: " + map[0]) dialogue_index += 1 - line = (dialogue[dialogue_index]) + line = dialogue[dialogue_index] y = (int)(dialogue[dialogue_index]) - x = (int)(dialogue[dialogue_index+1]) + x = (int)(dialogue[dialogue_index + 1]) dialogue_index += 2 print((dialogue[dialogue_index])) map[1][y][x][0] = dialogue[dialogue_index] @@ -1108,23 +1723,30 @@ def perform_dialogue(): perform_dialogue() shop_inventory = [] elif line == "#SHOP_EQUIPMENT": - filedisplay.config(text="Location: "+maps.current_location[0]+"\nGold: "+str(Gold)) - shop_start_index= dialogue_index + filedisplay.config( + text="Location: " + maps.current_location[0] + "\nGold: " + str(Gold) + ) + shop_start_index = dialogue_index in_shop_list = True loop_index = 1 shop_inventory = [] while in_shop_list == True: loop_index += 1 - thing = (dialogue[dialogue_index+loop_index]) + thing = dialogue[dialogue_index + loop_index] print(thing) if thing == "#SHOP_END": in_shop_list = False shop_end_index = loop_index + dialogue_index + 1 else: - shop_inventory.append(getattr(equipment,thing)) + shop_inventory.append(getattr(equipment, thing)) dialogue_index += 1 - line = (dialogue[dialogue_index]) - text_to_use_in_multi = line + "\nLocal Economy: " + str(round(maps.current_location[8][0]/100,2)) + "x\n[A] Purchase\n[Left] Stats\n[B] Leave\n----------" + line = dialogue[dialogue_index] + text_to_use_in_multi = ( + line + + "\nLocal Economy: " + + str(round(maps.current_location[8][0] / 100, 2)) + + "x\n[A] Purchase\n[Left] Stats\n[B] Leave\n----------" + ) temporary_text_to_use_in_multi = text_to_use_in_multi list_to_use_in_multi = shop_inventory multi_use_displayname = True @@ -1134,37 +1756,44 @@ def perform_dialogue(): mutliselect_buying = True write_text(write_multiselect_with_price()) up_button.config(command=multiselect_move_up_shop) - up_command = 'multiselect_move_up_shop()' - w_command = 'multiselect_move_up_shop()' + up_command = "multiselect_move_up_shop()" + w_command = "multiselect_move_up_shop()" down_button.config(command=multiselect_move_down_shop) - down_command = 'multiselect_move_down_shop()' - s_command = 'multiselect_move_down_shop()' + down_command = "multiselect_move_down_shop()" + s_command = "multiselect_move_down_shop()" b_button.config(command=end_shop) e_command = "end_shop()" a_button.config(command=purchase_equipment) q_command = "purchase_equipment()" left_button.config(command=print_equipment_stats) - left_command = 'print_equipment_stats()' - a_command = 'print_equipment_stats()' + left_command = "print_equipment_stats()" + a_command = "print_equipment_stats()" elif line == "#SHOP_ITEM": multi_char_stat_to_show = None - filedisplay.config(text="Location: "+maps.current_location[0]+"\nGold: "+str(Gold)) - shop_start_index= dialogue_index + filedisplay.config( + text="Location: " + maps.current_location[0] + "\nGold: " + str(Gold) + ) + shop_start_index = dialogue_index in_shop_list = True loop_index = 1 shop_inventory = [] while in_shop_list == True: loop_index += 1 - thing = (dialogue[dialogue_index+loop_index]) + thing = dialogue[dialogue_index + loop_index] print(thing) if thing == "#SHOP_END": in_shop_list = False shop_end_index = loop_index + dialogue_index + 1 else: - shop_inventory.append(getattr(equipment,thing)) + shop_inventory.append(getattr(equipment, thing)) dialogue_index += 1 - line = (dialogue[dialogue_index]) - text_to_use_in_multi = line + "\nLocal Economy: " + str(round(maps.current_location[8][0]/100,2)) + "x\n[A] Purchase\n[Left] Stats\n[B] Leave\n----------" + line = dialogue[dialogue_index] + text_to_use_in_multi = ( + line + + "\nLocal Economy: " + + str(round(maps.current_location[8][0] / 100, 2)) + + "x\n[A] Purchase\n[Left] Stats\n[B] Leave\n----------" + ) temporary_text_to_use_in_multi = text_to_use_in_multi list_to_use_in_multi = shop_inventory multi_use_displayname = True @@ -1174,33 +1803,42 @@ def perform_dialogue(): mutliselect_buying = True write_text(write_multiselect_with_price()) up_button.config(command=multiselect_move_up_shop) - up_command = 'multiselect_move_up_shop()' - w_command = 'multiselect_move_up_shop()' + up_command = "multiselect_move_up_shop()" + w_command = "multiselect_move_up_shop()" down_button.config(command=multiselect_move_down_shop) - down_command = 'multiselect_move_down_shop()' - s_command = 'multiselect_move_down_shop()' + down_command = "multiselect_move_down_shop()" + s_command = "multiselect_move_down_shop()" b_button.config(command=end_shop) e_command = "end_shop()" a_button.config(command=purchase_item) q_command = "purchase_item()" left_button.config(command=print_item_stats) - left_command = 'print_item_stats()' - a_command = 'print_item_stats()' + left_command = "print_item_stats()" + a_command = "print_item_stats()" elif line == "#PAWN_INIT_VAR": pawn_current = "equip" dialogue_index += 1 perform_dialogue() elif line == "#PAWN": multi_char_stat_to_show = None - filedisplay.config(text="Location: "+maps.current_location[0]+"\nGold: "+str(Gold)) + filedisplay.config( + text="Location: " + maps.current_location[0] + "\nGold: " + str(Gold) + ) shop_start_index = dialogue_index - shop_end_index = dialogue_index +3 + shop_end_index = dialogue_index + 3 dialogue_index += 1 - line = (dialogue[dialogue_index]) + line = dialogue[dialogue_index] if pawn_current == "equip": - pawn_mul = float(dialogue[dialogue_index+1]) + pawn_mul = float(dialogue[dialogue_index + 1]) print(pawn_mul) - text_to_use_in_multi = line + "\n==SELL EQUIPMENT==\nPawn Pricing: "+str(pawn_mul)+"x\nLocal Economy: "+str(round(maps.current_location[8][0]/100,2))+"x\n[A] Sell\n[Left] Stats\n[Right] Items\n[B] Leave\n----------" + text_to_use_in_multi = ( + line + + "\n==SELL EQUIPMENT==\nPawn Pricing: " + + str(pawn_mul) + + "x\nLocal Economy: " + + str(round(maps.current_location[8][0] / 100, 2)) + + "x\n[A] Sell\n[Left] Stats\n[Right] Items\n[B] Leave\n----------" + ) temporary_text_to_use_in_multi = text_to_use_in_multi list_to_use_in_multi = equipment.equipment_inventory multi_use_displayname = True @@ -1211,24 +1849,31 @@ def perform_dialogue(): dialogue_index = shop_start_index write_text(write_multiselect_with_price()) up_button.config(command=multiselect_move_up_shop) - up_command = 'multiselect_move_up_shop()' - w_command = 'multiselect_move_up_shop()' + up_command = "multiselect_move_up_shop()" + w_command = "multiselect_move_up_shop()" down_button.config(command=multiselect_move_down_shop) - down_command = 'multiselect_move_down_shop()' - s_command = 'multiselect_move_down_shop()' + down_command = "multiselect_move_down_shop()" + s_command = "multiselect_move_down_shop()" b_button.config(command=end_shop) e_command = "end_shop()" if multiselect_index < len(equipment.equipment_inventory): a_button.config(command=sell_equipment) q_command = "sell_equipment()" left_button.config(command=print_equipment_stats) - left_command = 'print_equipment_stats()' - a_command = 'print_equipment_stats()' + left_command = "print_equipment_stats()" + a_command = "print_equipment_stats()" right_button.config(command=pawn_switch_to_items) - right_command = 'pawn_switch_to_items()' - d_command = 'pawn_switch_to_items()' + right_command = "pawn_switch_to_items()" + d_command = "pawn_switch_to_items()" elif pawn_current == "item": - text_to_use_in_multi = line + "\n==SELL ITEMS==\nPawn Pricing: "+str(pawn_mul)+"x\nLocal Economy: "+str(round(maps.current_location[8][0]/100,2))+"x\n[A] Sell\n[Left] Stats\n[Right] Equipment\n[B] Leave\n----------" + text_to_use_in_multi = ( + line + + "\n==SELL ITEMS==\nPawn Pricing: " + + str(pawn_mul) + + "x\nLocal Economy: " + + str(round(maps.current_location[8][0] / 100, 2)) + + "x\n[A] Sell\n[Left] Stats\n[Right] Equipment\n[B] Leave\n----------" + ) temporary_text_to_use_in_multi = text_to_use_in_multi list_to_use_in_multi = equipment.item_inventory multi_use_displayname = True @@ -1241,25 +1886,25 @@ def perform_dialogue(): dialogue_index = shop_start_index write_text(write_multiselect_with_price()) up_button.config(command=multiselect_move_up_shop) - up_command = 'multiselect_move_up_shop()' - w_command = 'multiselect_move_up_shop()' + up_command = "multiselect_move_up_shop()" + w_command = "multiselect_move_up_shop()" down_button.config(command=multiselect_move_down_shop) - down_command = 'multiselect_move_down_shop()' - s_command = 'multiselect_move_down_shop()' + down_command = "multiselect_move_down_shop()" + s_command = "multiselect_move_down_shop()" b_button.config(command=end_shop) e_command = "end_shop()" if multiselect_index < len(equipment.item_inventory): a_button.config(command=sell_item) q_command = "sell_item()" left_button.config(command=print_item_stats) - left_command = 'print_item_stats()' - a_command = 'print_item_stats()' + left_command = "print_item_stats()" + a_command = "print_item_stats()" right_button.config(command=pawn_switch_to_equip) - right_command = 'pawn_switch_to_equip()' - d_command = 'pawn_switch_to_equip()' + right_command = "pawn_switch_to_equip()" + d_command = "pawn_switch_to_equip()" elif "#ENCOUNTER " in line: - #current_encounter_all = getattr(enemies,line.replace('#ENCOUNTER ','')) - current_encounter_all = getattr(enemies,line.replace('#ENCOUNTER ',''))[0] + # current_encounter_all = getattr(enemies,line.replace('#ENCOUNTER ','')) + current_encounter_all = getattr(enemies, line.replace("#ENCOUNTER ", ""))[0] current_encounter = [] print("\n\n\n\/\/\/\n") print(current_encounter_all) @@ -1273,17 +1918,17 @@ def perform_dialogue(): image_index = 0 for char in characters.Current_Party: char.Priority = 250 - if getattr(enemies,line.replace('#ENCOUNTER ',''))[1] == "Big": + if getattr(enemies, line.replace("#ENCOUNTER ", ""))[1] == "Big": print("enemy big sprite") set_big_character_sprite(current_encounter[0].Sprite) else: for enem in current_encounter: if image_index == 0: - set_character_sprite(2,enem.Sprite) + set_character_sprite(2, enem.Sprite) elif image_index == 1: - set_character_sprite(1,enem.Sprite) + set_character_sprite(1, enem.Sprite) elif image_index == 2: - set_character_sprite(3,enem.Sprite) + set_character_sprite(3, enem.Sprite) image_index += 1 battle_during_cutscene = True dialogue_index += 1 @@ -1293,10 +1938,10 @@ def perform_dialogue(): print(row) for thing in row: print(thing) - print("_"+line.replace('#OPEN_PATHS ','')+" vs ") + print("_" + line.replace("#OPEN_PATHS ", "") + " vs ") print(thing[0]) - if thing[0] == "_"+line.replace('#OPEN_PATHS ',''): - thing[0]= "000" + if thing[0] == "_" + line.replace("#OPEN_PATHS ", ""): + thing[0] = "000" print("changed to 000") dialogue_index += 1 advance_text() @@ -1305,9 +1950,14 @@ def perform_dialogue(): dialogue_index += 1 perform_dialogue() elif line == "#MULTICHOICE": - multichoice_list = eval(dialogue[dialogue_index+2]) - thing_to_write = dialogue[dialogue_index+1]+"\n\n"+multichoice_list[multichoice_index]+"\n\n<-- -->\n[A] Select\n[B] Close" - write_text(thing_to_write.replace('[@]',"\n")) + multichoice_list = eval(dialogue[dialogue_index + 2]) + thing_to_write = ( + dialogue[dialogue_index + 1] + + "\n\n" + + multichoice_list[multichoice_index] + + "\n\n<-- -->\n[A] Select\n[B] Close" + ) + write_text(thing_to_write.replace("[@]", "\n")) a_command = "multichoice_move_left()" left_command = "multichoice_move_left()" left_button.config(command=multichoice_move_left) @@ -1319,27 +1969,27 @@ def perform_dialogue(): e_command = "multichoice_return()" b_button.config(command=multichoice_return) elif "#GOTO " in line: - dialogue_index = search_for("/==/."+line.replace('#GOTO ','')) + dialogue_index = search_for("/==/." + line.replace("#GOTO ", "")) perform_dialogue() elif line == "#PERFORM_WARP_TILE": standing_on = maps.return_tile_on() - print("STANDING ON: "+standing_on) + print("STANDING ON: " + standing_on) warp_letter = None warp_number = None if "w" in standing_on: warp_letter = "w" else: warp_letter = "W" - warp_number = standing_on.replace(warp_letter,"") - print("warp_letter: "+warp_letter) - print("warp_number: "+warp_number) + warp_number = standing_on.replace(warp_letter, "") + print("warp_letter: " + warp_letter) + print("warp_number: " + warp_number) traveling_to = None if warp_letter == "w": traveling_to = "W" else: traveling_to = "w" traveling_to = traveling_to + warp_number - print("traveling_to: "+traveling_to) + print("traveling_to: " + traveling_to) row_index = 0 col_index = 0 for row in maps.current_location[1]: @@ -1350,35 +2000,53 @@ def perform_dialogue(): print(thing[0]) if thing[0] == traveling_to: print("WARP POINT FOUND") - maps.player_tracking[maps.player_cords[1]][maps.player_cords[0]] = [""] + maps.player_tracking[maps.player_cords[1]][maps.player_cords[0]] = [ + "" + ] maps.player_tracking[row_index][col_index] = ["player"] col_index += 1 row_index += 1 dialogue_index += 1 advance_text() elif line == "#POINT_CASINO": - win_number = random.randint(0,200) - if(win_number == 0): - write_text("==========================\nJACKPOT!!! WON 10000G!!!\n==========================\n (You won 10,000 G!)") + win_number = random.randint(0, 200) + if win_number == 0: + write_text( + "==========================\nJACKPOT!!! WON 10000G!!!\n==========================\n (You won 10,000 G!)" + ) Gold += 10000 - elif(win_number < 6): - write_text("==========================\nMINIJACKPOT! WON 2000G!\n==========================\n (You won 2,000 G!)") + elif win_number < 6: + write_text( + "==========================\nMINIJACKPOT! WON 2000G!\n==========================\n (You won 2,000 G!)" + ) Gold += 2000 - elif(win_number < 21): - write_text("==========================\nWON 750G!\n==========================\n (You won 750 G!)") + elif win_number < 21: + write_text( + "==========================\nWON 750G!\n==========================\n (You won 750 G!)" + ) Gold += 750 - elif(win_number < 40): - write_text("==========================\nWON 250G!\n==========================\n (You won 250 G!)") + elif win_number < 40: + write_text( + "==========================\nWON 250G!\n==========================\n (You won 250 G!)" + ) Gold += 250 - elif(win_number < 60): - write_text("==========================\nWON 12G!\n==========================\n (You won 12 G!)") + elif win_number < 60: + write_text( + "==========================\nWON 12G!\n==========================\n (You won 12 G!)" + ) Gold += 12 - elif(win_number < 72): - write_text("==========================\nWON 1G!\n==========================\n (You won 1 G!)") + elif win_number < 72: + write_text( + "==========================\nWON 1G!\n==========================\n (You won 1 G!)" + ) Gold += 1 else: - write_text("==========================\nYOU LOST!\n==========================\n (Luck issue.)") - filedisplay.config(text="Location: "+maps.current_location[0]+"\nGold: "+str(Gold)) + write_text( + "==========================\nYOU LOST!\n==========================\n (Luck issue.)" + ) + filedisplay.config( + text="Location: " + maps.current_location[0] + "\nGold: " + str(Gold) + ) dialogue_index += 1 space_command = "advance_text()" g_command = "advance_text()" @@ -1391,12 +2059,12 @@ def perform_dialogue(): t_index = 0 for thing in row: print(thing) - print("_"+line.replace('#WALL_SWAP ','')+" vs ") + print("_" + line.replace("#WALL_SWAP ", "") + " vs ") print(thing[0]) - if thing[0] == "_"+line.replace('#WALL_SWAP ',''): - thing[0]= "-"+line.replace('#WALL_SWAP ','') - print("changed to -"+line.replace('#WALL_SWAP ','')) - already_swapped.append([r_index,t_index]) + if thing[0] == "_" + line.replace("#WALL_SWAP ", ""): + thing[0] = "-" + line.replace("#WALL_SWAP ", "") + print("changed to -" + line.replace("#WALL_SWAP ", "")) + already_swapped.append([r_index, t_index]) t_index += 1 r_index += 1 r_index = 0 @@ -1405,28 +2073,28 @@ def perform_dialogue(): t_index = 0 for thing in row: print(thing) - print("-"+line.replace('#WALL_SWAP ','')+" vs ") + print("-" + line.replace("#WALL_SWAP ", "") + " vs ") print(thing[0]) - if thing[0] == "-"+line.replace('#WALL_SWAP ',''): + if thing[0] == "-" + line.replace("#WALL_SWAP ", ""): has_swapped = False for swapped in already_swapped: if swapped[0] == r_index and swapped[1] == t_index: has_swapped = True print("not swapping, tile was just swapped") if has_swapped == False: - thing[0]= "_"+line.replace('#WALL_SWAP ','') - print("changed to _"+line.replace('#WALL_SWAP ','')) + thing[0] = "_" + line.replace("#WALL_SWAP ", "") + print("changed to _" + line.replace("#WALL_SWAP ", "")) t_index += 1 r_index += 1 dialogue_index += 1 advance_text() else: - write_text(line.replace('[@]',"\n")) + write_text(line.replace("[@]", "\n")) dialogue_index += 1 space_command = "advance_text()" g_command = "advance_text()" talk_button.config(command=advance_text) - + def multichoice_move_left(): disable_inputs() @@ -1434,22 +2102,24 @@ def multichoice_move_left(): global multichoice_index global multichoice_list if multichoice_index <= 0: - multichoice_index = len(multichoice_list)-1 + multichoice_index = len(multichoice_list) - 1 else: multichoice_index -= 1 perform_dialogue() + def multichoice_move_right(): disable_inputs() print("multichoice_move_right") global multichoice_index global multichoice_list - if multichoice_index >= len(multichoice_list)-1: + if multichoice_index >= len(multichoice_list) - 1: multichoice_index = 0 else: multichoice_index += 1 perform_dialogue() - + + def multichoice_select(): disable_inputs() print("multichoice_select") @@ -1457,9 +2127,10 @@ def multichoice_select(): global multichoice_index global dialogue_index global dialogue - dialogue_index = search_for("/==/."+multichoice_list[multichoice_index]) + dialogue_index = search_for("/==/." + multichoice_list[multichoice_index]) perform_dialogue() + def multichoice_return(): disable_inputs() print("multichoice_return") @@ -1467,9 +2138,10 @@ def multichoice_return(): global multichoice_index global dialogue_index global dialogue - dialogue_index = search_for("/==/."+dialogue[dialogue_index+3]) + dialogue_index = search_for("/==/." + dialogue[dialogue_index + 3]) perform_dialogue() + def search_for(text): ind = 0 thing = text @@ -1491,45 +2163,45 @@ def progress_economy(): # 14/15 Failing - (-12 to -3) # 16 Crashing - (-20 to -6) for loc in maps.List_of_All_Locations: - print(loc[0]+" is "+loc[8][1][0]) + print(loc[0] + " is " + loc[8][1][0]) if loc[8][1][0] != "no eco": thing = loc[8] - print("Current: "+thing[1][0]) + print("Current: " + thing[1][0]) if thing[1][0] == "Golden": - rng = random.randint(6,20) + rng = random.randint(6, 20) elif thing[1][0] == "Flourishing": - rng = random.randint(3,12) + rng = random.randint(3, 12) elif thing[1][0] == "Rising": - rng = random.randint(1,7) + rng = random.randint(1, 7) elif thing[1][0] == "Neutral": - rng = random.randint(-3,3) + rng = random.randint(-3, 3) elif thing[1][0] == "Crackhead": - rng = random.randint(-10,10) + rng = random.randint(-10, 10) elif thing[1][0] == "Falling": - rng = random.randint(-7,-1) + rng = random.randint(-7, -1) elif thing[1][0] == "Failing": - rng = random.randint(-12,-3) + rng = random.randint(-12, -3) elif thing[1][0] == "Crashing": - rng = random.randint(-20,-6) + rng = random.randint(-20, -6) print(thing[2]) del thing[2][0] thing[2].append(thing[0]) print(thing[2]) - print("Change: "+str(rng)) - to_add = round((thing[0]*(rng/100)),2) - print(str(thing[0])+" + "+str(to_add)+" = "+str(thing[0]+to_add)) - thing[0] =round((thing[0] + to_add),2) + print("Change: " + str(rng)) + to_add = round((thing[0] * (rng / 100)), 2) + print(str(thing[0]) + " + " + str(to_add) + " = " + str(thing[0] + to_add)) + thing[0] = round((thing[0] + to_add), 2) - chance = round((100-(100/(thing[1][1]*0.5))),2) - rng = random.randint(0,100) + chance = round((100 - (100 / (thing[1][1] * 0.5))), 2) + rng = random.randint(0, 100) if rng <= chance: - print(str(rng)+" <= "+str(chance)+" | CHANGE") + print(str(rng) + " <= " + str(chance) + " | CHANGE") hasChanged = False check = thing[1][0] while hasChanged == False: - rng = random.randint(1,16) - print("rng = "+str(rng)) + rng = random.randint(1, 16) + print("rng = " + str(rng)) if rng == 1: if check != "Golden" and check != "Crashing" and thing[0] < 200: thing[1][0] = "Golden" @@ -1538,16 +2210,33 @@ def progress_economy(): if check != "Flourishing" and thing[0] < 200: thing[1][0] = "Flourishing" hasChanged = True - elif rng == 4 or rng == 5 or rng == 6 and thing[0] < 300 and thing[0] > 15: + elif ( + rng == 4 + or rng == 5 + or rng == 6 + and thing[0] < 300 + and thing[0] > 15 + ): if check != "Rising": thing[1][0] = "Rising" hasChanged = True - elif rng == 7 or rng == 8 or rng == 9 and thing[0] < 300 and thing[0] > 15: + elif ( + rng == 7 + or rng == 8 + or rng == 9 + and thing[0] < 300 + and thing[0] > 15 + ): if check != "Neutral": thing[1][0] = "Neutral" hasChanged = True elif rng == 10: - if check != "Crackhead" and check != "Rising" and check != "Falling" and thing[0] < 250: + if ( + check != "Crackhead" + and check != "Rising" + and check != "Falling" + and thing[0] < 250 + ): thing[1][0] = "Rising" hasChanged = True elif rng == 11 or rng == 12 or rng == 13: @@ -1564,24 +2253,25 @@ def progress_economy(): hasChanged = True if hasChanged == False: print("repeating...") - print("set to "+thing[1][0]) + print("set to " + thing[1][0]) thing[1][1] = 1 else: - print(str(rng)+" <= "+str(chance)+" | NO CHANGE") + print(str(rng) + " <= " + str(chance) + " | NO CHANGE") thing[1][1] += 1 - def pawn_switch_to_items(): global pawn_current pawn_current = "item" perform_dialogue() + def pawn_switch_to_equip(): global pawn_current pawn_current = "equip" perform_dialogue() + def sell_equipment(): disable_inputs() global pawn_mul @@ -1589,7 +2279,21 @@ def sell_equipment(): global temporary_text_to_use_in_multi if multiselect_index < len(equipment.equipment_inventory): if equipment.equipment_inventory[multiselect_index].Purchasing_Price > 0: - write_text("Sell "+ equipment.equipment_inventory[multiselect_index].DisplayName + " for " + str(round(equipment.equipment_inventory[multiselect_index].Purchasing_Price*pawn_mul*(maps.current_location[8][0]/100)))+ "G?\n[A] Yes\n[B] No") + write_text( + "Sell " + + equipment.equipment_inventory[multiselect_index].DisplayName + + " for " + + str( + round( + equipment.equipment_inventory[ + multiselect_index + ].Purchasing_Price + * pawn_mul + * (maps.current_location[8][0] / 100) + ) + ) + + "G?\n[A] Yes\n[B] No" + ) global e_command b_button.config(command=perform_dialogue) e_command = "perform_dialogue()" @@ -1603,6 +2307,7 @@ def sell_equipment(): temporary_text_to_use_in_multi = "Nothing is selected" perform_dialogue() + def sell_item(): disable_inputs() global pawn_mul @@ -1610,7 +2315,19 @@ def sell_item(): global temporary_text_to_use_in_multi if multiselect_index < len(equipment.item_inventory): if equipment.item_inventory[multiselect_index].Purchasing_Price > 0: - write_text("Sell "+ equipment.item_inventory[multiselect_index].DisplayName + " for " + str(round(equipment.item_inventory[multiselect_index].Purchasing_Price*pawn_mul*(maps.current_location[8][0]/100)))+ "G?\n[A] Yes\n[B] No") + write_text( + "Sell " + + equipment.item_inventory[multiselect_index].DisplayName + + " for " + + str( + round( + equipment.item_inventory[multiselect_index].Purchasing_Price + * pawn_mul + * (maps.current_location[8][0] / 100) + ) + ) + + "G?\n[A] Yes\n[B] No" + ) global e_command b_button.config(command=perform_dialogue) e_command = "perform_dialogue()" @@ -1624,15 +2341,25 @@ def sell_item(): temporary_text_to_use_in_multi = "Nothing is selected" perform_dialogue() + def confirm_sell_item(): global multiselect_index global Gold global pawn_mul thing = equipment.item_inventory[multiselect_index] - Gold = round(Gold + (equipment.item_inventory[multiselect_index].Purchasing_Price*pawn_mul*(maps.current_location[8][0]/100))) + Gold = round( + Gold + + ( + equipment.item_inventory[multiselect_index].Purchasing_Price + * pawn_mul + * (maps.current_location[8][0] / 100) + ) + ) equipment.item_inventory.remove(thing) - write_text("Sold "+thing.DisplayName) - filedisplay.config(text="Location: "+maps.current_location[0]+"\nGold: "+str(Gold)) + write_text("Sold " + thing.DisplayName) + filedisplay.config( + text="Location: " + maps.current_location[0] + "\nGold: " + str(Gold) + ) global e_command b_button.config(command=perform_dialogue) e_command = "perform_dialogue()" @@ -1645,15 +2372,25 @@ def confirm_sell_item(): g_command = "perform_dialogue()" space_command = "perform_dialogue()" + def confirm_sell_equipment(): global multiselect_index global Gold global pawn_mul thing = equipment.equipment_inventory[multiselect_index] - Gold = round(Gold + (equipment.equipment_inventory[multiselect_index].Purchasing_Price*pawn_mul*(maps.current_location[8][0]/100))) + Gold = round( + Gold + + ( + equipment.equipment_inventory[multiselect_index].Purchasing_Price + * pawn_mul + * (maps.current_location[8][0] / 100) + ) + ) equipment.equipment_inventory.remove(thing) - write_text("Sold "+thing.DisplayName) - filedisplay.config(text="Location: "+maps.current_location[0]+"\nGold: "+str(Gold)) + write_text("Sold " + thing.DisplayName) + filedisplay.config( + text="Location: " + maps.current_location[0] + "\nGold: " + str(Gold) + ) global e_command b_button.config(command=perform_dialogue) e_command = "perform_dialogue()" @@ -1666,11 +2403,23 @@ def confirm_sell_equipment(): g_command = "perform_dialogue()" space_command = "perform_dialogue()" + def purchase_equipment(): disable_inputs() global shop_inventory global multiselect_index - write_text("Buy "+ shop_inventory[multiselect_index].DisplayName + " for " + str(round(shop_inventory[multiselect_index].Purchasing_Price*(maps.current_location[8][0]/100))) + "G?\n[A] Yes\n[B] No") + write_text( + "Buy " + + shop_inventory[multiselect_index].DisplayName + + " for " + + str( + round( + shop_inventory[multiselect_index].Purchasing_Price + * (maps.current_location[8][0] / 100) + ) + ) + + "G?\n[A] Yes\n[B] No" + ) global e_command b_button.config(command=perform_dialogue) e_command = "perform_dialogue()" @@ -1678,11 +2427,23 @@ def purchase_equipment(): a_button.config(command=confirm_buy_equipment) q_command = "confirm_buy_equipment()" + def purchase_item(): disable_inputs() global shop_inventory global multiselect_index - write_text("Buy "+ shop_inventory[multiselect_index].DisplayName + " for " + str(round(shop_inventory[multiselect_index].Purchasing_Price*(maps.current_location[8][0]/100))) + "G?\n[A] Yes\n[B] No") + write_text( + "Buy " + + shop_inventory[multiselect_index].DisplayName + + " for " + + str( + round( + shop_inventory[multiselect_index].Purchasing_Price + * (maps.current_location[8][0] / 100) + ) + ) + + "G?\n[A] Yes\n[B] No" + ) global e_command b_button.config(command=perform_dialogue) e_command = "perform_dialogue()" @@ -1690,20 +2451,32 @@ def purchase_item(): a_button.config(command=confirm_buy_item) q_command = "confirm_buy_item()" + def confirm_buy_equipment(): global shop_inventory global multiselect_index global Gold thing = shop_inventory[multiselect_index] - if Gold < round(shop_inventory[multiselect_index].Purchasing_Price*(maps.current_location[8][0]/100)): + if Gold < round( + shop_inventory[multiselect_index].Purchasing_Price + * (maps.current_location[8][0] / 100) + ): write_text("Not enough gold") elif len(equipment.equipment_inventory) >= 20: write_text("Equipment inventory full") else: - Gold = round(Gold - (shop_inventory[multiselect_index].Purchasing_Price*(maps.current_location[8][0]/100))) + Gold = round( + Gold + - ( + shop_inventory[multiselect_index].Purchasing_Price + * (maps.current_location[8][0] / 100) + ) + ) equipment.equipment_inventory.append(thing) - write_text("Purchased "+thing.DisplayName) - filedisplay.config(text="Location: "+maps.current_location[0]+"\nGold: "+str(Gold)) + write_text("Purchased " + thing.DisplayName) + filedisplay.config( + text="Location: " + maps.current_location[0] + "\nGold: " + str(Gold) + ) global e_command b_button.config(command=perform_dialogue) e_command = "perform_dialogue()" @@ -1716,20 +2489,32 @@ def confirm_buy_equipment(): g_command = "perform_dialogue()" space_command = "perform_dialogue()" + def confirm_buy_item(): global shop_inventory global multiselect_index global Gold thing = shop_inventory[multiselect_index] - if Gold < round(shop_inventory[multiselect_index].Purchasing_Price*(maps.current_location[8][0]/100)): + if Gold < round( + shop_inventory[multiselect_index].Purchasing_Price + * (maps.current_location[8][0] / 100) + ): write_text("Not enough gold") elif len(equipment.item_inventory) >= 20: write_text("Item inventory full") else: - Gold = round(Gold - (shop_inventory[multiselect_index].Purchasing_Price*(maps.current_location[8][0]/100))) + Gold = round( + Gold + - ( + shop_inventory[multiselect_index].Purchasing_Price + * (maps.current_location[8][0] / 100) + ) + ) equipment.item_inventory.append(thing) - write_text("Purchased "+thing.DisplayName) - filedisplay.config(text="Location: "+maps.current_location[0]+"\nGold: "+str(Gold)) + write_text("Purchased " + thing.DisplayName) + filedisplay.config( + text="Location: " + maps.current_location[0] + "\nGold: " + str(Gold) + ) global e_command b_button.config(command=perform_dialogue) e_command = "perform_dialogue()" @@ -1738,7 +2523,8 @@ def confirm_buy_item(): q_command = "perform_dialogue()" global g_command talk_button.config(command=perform_dialogue) - g_command = "perform_dialogue()" + g_command = "perform_dialogue()" + def end_shop(): global shop_end_index @@ -1746,15 +2532,18 @@ def end_shop(): dialogue_index = shop_end_index perform_dialogue() + def advance_text(): disable_inputs() perform_dialogue() + dialouge_file = "empty" current_encounter = [] current_encounter_all = [] + def refresh(): disable_inputs() update_minimap() @@ -1770,11 +2559,21 @@ def refresh(): global dialogue global dialouge_file dialouge_file = "empty" - dialouge = [line.rstrip('\n') for line in current_directory+"/dialogue/"+maps.current_location[4]+"/"+dialouge_file+".txt"] + dialouge = [ + line.rstrip("\n") + for line in current_directory + + "/dialogue/" + + maps.current_location[4] + + "/" + + dialouge_file + + ".txt" + ] dialogue_index = 1 cords = maps.return_player_cords() global Gold - filedisplay.config(text="Location: "+maps.current_location[0]+"\nGold: "+str(Gold)) + filedisplay.config( + text="Location: " + maps.current_location[0] + "\nGold: " + str(Gold) + ) standing_on = maps.current_location[1][cords[1]][cords[0]][0] global space_command global g_command @@ -1784,12 +2583,16 @@ def refresh(): if did_move == True: did_move = False if maps.current_location[5] == True: - if maps.current_location[7] >= random.randint(0,100): + if maps.current_location[7] >= random.randint(0, 100): write_text("Enemy encounter!") global current_encounter global current_encounter_all - encounter_no = str(random.randint(0,len(maps.current_location[6])-1)) - current_encounter_all = maps.current_location[6][int(encounter_no)][0] + encounter_no = str( + random.randint(0, len(maps.current_location[6]) - 1) + ) + current_encounter_all = maps.current_location[6][int(encounter_no)][ + 0 + ] current_encounter = [] for enem in current_encounter_all: current_encounter.append(enem) @@ -1806,11 +2609,11 @@ def refresh(): else: for enem in current_encounter: if image_index == 0: - set_character_sprite(2,enem.Sprite) + set_character_sprite(2, enem.Sprite) elif image_index == 1: - set_character_sprite(1,enem.Sprite) + set_character_sprite(1, enem.Sprite) elif image_index == 2: - set_character_sprite(3,enem.Sprite) + set_character_sprite(3, enem.Sprite) image_index += 1 space_command = "Combat_Start_Player_Turn()" g_command = "Combat_Start_Player_Turn()" @@ -1823,75 +2626,159 @@ def refresh(): enable_movement_controls() else: enable_movement_controls() - elif standing_on.startswith('n'): + elif standing_on.startswith("n"): enable_movement_controls() - elif standing_on.startswith('T') or standing_on.startswith('R') or standing_on.startswith('N'): + elif ( + standing_on.startswith("T") + or standing_on.startswith("R") + or standing_on.startswith("N") + ): dialouge_file = standing_on - dialouge = [line.rstrip('\n') for line in open(current_directory+"/dialogue/"+maps.current_location[4]+"/"+standing_on+".txt")] - #print(dialogue[0]) - set_character_sprite(2,dialouge[0]) + dialouge = [ + line.rstrip("\n") + for line in open( + current_directory + + "/dialogue/" + + maps.current_location[4] + + "/" + + standing_on + + ".txt" + ) + ] + # print(dialogue[0]) + set_character_sprite(2, dialouge[0]) write_text("[TALK]") enable_movement_controls() - elif standing_on.startswith('Q'): + elif standing_on.startswith("Q"): dialouge_file = standing_on - dialouge = [line.rstrip('\n') for line in open(current_directory+"/dialogue/"+maps.current_location[4]+"/"+standing_on+".txt")] - #print(dialogue[0]) - set_character_sprite(2,dialouge[0]) + dialouge = [ + line.rstrip("\n") + for line in open( + current_directory + + "/dialogue/" + + maps.current_location[4] + + "/" + + standing_on + + ".txt" + ) + ] + # print(dialogue[0]) + set_character_sprite(2, dialouge[0]) write_text("[QUEST]") enable_movement_controls() elif standing_on.startswith("C"): dialouge_file = standing_on - dialouge = [line.rstrip('\n') for line in open(current_directory+"/dialogue/"+maps.current_location[4]+"/"+standing_on+".txt")] - #print(dialogue[0]) - set_character_sprite(2,dialouge[0]) + dialouge = [ + line.rstrip("\n") + for line in open( + current_directory + + "/dialogue/" + + maps.current_location[4] + + "/" + + standing_on + + ".txt" + ) + ] + # print(dialogue[0]) + set_character_sprite(2, dialouge[0]) write_text("[CHEST]") enable_movement_controls() elif standing_on.startswith("D"): dialouge_file = standing_on - dialouge = [line.rstrip('\n') for line in open(current_directory+"/dialogue/"+maps.current_location[4]+"/"+standing_on+".txt")] - #print(dialogue[0]) - set_character_sprite(2,dialouge[0]) + dialouge = [ + line.rstrip("\n") + for line in open( + current_directory + + "/dialogue/" + + maps.current_location[4] + + "/" + + standing_on + + ".txt" + ) + ] + # print(dialogue[0]) + set_character_sprite(2, dialouge[0]) write_text("[ENTERANCE]") enable_movement_controls() elif standing_on.startswith("H"): dialouge_file = standing_on - dialouge = [line.rstrip('\n') for line in open(current_directory+"/dialogue/"+maps.current_location[4]+"/"+standing_on+".txt")] - #print(dialogue[0]) - set_character_sprite(2,dialouge[0]) + dialouge = [ + line.rstrip("\n") + for line in open( + current_directory + + "/dialogue/" + + maps.current_location[4] + + "/" + + standing_on + + ".txt" + ) + ] + # print(dialogue[0]) + set_character_sprite(2, dialouge[0]) write_text("[SHRINE]") enable_movement_controls() elif standing_on.startswith("S"): dialouge_file = standing_on - dialouge = [line.rstrip('\n') for line in open(current_directory+"/dialogue/"+maps.current_location[4]+"/"+standing_on+".txt")] - #print(dialogue[0]) - #set_big_character_sprite(dialouge[0]) - set_character_sprite(2,dialouge[0]) + dialouge = [ + line.rstrip("\n") + for line in open( + current_directory + + "/dialogue/" + + maps.current_location[4] + + "/" + + standing_on + + ".txt" + ) + ] + # print(dialogue[0]) + # set_big_character_sprite(dialouge[0]) + set_character_sprite(2, dialouge[0]) write_text("[SHOP]") enable_movement_controls() elif standing_on.startswith("P"): dialouge_file = standing_on - dialouge = [line.rstrip('\n') for line in open(current_directory+"/dialogue/"+maps.current_location[4]+"/"+standing_on+".txt")] - #print(dialogue[0]) - set_character_sprite(2,dialouge[0]) + dialouge = [ + line.rstrip("\n") + for line in open( + current_directory + + "/dialogue/" + + maps.current_location[4] + + "/" + + standing_on + + ".txt" + ) + ] + # print(dialogue[0]) + set_character_sprite(2, dialouge[0]) write_text("[PAWN]") enable_movement_controls() elif standing_on.startswith("F") or standing_on.startswith("E"): dialouge_file = standing_on - dialouge = [line.rstrip('\n') for line in open(current_directory+"/dialogue/"+maps.current_location[4]+"/"+standing_on+".txt")] - set_character_sprite(2,dialouge[0]) + dialouge = [ + line.rstrip("\n") + for line in open( + current_directory + + "/dialogue/" + + maps.current_location[4] + + "/" + + standing_on + + ".txt" + ) + ] + set_character_sprite(2, dialouge[0]) start_dialogue(dialouge_file) elif standing_on.startswith("W") or standing_on.startswith("w"): - set_character_sprite(2,"warp") + set_character_sprite(2, "warp") write_text("[WARP]") dialouge_file = "warp" enable_movement_controls() elif standing_on.startswith("s"): standing_on = maps.return_tile_on() - print("STANDING ON: "+standing_on) - swap_number = standing_on.replace("s","") - print("swap_number: "+swap_number) + print("STANDING ON: " + standing_on) + swap_number = standing_on.replace("s", "") + print("swap_number: " + swap_number) traveling_to = "r" + swap_number - print("traveling_to: "+traveling_to) + print("traveling_to: " + traveling_to) row_index = 0 col_index = 0 for row in maps.current_location[1]: @@ -1902,7 +2789,9 @@ def refresh(): print(thing[0]) if thing[0] == traveling_to: print("SWAP RECIEVER FOUND") - maps.player_tracking[maps.player_cords[1]][maps.player_cords[0]] = [""] + maps.player_tracking[maps.player_cords[1]][maps.player_cords[0]] = [ + "" + ] maps.player_tracking[row_index][col_index] = ["player"] col_index += 1 row_index += 1 @@ -1913,101 +2802,225 @@ def refresh(): elif standing_on.startswith("r"): write_text("[SWAP RECIEVER TILE]") enable_movement_controls() + + def update_party_text(): member_index = 0 - party_member1.config(text=characters.Current_Party[member_index].DisplayName + " HP " + str(characters.Current_Party[member_index].Current_HP) + "/" + str(characters.Current_Party[member_index].Max_HP) + " SP " + str(characters.Current_Party[member_index].Current_SP) + "/" + str(characters.Current_Party[member_index].Max_SP) + " PR " + str(characters.Current_Party[member_index].Priority)) + party_member1.config( + text=characters.Current_Party[member_index].DisplayName + + " HP " + + str(characters.Current_Party[member_index].Current_HP) + + "/" + + str(characters.Current_Party[member_index].Max_HP) + + " SP " + + str(characters.Current_Party[member_index].Current_SP) + + "/" + + str(characters.Current_Party[member_index].Max_SP) + + " PR " + + str(characters.Current_Party[member_index].Priority) + ) if characters.Current_Party[member_index].Current_HP <= 0: - party_member1.config(fg='grey33') - elif characters.Current_Party[member_index].Current_HP <= characters.Current_Party[member_index].Max_HP*0.33: - party_member1.config(fg='red') - elif characters.Current_Party[member_index].Current_HP <= characters.Current_Party[member_index].Max_HP*0.66: - party_member1.config(fg='dark orange') + party_member1.config(fg="grey33") + elif ( + characters.Current_Party[member_index].Current_HP + <= characters.Current_Party[member_index].Max_HP * 0.33 + ): + party_member1.config(fg="red") + elif ( + characters.Current_Party[member_index].Current_HP + <= characters.Current_Party[member_index].Max_HP * 0.66 + ): + party_member1.config(fg="dark orange") else: - party_member1.config(fg='green2') + party_member1.config(fg="green2") if len(characters.Current_Party) >= 2: member_index = 1 - party_member2.config(text=characters.Current_Party[member_index].DisplayName + " HP " + str(characters.Current_Party[member_index].Current_HP) + "/" + str(characters.Current_Party[member_index].Max_HP) + " SP " + str(characters.Current_Party[member_index].Current_SP) + "/" + str(characters.Current_Party[member_index].Max_SP) + " PR " + str(characters.Current_Party[member_index].Priority)) + party_member2.config( + text=characters.Current_Party[member_index].DisplayName + + " HP " + + str(characters.Current_Party[member_index].Current_HP) + + "/" + + str(characters.Current_Party[member_index].Max_HP) + + " SP " + + str(characters.Current_Party[member_index].Current_SP) + + "/" + + str(characters.Current_Party[member_index].Max_SP) + + " PR " + + str(characters.Current_Party[member_index].Priority) + ) if characters.Current_Party[member_index].Current_HP <= 0: - party_member2.config(fg='grey33') - elif characters.Current_Party[member_index].Current_HP <= characters.Current_Party[member_index].Max_HP*0.33: - party_member2.config(fg='red') - elif characters.Current_Party[member_index].Current_HP <= characters.Current_Party[member_index].Max_HP*0.66: - party_member2.config(fg='dark orange') + party_member2.config(fg="grey33") + elif ( + characters.Current_Party[member_index].Current_HP + <= characters.Current_Party[member_index].Max_HP * 0.33 + ): + party_member2.config(fg="red") + elif ( + characters.Current_Party[member_index].Current_HP + <= characters.Current_Party[member_index].Max_HP * 0.66 + ): + party_member2.config(fg="dark orange") else: - party_member2.config(fg='green2') + party_member2.config(fg="green2") else: party_member2.config(text="=EMPTY=") if len(characters.Current_Party) >= 3: member_index = 2 - party_member3.config(text=characters.Current_Party[member_index].DisplayName + " HP " + str(characters.Current_Party[member_index].Current_HP) + "/" + str(characters.Current_Party[member_index].Max_HP) + " SP " + str(characters.Current_Party[member_index].Current_SP) + "/" + str(characters.Current_Party[member_index].Max_SP) + " PR " + str(characters.Current_Party[member_index].Priority)) + party_member3.config( + text=characters.Current_Party[member_index].DisplayName + + " HP " + + str(characters.Current_Party[member_index].Current_HP) + + "/" + + str(characters.Current_Party[member_index].Max_HP) + + " SP " + + str(characters.Current_Party[member_index].Current_SP) + + "/" + + str(characters.Current_Party[member_index].Max_SP) + + " PR " + + str(characters.Current_Party[member_index].Priority) + ) if characters.Current_Party[member_index].Current_HP <= 0: - party_member3.config(fg='grey33') - elif characters.Current_Party[member_index].Current_HP <= characters.Current_Party[member_index].Max_HP*0.33: - party_member3.config(fg='red') - elif characters.Current_Party[member_index].Current_HP <= characters.Current_Party[member_index].Max_HP*0.66: - party_member3.config(fg='dark orange') + party_member3.config(fg="grey33") + elif ( + characters.Current_Party[member_index].Current_HP + <= characters.Current_Party[member_index].Max_HP * 0.33 + ): + party_member3.config(fg="red") + elif ( + characters.Current_Party[member_index].Current_HP + <= characters.Current_Party[member_index].Max_HP * 0.66 + ): + party_member3.config(fg="dark orange") else: - party_member3.config(fg='green2') + party_member3.config(fg="green2") else: party_member3.config(text="=EMPTY=") if len(characters.Current_Party) >= 4: member_index = 3 - party_member4.config(text=characters.Current_Party[member_index].DisplayName + " HP " + str(characters.Current_Party[member_index].Current_HP) + "/" + str(characters.Current_Party[member_index].Max_HP) + " SP " + str(characters.Current_Party[member_index].Current_SP) + "/" + str(characters.Current_Party[member_index].Max_SP) + " PR " + str(characters.Current_Party[member_index].Priority)) + party_member4.config( + text=characters.Current_Party[member_index].DisplayName + + " HP " + + str(characters.Current_Party[member_index].Current_HP) + + "/" + + str(characters.Current_Party[member_index].Max_HP) + + " SP " + + str(characters.Current_Party[member_index].Current_SP) + + "/" + + str(characters.Current_Party[member_index].Max_SP) + + " PR " + + str(characters.Current_Party[member_index].Priority) + ) if characters.Current_Party[member_index].Current_HP <= 0: - party_member4.config(fg='grey33') - elif characters.Current_Party[member_index].Current_HP <= characters.Current_Party[member_index].Max_HP*0.33: - party_member4.config(fg='red') - elif characters.Current_Party[member_index].Current_HP <= characters.Current_Party[member_index].Max_HP*0.66: - party_member4.config(fg='dark orange') + party_member4.config(fg="grey33") + elif ( + characters.Current_Party[member_index].Current_HP + <= characters.Current_Party[member_index].Max_HP * 0.33 + ): + party_member4.config(fg="red") + elif ( + characters.Current_Party[member_index].Current_HP + <= characters.Current_Party[member_index].Max_HP * 0.66 + ): + party_member4.config(fg="dark orange") else: - party_member4.config(fg='green2') + party_member4.config(fg="green2") else: party_member4.config(text="=EMPTY=") + def update_minimap(): global vision_facing cords = maps.return_player_cords() - minimap_00.config(text=map_icon(maps.current_location[1][cords[1]-2][cords[0]-2][0])) - minimap_01.config(text=map_icon(maps.current_location[1][cords[1]-2][cords[0]-1][0])) - minimap_02.config(text=map_icon(maps.current_location[1][cords[1]-2][cords[0]][0])) - minimap_03.config(text=map_icon(maps.current_location[1][cords[1]-2][cords[0]+1][0])) - minimap_04.config(text=map_icon(maps.current_location[1][cords[1]-2][cords[0]+2][0])) - - minimap_10.config(text=map_icon(maps.current_location[1][cords[1]-1][cords[0]-2][0])) - minimap_11.config(text=map_icon(maps.current_location[1][cords[1]-1][cords[0]-1][0])) - minimap_12.config(text=map_icon(maps.current_location[1][cords[1]-1][cords[0]][0])) - minimap_13.config(text=map_icon(maps.current_location[1][cords[1]-1][cords[0]+1][0])) - minimap_14.config(text=map_icon(maps.current_location[1][cords[1]-1][cords[0]+2][0])) - - minimap_20.config(text=map_icon(maps.current_location[1][cords[1]][cords[0]-2][0])) - minimap_21.config(text=map_icon(maps.current_location[1][cords[1]][cords[0]-1][0])) - - minimap_23.config(text=map_icon(maps.current_location[1][cords[1]][cords[0]+1][0])) - minimap_24.config(text=map_icon(maps.current_location[1][cords[1]][cords[0]+2][0])) - - minimap_30.config(text=map_icon(maps.current_location[1][cords[1]+1][cords[0]-2][0])) - minimap_31.config(text=map_icon(maps.current_location[1][cords[1]+1][cords[0]-1][0])) - minimap_32.config(text=map_icon(maps.current_location[1][cords[1]+1][cords[0]][0])) - minimap_33.config(text=map_icon(maps.current_location[1][cords[1]+1][cords[0]+1][0])) - minimap_34.config(text=map_icon(maps.current_location[1][cords[1]+1][cords[0]+2][0])) - - minimap_40.config(text=map_icon(maps.current_location[1][cords[1]+2][cords[0]-2][0])) - minimap_41.config(text=map_icon(maps.current_location[1][cords[1]+2][cords[0]-1][0])) - minimap_42.config(text=map_icon(maps.current_location[1][cords[1]+2][cords[0]][0])) - minimap_43.config(text=map_icon(maps.current_location[1][cords[1]+2][cords[0]+1][0])) - minimap_44.config(text=map_icon(maps.current_location[1][cords[1]+2][cords[0]+2][0])) + minimap_00.config( + text=map_icon(maps.current_location[1][cords[1] - 2][cords[0] - 2][0]) + ) + minimap_01.config( + text=map_icon(maps.current_location[1][cords[1] - 2][cords[0] - 1][0]) + ) + minimap_02.config( + text=map_icon(maps.current_location[1][cords[1] - 2][cords[0]][0]) + ) + minimap_03.config( + text=map_icon(maps.current_location[1][cords[1] - 2][cords[0] + 1][0]) + ) + minimap_04.config( + text=map_icon(maps.current_location[1][cords[1] - 2][cords[0] + 2][0]) + ) + + minimap_10.config( + text=map_icon(maps.current_location[1][cords[1] - 1][cords[0] - 2][0]) + ) + minimap_11.config( + text=map_icon(maps.current_location[1][cords[1] - 1][cords[0] - 1][0]) + ) + minimap_12.config( + text=map_icon(maps.current_location[1][cords[1] - 1][cords[0]][0]) + ) + minimap_13.config( + text=map_icon(maps.current_location[1][cords[1] - 1][cords[0] + 1][0]) + ) + minimap_14.config( + text=map_icon(maps.current_location[1][cords[1] - 1][cords[0] + 2][0]) + ) + + minimap_20.config( + text=map_icon(maps.current_location[1][cords[1]][cords[0] - 2][0]) + ) + minimap_21.config( + text=map_icon(maps.current_location[1][cords[1]][cords[0] - 1][0]) + ) + + minimap_23.config( + text=map_icon(maps.current_location[1][cords[1]][cords[0] + 1][0]) + ) + minimap_24.config( + text=map_icon(maps.current_location[1][cords[1]][cords[0] + 2][0]) + ) + + minimap_30.config( + text=map_icon(maps.current_location[1][cords[1] + 1][cords[0] - 2][0]) + ) + minimap_31.config( + text=map_icon(maps.current_location[1][cords[1] + 1][cords[0] - 1][0]) + ) + minimap_32.config( + text=map_icon(maps.current_location[1][cords[1] + 1][cords[0]][0]) + ) + minimap_33.config( + text=map_icon(maps.current_location[1][cords[1] + 1][cords[0] + 1][0]) + ) + minimap_34.config( + text=map_icon(maps.current_location[1][cords[1] + 1][cords[0] + 2][0]) + ) + + minimap_40.config( + text=map_icon(maps.current_location[1][cords[1] + 2][cords[0] - 2][0]) + ) + minimap_41.config( + text=map_icon(maps.current_location[1][cords[1] + 2][cords[0] - 1][0]) + ) + minimap_42.config( + text=map_icon(maps.current_location[1][cords[1] + 2][cords[0]][0]) + ) + minimap_43.config( + text=map_icon(maps.current_location[1][cords[1] + 2][cords[0] + 1][0]) + ) + minimap_44.config( + text=map_icon(maps.current_location[1][cords[1] + 2][cords[0] + 2][0]) + ) if vision_facing == "North": minimap_22.config(text="△") elif vision_facing == "South": - minimap_22.config(text="▽") + minimap_22.config(text="▽") elif vision_facing == "East": - minimap_22.config(text="▷") + minimap_22.config(text="▷") elif vision_facing == "West": - minimap_22.config(text="◁") + minimap_22.config(text="◁") + def map_icon(thing): if thing.startswith("T"): @@ -2042,11 +3055,16 @@ def map_icon(thing): return "⦾" elif thing.startswith("r") == True: return "⦻" - elif thing.startswith("000") == True or thing.startswith("n") or thing.startswith("-"): + elif ( + thing.startswith("000") == True + or thing.startswith("n") + or thing.startswith("-") + ): return "" else: return "error" - + + def generate_background(): global vision_facing global bottomest_background_sprite_unform @@ -2064,185 +3082,209 @@ def generate_background(): cords = maps.return_player_cords() if "n" in maps.current_location[1][cords[1]][cords[0]][0]: - bottomest_background_sprite_unform = Image.open(str(current_directory)+"/world/"+world_color+"/bottomest_layer/"+maps.current_location[9]+".png").convert("RGBA") - bottomest_background_sprite = ImageTk.PhotoImage(bottomest_background_sprite_unform.resize(dimensions,resample=Image.NEAREST)) - sprites_canvas.itemconfig(bottomest_background_image, image = bottomest_background_sprite) + bottomest_background_sprite_unform = Image.open( + str(current_directory) + + "/world/" + + world_color + + "/bottomest_layer/" + + maps.current_location[9] + + ".png" + ).convert("RGBA") + bottomest_background_sprite = ImageTk.PhotoImage( + bottomest_background_sprite_unform.resize( + dimensions, resample=Image.NEAREST + ) + ) + sprites_canvas.itemconfig( + bottomest_background_image, image=bottomest_background_sprite + ) else: - bottomest_background_sprite_unform = Image.open(str(current_directory)+"/world/"+world_color+"/bottomest_layer/"+maps.current_location[3]+".png").convert("RGBA") - bottomest_background_sprite = ImageTk.PhotoImage(bottomest_background_sprite_unform.resize(dimensions,resample=Image.NEAREST)) - sprites_canvas.itemconfig(bottomest_background_image, image = bottomest_background_sprite) + bottomest_background_sprite_unform = Image.open( + str(current_directory) + + "/world/" + + world_color + + "/bottomest_layer/" + + maps.current_location[3] + + ".png" + ).convert("RGBA") + bottomest_background_sprite = ImageTk.PhotoImage( + bottomest_background_sprite_unform.resize( + dimensions, resample=Image.NEAREST + ) + ) + sprites_canvas.itemconfig( + bottomest_background_image, image=bottomest_background_sprite + ) print("") top = [] bottom = [] bottomer = [] bottomerer = [] if vision_facing == "North": - loc = maps.current_location[1][cords[1]-3][cords[0]-2][0] + loc = maps.current_location[1][cords[1] - 3][cords[0] - 2][0] bottomerer.append(loc) - loc = maps.current_location[1][cords[1]-3][cords[0]-1][0] + loc = maps.current_location[1][cords[1] - 3][cords[0] - 1][0] bottomerer.append(loc) - loc = maps.current_location[1][cords[1]-3][cords[0]+1][0] + loc = maps.current_location[1][cords[1] - 3][cords[0] + 1][0] bottomerer.append(loc) - loc = maps.current_location[1][cords[1]-3][cords[0]+2][0] + loc = maps.current_location[1][cords[1] - 3][cords[0] + 2][0] bottomerer.append(loc) - loc = maps.current_location[1][cords[1]-2][cords[0]-2][0] + loc = maps.current_location[1][cords[1] - 2][cords[0] - 2][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]-2][cords[0]-1][0] + loc = maps.current_location[1][cords[1] - 2][cords[0] - 1][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]-3][cords[0]][0] + loc = maps.current_location[1][cords[1] - 3][cords[0]][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]-2][cords[0]+1][0] + loc = maps.current_location[1][cords[1] - 2][cords[0] + 1][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]-2][cords[0]+2][0] + loc = maps.current_location[1][cords[1] - 2][cords[0] + 2][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]-1][cords[0]-2][0] + loc = maps.current_location[1][cords[1] - 1][cords[0] - 2][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]-1][cords[0]-1][0] + loc = maps.current_location[1][cords[1] - 1][cords[0] - 1][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]-2][cords[0]][0] + loc = maps.current_location[1][cords[1] - 2][cords[0]][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]-1][cords[0]+1][0] + loc = maps.current_location[1][cords[1] - 1][cords[0] + 1][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]-1][cords[0]+2][0] + loc = maps.current_location[1][cords[1] - 1][cords[0] + 2][0] bottom.append(loc) - - loc = maps.current_location[1][cords[1]][cords[0]-1][0] + + loc = maps.current_location[1][cords[1]][cords[0] - 1][0] + top.append(loc) + loc = maps.current_location[1][cords[1] - 1][cords[0]][0] top.append(loc) - loc = maps.current_location[1][cords[1]-1][cords[0]][0] + loc = maps.current_location[1][cords[1]][cords[0] + 1][0] top.append(loc) - loc = maps.current_location[1][cords[1]][cords[0]+1][0] - top.append(loc) elif vision_facing == "East": - loc = maps.current_location[1][cords[1]-2][cords[0]+3][0] + loc = maps.current_location[1][cords[1] - 2][cords[0] + 3][0] bottomerer.append(loc) - loc = maps.current_location[1][cords[1]-1][cords[0]+3][0] + loc = maps.current_location[1][cords[1] - 1][cords[0] + 3][0] bottomerer.append(loc) - loc = maps.current_location[1][cords[1]+1][cords[0]+3][0] + loc = maps.current_location[1][cords[1] + 1][cords[0] + 3][0] bottomerer.append(loc) - loc = maps.current_location[1][cords[1]+2][cords[0]+3][0] + loc = maps.current_location[1][cords[1] + 2][cords[0] + 3][0] bottomerer.append(loc) - - loc = maps.current_location[1][cords[1]-2][cords[0]+2][0] + + loc = maps.current_location[1][cords[1] - 2][cords[0] + 2][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]-1][cords[0]+2][0] + loc = maps.current_location[1][cords[1] - 1][cords[0] + 2][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]][cords[0]+3][0] + loc = maps.current_location[1][cords[1]][cords[0] + 3][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]+1][cords[0]+2][0] + loc = maps.current_location[1][cords[1] + 1][cords[0] + 2][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]+2][cords[0]+2][0] + loc = maps.current_location[1][cords[1] + 2][cords[0] + 2][0] bottomer.append(loc) - - loc = maps.current_location[1][cords[1]-2][cords[0]+1][0] + + loc = maps.current_location[1][cords[1] - 2][cords[0] + 1][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]-1][cords[0]+1][0] + loc = maps.current_location[1][cords[1] - 1][cords[0] + 1][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]][cords[0]+2][0] + loc = maps.current_location[1][cords[1]][cords[0] + 2][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]+1][cords[0]+1][0] + loc = maps.current_location[1][cords[1] + 1][cords[0] + 1][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]+2][cords[0]+1][0] + loc = maps.current_location[1][cords[1] + 2][cords[0] + 1][0] bottom.append(loc) - - loc = maps.current_location[1][cords[1]-1][cords[0]][0] + + loc = maps.current_location[1][cords[1] - 1][cords[0]][0] top.append(loc) - loc = maps.current_location[1][cords[1]][cords[0]+1][0] + loc = maps.current_location[1][cords[1]][cords[0] + 1][0] top.append(loc) - loc = maps.current_location[1][cords[1]+1][cords[0]][0] + loc = maps.current_location[1][cords[1] + 1][cords[0]][0] top.append(loc) elif vision_facing == "South": - loc = maps.current_location[1][cords[1]+3][cords[0]+2][0] + loc = maps.current_location[1][cords[1] + 3][cords[0] + 2][0] bottomerer.append(loc) - loc = maps.current_location[1][cords[1]+3][cords[0]+1][0] + loc = maps.current_location[1][cords[1] + 3][cords[0] + 1][0] bottomerer.append(loc) - loc = maps.current_location[1][cords[1]+3][cords[0]-1][0] + loc = maps.current_location[1][cords[1] + 3][cords[0] - 1][0] bottomerer.append(loc) - loc = maps.current_location[1][cords[1]+3][cords[0]-2][0] + loc = maps.current_location[1][cords[1] + 3][cords[0] - 2][0] bottomerer.append(loc) - - loc = maps.current_location[1][cords[1]+2][cords[0]+2][0] + + loc = maps.current_location[1][cords[1] + 2][cords[0] + 2][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]+2][cords[0]+1][0] + loc = maps.current_location[1][cords[1] + 2][cords[0] + 1][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]+3][cords[0]][0] + loc = maps.current_location[1][cords[1] + 3][cords[0]][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]+2][cords[0]-1][0] + loc = maps.current_location[1][cords[1] + 2][cords[0] - 1][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]+2][cords[0]-2][0] + loc = maps.current_location[1][cords[1] + 2][cords[0] - 2][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]+1][cords[0]+2][0] + loc = maps.current_location[1][cords[1] + 1][cords[0] + 2][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]+1][cords[0]+1][0] + loc = maps.current_location[1][cords[1] + 1][cords[0] + 1][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]+2][cords[0]][0] + loc = maps.current_location[1][cords[1] + 2][cords[0]][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]+1][cords[0]-1][0] + loc = maps.current_location[1][cords[1] + 1][cords[0] - 1][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]+1][cords[0]-2][0] + loc = maps.current_location[1][cords[1] + 1][cords[0] - 2][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]][cords[0]+1][0] + loc = maps.current_location[1][cords[1]][cords[0] + 1][0] top.append(loc) - loc = maps.current_location[1][cords[1]+1][cords[0]][0] + loc = maps.current_location[1][cords[1] + 1][cords[0]][0] top.append(loc) - loc = maps.current_location[1][cords[1]][cords[0]-1][0] + loc = maps.current_location[1][cords[1]][cords[0] - 1][0] top.append(loc) elif vision_facing == "West": - loc = maps.current_location[1][cords[1]+2][cords[0]-3][0] + loc = maps.current_location[1][cords[1] + 2][cords[0] - 3][0] bottomerer.append(loc) - loc = maps.current_location[1][cords[1]+1][cords[0]-3][0] + loc = maps.current_location[1][cords[1] + 1][cords[0] - 3][0] bottomerer.append(loc) - loc = maps.current_location[1][cords[1]-1][cords[0]-3][0] + loc = maps.current_location[1][cords[1] - 1][cords[0] - 3][0] bottomerer.append(loc) - loc = maps.current_location[1][cords[1]-2][cords[0]-3][0] + loc = maps.current_location[1][cords[1] - 2][cords[0] - 3][0] bottomerer.append(loc) - - loc = maps.current_location[1][cords[1]+2][cords[0]-2][0] + loc = maps.current_location[1][cords[1] + 2][cords[0] - 2][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]+1][cords[0]-2][0] + loc = maps.current_location[1][cords[1] + 1][cords[0] - 2][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]][cords[0]-3][0] + loc = maps.current_location[1][cords[1]][cords[0] - 3][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]-1][cords[0]-2][0] + loc = maps.current_location[1][cords[1] - 1][cords[0] - 2][0] bottomer.append(loc) - loc = maps.current_location[1][cords[1]-2][cords[0]-2][0] + loc = maps.current_location[1][cords[1] - 2][cords[0] - 2][0] bottomer.append(loc) - - loc = maps.current_location[1][cords[1]+2][cords[0]-1][0] + + loc = maps.current_location[1][cords[1] + 2][cords[0] - 1][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]+1][cords[0]-1][0] + loc = maps.current_location[1][cords[1] + 1][cords[0] - 1][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]][cords[0]-2][0] + loc = maps.current_location[1][cords[1]][cords[0] - 2][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]-1][cords[0]-1][0] + loc = maps.current_location[1][cords[1] - 1][cords[0] - 1][0] bottom.append(loc) - loc = maps.current_location[1][cords[1]-2][cords[0]-1][0] + loc = maps.current_location[1][cords[1] - 2][cords[0] - 1][0] bottom.append(loc) - - - loc = maps.current_location[1][cords[1]+1][cords[0]][0] + + loc = maps.current_location[1][cords[1] + 1][cords[0]][0] top.append(loc) - loc = maps.current_location[1][cords[1]][cords[0]-1][0] + loc = maps.current_location[1][cords[1]][cords[0] - 1][0] top.append(loc) - loc = maps.current_location[1][cords[1]-1][cords[0]][0] + loc = maps.current_location[1][cords[1] - 1][cords[0]][0] top.append(loc) - - letters_to_check = ["T","N","C","D","E","R","H","P","S","Q","F"] - if(True): #bottomerer layer - thing = str(current_directory)+"/world/"+world_color+"/bottomerer_layer/" - walls = ["1000","0100","0010","0001"] + letters_to_check = ["T", "N", "C", "D", "E", "R", "H", "P", "S", "Q", "F"] + + if True: # bottomerer layer + thing = str(current_directory) + "/world/" + world_color + "/bottomerer_layer/" + walls = ["1000", "0100", "0010", "0001"] lst = bottomerer ind = 0 back_spr_num = "" # print("bottomerer") # print(lst) for x in range(4): - if(lst[ind] == "---" or lst[ind].startswith("_")): + if lst[ind] == "---" or lst[ind].startswith("_"): # spr = Image.open(thing+walls[ind]+".png").convert("RGBA") # spr_sides = Image.open(thing+walls[ind]+"sides.png").convert("RGBA") back_spr_num = back_spr_num + "1" @@ -2251,11 +3293,24 @@ def generate_background(): back_spr_num = back_spr_num + "0" ind += 1 ind = 0 - print("bottomerer: "+back_spr_num) - bottomerer_background_sprite_unform = Image.open(str(current_directory)+"/world/"+world_color+"/bottomerer_layer/"+back_spr_num+".png").convert("RGBA") - bottomerer_background_sprite = ImageTk.PhotoImage(bottomerer_background_sprite_unform.resize(dimensions,resample=Image.NEAREST)) - print("bottomer: "+str(bottomerer_background_sprite)) - sprites_canvas.itemconfig(bottomerer_background_image, image = bottomerer_background_sprite) + print("bottomerer: " + back_spr_num) + bottomerer_background_sprite_unform = Image.open( + str(current_directory) + + "/world/" + + world_color + + "/bottomerer_layer/" + + back_spr_num + + ".png" + ).convert("RGBA") + bottomerer_background_sprite = ImageTk.PhotoImage( + bottomerer_background_sprite_unform.resize( + dimensions, resample=Image.NEAREST + ) + ) + print("bottomer: " + str(bottomerer_background_sprite)) + sprites_canvas.itemconfig( + bottomerer_background_image, image=bottomerer_background_sprite + ) # bottomerer_background_sprite = ImageTk.PhotoImage((Image.open(str(current_directory)+"/world/"+world_color+"/bottomerer_layer/"+back_spr_num+".png").resize(dimensions,resample=Image.NEAREST)).resize(dimensions,resample=Image.NEAREST)) # sprites_canvas.itemconfig(bottomerer_background_image, image = bottomerer_background_sprite) # for x in range(4): @@ -2263,28 +3318,38 @@ def generate_background(): # sprites_canvas.itemconfig(bottomerer_background_images[ind], image = bottomerer_background_sprites[ind]) # sprites_canvas.delete(bottomer_background_sprites[ind]) # ind += 1 - if(True): #bottomer layer - thing = str(current_directory)+"/world/"+world_color+"/bottomer_layer/" - walls = ["10000","01000","00100","00010","00001"] + if True: # bottomer layer + thing = str(current_directory) + "/world/" + world_color + "/bottomer_layer/" + walls = ["10000", "01000", "00100", "00010", "00001"] lst = bottomer ind = 0 back_spr_num = "" for x in range(5): print(lst[ind][0]) - if(ind == 1 or ind == 3): - spr_size = (100,250) + if ind == 1 or ind == 3: + spr_size = (100, 250) else: - spr_size = (60,175) - if(lst[ind] == "---" or lst[ind].startswith("_")): + spr_size = (60, 175) + if lst[ind] == "---" or lst[ind].startswith("_"): # sprites_canvas.itemconfig(bottomerimg[ind],image=bottomerspr[ind]) # spr = Image.open(thing+walls[ind]+".png").convert("RGBA") # spr_sides = Image.open(thing+walls[ind]+"sides.png").convert("RGBA") # bottomer_background_sprites_sides[ind] = ImageTk.PhotoImage(spr_sides.resize(dimensions,resample=Image.NEAREST)) # bottomer_background_sprites[ind] = ImageTk.PhotoImage(spr.resize(dimensions,resample=Image.NEAREST)) back_spr_num = back_spr_num + "1" - elif(lst[ind][0] in letters_to_check): - print(lst[ind][0]+" is in "+str(letters_to_check)) - tile_file = [line.rstrip('\n') for line in open(current_directory+"/dialogue/"+maps.current_location[4]+"/"+lst[ind]+".txt")] + elif lst[ind][0] in letters_to_check: + print(lst[ind][0] + " is in " + str(letters_to_check)) + tile_file = [ + line.rstrip("\n") + for line in open( + current_directory + + "/dialogue/" + + maps.current_location[4] + + "/" + + lst[ind] + + ".txt" + ) + ] # spr_sides = Image.open(thing+"00000.png").convert("RGBA") # spr = Image.open(thing+"00000.png").convert("RGBA") # print(tile_file[0]+" spr_size: "+str(spr_size)) @@ -2293,10 +3358,22 @@ def generate_background(): back_spr_num = back_spr_num + "0" if ind != 0 and ind != 4: if ind != 2: - bottomerspr[ind] = ImageTk.PhotoImage(Image.open(current_directory+"/sprites/"+tile_file[0]+".png").convert("RGBA").resize((100,250),resample=Image.NEAREST)) + bottomerspr[ind] = ImageTk.PhotoImage( + Image.open( + current_directory + "/sprites/" + tile_file[0] + ".png" + ) + .convert("RGBA") + .resize((100, 250), resample=Image.NEAREST) + ) else: - bottomerspr[ind] = ImageTk.PhotoImage(Image.open(current_directory+"/sprites/"+tile_file[0]+".png").convert("RGBA").resize((60,175),resample=Image.NEAREST)) - sprites_canvas.itemconfig(bottomerimg[ind],image=bottomerspr[ind]) + bottomerspr[ind] = ImageTk.PhotoImage( + Image.open( + current_directory + "/sprites/" + tile_file[0] + ".png" + ) + .convert("RGBA") + .resize((60, 175), resample=Image.NEAREST) + ) + sprites_canvas.itemconfig(bottomerimg[ind], image=bottomerspr[ind]) # else: # pass else: @@ -2307,35 +3384,56 @@ def generate_background(): back_spr_num = back_spr_num + "0" ind += 1 ind = 0 - print("bottomer: "+back_spr_num) - bottomer_background_sprite_unform = Image.open(str(current_directory)+"/world/"+world_color+"/bottomer_layer/"+back_spr_num+".png").convert("RGBA") - bottomer_background_sprite = ImageTk.PhotoImage(bottomer_background_sprite_unform.resize(dimensions,resample=Image.NEAREST)) - sprites_canvas.itemconfig(bottomer_background_image, image = bottomer_background_sprite) + print("bottomer: " + back_spr_num) + bottomer_background_sprite_unform = Image.open( + str(current_directory) + + "/world/" + + world_color + + "/bottomer_layer/" + + back_spr_num + + ".png" + ).convert("RGBA") + bottomer_background_sprite = ImageTk.PhotoImage( + bottomer_background_sprite_unform.resize(dimensions, resample=Image.NEAREST) + ) + sprites_canvas.itemconfig( + bottomer_background_image, image=bottomer_background_sprite + ) # for x in range(5): # sprites_canvas.itemconfig(bottomer_background_images_sides[ind], image = bottomer_background_sprites_sides[ind]) # sprites_canvas.itemconfig(bottomer_background_images[ind], image = bottomer_background_sprites[ind]) # sprites_canvas.delete(bottom_background_sprites[ind]) # ind += 1 - if(True): #bottom layer - thing = str(current_directory)+"/world/"+world_color+"/bottom_layer/" - walls = ["10000","01000","00100","00010","00001"] + if True: # bottom layer + thing = str(current_directory) + "/world/" + world_color + "/bottom_layer/" + walls = ["10000", "01000", "00100", "00010", "00001"] lst = bottom ind = 1 back_spr_num = "" print(lst) for x in range(3): - if(ind == 1 or ind == 3): - spr_size = (150,375) + if ind == 1 or ind == 3: + spr_size = (150, 375) else: - spr_size = (100,250) - if(lst[ind] == "---" or lst[ind].startswith("_")): + spr_size = (100, 250) + if lst[ind] == "---" or lst[ind].startswith("_"): # spr_sides = Image.open(thing+walls[ind]+"sides.png").convert("RGBA") # spr = Image.open(thing+walls[ind]+".png").convert("RGBA") # bottom_background_sprites_sides[ind] = ImageTk.PhotoImage(spr_sides.resize(dimensions,resample=Image.NEAREST)) # bottom_background_sprites[ind] = ImageTk.PhotoImage(spr.resize(dimensions,resample=Image.NEAREST)) back_spr_num = back_spr_num + "1" - elif(lst[ind][0] in letters_to_check): - tile_file = [line.rstrip('\n') for line in open(current_directory+"/dialogue/"+maps.current_location[4]+"/"+lst[ind]+".txt")] + elif lst[ind][0] in letters_to_check: + tile_file = [ + line.rstrip("\n") + for line in open( + current_directory + + "/dialogue/" + + maps.current_location[4] + + "/" + + lst[ind] + + ".txt" + ) + ] # spr_sides = Image.open(thing+"00000.png").convert("RGBA") # spr = Image.open(thing+"00000.png").convert("RGBA") # # print(tile_file[0]+" spr_size: "+str(spr_size)) @@ -2344,10 +3442,20 @@ def generate_background(): back_spr_num = back_spr_num + "0" if ind != 0 and ind != 4: if ind != 2: - bottomspr[ind] = ImageTk.PhotoImage(Image.open(current_directory+"/sprites/"+tile_file[0]+".png").convert("RGBA").resize((165,420),resample=Image.NEAREST)) + bottomspr[ind] = ImageTk.PhotoImage( + Image.open( + current_directory + "/sprites/" + tile_file[0] + ".png" + ) + .convert("RGBA") + .resize((165, 420), resample=Image.NEAREST) + ) else: - bottomspr[ind] = ImageTk.PhotoImage(Image.open(current_directory+"/sprites/"+tile_file[0]+".png").resize((100*mul,250*mul),resample=Image.NEAREST)) - sprites_canvas.itemconfig(bottomimg[ind],image=bottomspr[ind]) + bottomspr[ind] = ImageTk.PhotoImage( + Image.open( + current_directory + "/sprites/" + tile_file[0] + ".png" + ).resize((100 * mul, 250 * mul), resample=Image.NEAREST) + ) + sprites_canvas.itemconfig(bottomimg[ind], image=bottomspr[ind]) # else: # pass else: @@ -2358,16 +3466,27 @@ def generate_background(): back_spr_num = back_spr_num + "0" ind += 1 ind = 1 - print("bottom: "+back_spr_num) - bottom_background_sprite_unform = Image.open(str(current_directory)+"/world/"+world_color+"/bottom_layer/"+back_spr_num+".png").convert("RGBA") - bottom_background_sprite = ImageTk.PhotoImage(bottom_background_sprite_unform.resize(dimensions,resample=Image.NEAREST)) - sprites_canvas.itemconfig(bottom_background_image, image = bottom_background_sprite) + print("bottom: " + back_spr_num) + bottom_background_sprite_unform = Image.open( + str(current_directory) + + "/world/" + + world_color + + "/bottom_layer/" + + back_spr_num + + ".png" + ).convert("RGBA") + bottom_background_sprite = ImageTk.PhotoImage( + bottom_background_sprite_unform.resize(dimensions, resample=Image.NEAREST) + ) + sprites_canvas.itemconfig( + bottom_background_image, image=bottom_background_sprite + ) # for x in range(3): # sprites_canvas.itemconfig(bottom_background_images_sides[ind], image = bottom_background_sprites_sides[ind]) # sprites_canvas.itemconfig(bottom_background_images[ind], image = bottom_background_sprites[ind]) # sprites_canvas.delete(bottom_background_sprites[ind]) # ind += 1 - if(True): #top layer + if True: # top layer # thing = str(current_directory)+"/world/"+world_color+"/top_layer/" # walls = ["100","010","001"] lst = top @@ -2376,47 +3495,87 @@ def generate_background(): # print(lst) back_spr_num = "" for x in range(3): - spr_size = (165,420) - if(lst[ind] == "---" or lst[ind].startswith("_")): + spr_size = (165, 420) + if lst[ind] == "---" or lst[ind].startswith("_"): back_spr_num = back_spr_num + "1" - elif(lst[ind][0] in letters_to_check): - tile_file = [line.rstrip('\n') for line in open(current_directory+"/dialogue/"+maps.current_location[4]+"/"+lst[ind]+".txt")] + elif lst[ind][0] in letters_to_check: + tile_file = [ + line.rstrip("\n") + for line in open( + current_directory + + "/dialogue/" + + maps.current_location[4] + + "/" + + lst[ind] + + ".txt" + ) + ] back_spr_num = back_spr_num + "0" if ind == 1: - topspr[ind] = ImageTk.PhotoImage(Image.open(current_directory+"/sprites/"+tile_file[0]+".png").convert("RGBA").resize(spr_size,resample=Image.NEAREST)) - sprites_canvas.itemconfig(topimg[ind],image=topspr[ind]) + topspr[ind] = ImageTk.PhotoImage( + Image.open( + current_directory + "/sprites/" + tile_file[0] + ".png" + ) + .convert("RGBA") + .resize(spr_size, resample=Image.NEAREST) + ) + sprites_canvas.itemconfig(topimg[ind], image=topspr[ind]) else: back_spr_num = back_spr_num + "0" ind += 1 ind = 0 - print("top: "+back_spr_num) - top_background_sprite_unform = Image.open(str(current_directory)+"/world/"+world_color+"/top_layer/"+back_spr_num+".png").convert("RGBA") - top_background_sprite = ImageTk.PhotoImage(top_background_sprite_unform.resize(dimensions,resample=Image.NEAREST)) - sprites_canvas.itemconfig(top_background_image, image = top_background_sprite) + print("top: " + back_spr_num) + top_background_sprite_unform = Image.open( + str(current_directory) + + "/world/" + + world_color + + "/top_layer/" + + back_spr_num + + ".png" + ).convert("RGBA") + top_background_sprite = ImageTk.PhotoImage( + top_background_sprite_unform.resize(dimensions, resample=Image.NEAREST) + ) + sprites_canvas.itemconfig(top_background_image, image=top_background_sprite) + def clear_other_npcs_sprites(): - bottomerspr[1] = PhotoImage(file = str(current_directory)+"/sprites/"+"nothing"+".png") - sprites_canvas.itemconfig(bottomerimg[1],image=bottomerspr[1]) + bottomerspr[1] = PhotoImage( + file=str(current_directory) + "/sprites/" + "nothing" + ".png" + ) + sprites_canvas.itemconfig(bottomerimg[1], image=bottomerspr[1]) # sprites_canvas.delete(bottomerspr[1]) - bottomerspr[2] = PhotoImage(file = str(current_directory)+"/sprites/"+"nothing"+".png") - sprites_canvas.itemconfig(bottomerimg[2],image=bottomerspr[2]) + bottomerspr[2] = PhotoImage( + file=str(current_directory) + "/sprites/" + "nothing" + ".png" + ) + sprites_canvas.itemconfig(bottomerimg[2], image=bottomerspr[2]) # sprites_canvas.delete(bottomerspr[2]) - bottomerspr[3] = PhotoImage(file = str(current_directory)+"/sprites/"+"nothing"+".png") - sprites_canvas.itemconfig(bottomerimg[3],image=bottomerspr[3]) + bottomerspr[3] = PhotoImage( + file=str(current_directory) + "/sprites/" + "nothing" + ".png" + ) + sprites_canvas.itemconfig(bottomerimg[3], image=bottomerspr[3]) # sprites_canvas.delete(bottomerspr[3]) - bottomspr[1] = PhotoImage(file = str(current_directory)+"/sprites/"+"nothing"+".png") - sprites_canvas.itemconfig(bottomimg[1],image=bottomspr[1]) + bottomspr[1] = PhotoImage( + file=str(current_directory) + "/sprites/" + "nothing" + ".png" + ) + sprites_canvas.itemconfig(bottomimg[1], image=bottomspr[1]) # sprites_canvas.delete(bottomspr[1]) - bottomspr[2] = PhotoImage(file = str(current_directory)+"/sprites/"+"nothing"+".png") - sprites_canvas.itemconfig(bottomimg[2],image=bottomspr[2]) + bottomspr[2] = PhotoImage( + file=str(current_directory) + "/sprites/" + "nothing" + ".png" + ) + sprites_canvas.itemconfig(bottomimg[2], image=bottomspr[2]) # sprites_canvas.delete(bottomspr[2]) - bottomspr[3] = PhotoImage(file = str(current_directory)+"/sprites/"+"nothing"+".png") - sprites_canvas.itemconfig(bottomimg[3],image=bottomspr[3]) + bottomspr[3] = PhotoImage( + file=str(current_directory) + "/sprites/" + "nothing" + ".png" + ) + sprites_canvas.itemconfig(bottomimg[3], image=bottomspr[3]) # sprites_canvas.delete(bottomspr[3]) - topspr[1] = PhotoImage(file = str(current_directory)+"/sprites/"+"nothing"+".png") - sprites_canvas.itemconfig(topimg[1],image=topspr[1]) + topspr[1] = PhotoImage( + file=str(current_directory) + "/sprites/" + "nothing" + ".png" + ) + sprites_canvas.itemconfig(topimg[1], image=topspr[1]) # sprites_canvas.delete(topspr[1]) # ind = 1 @@ -2442,6 +3601,7 @@ def clear_other_npcs_sprites(): # ind += 1 print("clear_other_npcs_sprites()") + def enable_movement_controls(): global w_command global up_command @@ -2501,8 +3661,10 @@ def enable_movement_controls(): key_button.config(command=open_key_items) four_command = "open_key_items()" + did_move = False + def move_forwards(): disable_inputs() @@ -2516,24 +3678,25 @@ def move_forwards(): down = 0 right = 0 if vision_facing == "North": - move_target = standing_on = maps.current_location[1][cords[1]-1][cords[0]][0] + move_target = standing_on = maps.current_location[1][cords[1] - 1][cords[0]][0] down = -1 elif vision_facing == "East": - move_target = standing_on = maps.current_location[1][cords[1]][cords[0]+1][0] + move_target = standing_on = maps.current_location[1][cords[1]][cords[0] + 1][0] right = 1 elif vision_facing == "South": - move_target = standing_on = maps.current_location[1][cords[1]+1][cords[0]][0] + move_target = standing_on = maps.current_location[1][cords[1] + 1][cords[0]][0] down = 1 elif vision_facing == "West": - move_target = standing_on = maps.current_location[1][cords[1]][cords[0]-1][0] + move_target = standing_on = maps.current_location[1][cords[1]][cords[0] - 1][0] right = -1 - if move_target == "---" or move_target.startswith('_'): + if move_target == "---" or move_target.startswith("_"): write_text("A wall is blocking your path\nCannot move forwards") enable_movement_controls() else: - maps.move_player(down,right) - refresh() + maps.move_player(down, right) + refresh() + def move_backwards(): disable_inputs() @@ -2548,25 +3711,26 @@ def move_backwards(): down = 0 right = 0 if vision_facing == "North": - move_target = standing_on = maps.current_location[1][cords[1]+1][cords[0]][0] + move_target = standing_on = maps.current_location[1][cords[1] + 1][cords[0]][0] down = 1 elif vision_facing == "East": - move_target = standing_on = maps.current_location[1][cords[1]][cords[0]-1][0] + move_target = standing_on = maps.current_location[1][cords[1]][cords[0] - 1][0] right = -1 elif vision_facing == "South": - move_target = standing_on = maps.current_location[1][cords[1]-1][cords[0]][0] + move_target = standing_on = maps.current_location[1][cords[1] - 1][cords[0]][0] down = -1 elif vision_facing == "West": - move_target = standing_on = maps.current_location[1][cords[1]][cords[0]+1][0] + move_target = standing_on = maps.current_location[1][cords[1]][cords[0] + 1][0] right = 1 - if move_target == "---" or move_target.startswith('_'): + if move_target == "---" or move_target.startswith("_"): write_text("A wall is blocking your path\nCannot move backwards") enable_movement_controls() else: - maps.move_player(down,right) + maps.move_player(down, right) refresh() + def move_left(): disable_inputs() if sidestepping == True: @@ -2579,27 +3743,36 @@ def move_left(): down = 0 right = 0 if vision_facing == "North": - move_target = standing_on = maps.current_location[1][cords[1]][cords[0]-1][0] + move_target = standing_on = maps.current_location[1][cords[1]][ + cords[0] - 1 + ][0] right = -1 elif vision_facing == "East": - move_target = standing_on = maps.current_location[1][cords[1]-1][cords[0]][0] + move_target = standing_on = maps.current_location[1][cords[1] - 1][ + cords[0] + ][0] down = -1 elif vision_facing == "South": - move_target = standing_on = maps.current_location[1][cords[1]][cords[0]+1][0] + move_target = standing_on = maps.current_location[1][cords[1]][ + cords[0] + 1 + ][0] right = 1 elif vision_facing == "West": - move_target = standing_on = maps.current_location[1][cords[1]+1][cords[0]][0] + move_target = standing_on = maps.current_location[1][cords[1] + 1][ + cords[0] + ][0] down = 1 - if move_target == "---" or move_target.startswith('_'): + if move_target == "---" or move_target.startswith("_"): write_text("A wall is blocking your path\nCannot move left") enable_movement_controls() else: - maps.move_player(down,right) + maps.move_player(down, right) refresh() else: turn_left() + def move_right(): disable_inputs() if sidestepping == True: @@ -2612,29 +3785,39 @@ def move_right(): down = 0 right = 0 if vision_facing == "North": - move_target = standing_on = maps.current_location[1][cords[1]][cords[0]+1][0] + move_target = standing_on = maps.current_location[1][cords[1]][ + cords[0] + 1 + ][0] right = 1 elif vision_facing == "East": - move_target = standing_on = maps.current_location[1][cords[1]+1][cords[0]][0] + move_target = standing_on = maps.current_location[1][cords[1] + 1][ + cords[0] + ][0] down = 1 elif vision_facing == "South": - move_target = standing_on = maps.current_location[1][cords[1]][cords[0]-1][0] + move_target = standing_on = maps.current_location[1][cords[1]][ + cords[0] - 1 + ][0] right = -1 elif vision_facing == "West": - move_target = standing_on = maps.current_location[1][cords[1]-1][cords[0]][0] + move_target = standing_on = maps.current_location[1][cords[1] - 1][ + cords[0] + ][0] down = -1 - if move_target == "---" or move_target.startswith('_'): + if move_target == "---" or move_target.startswith("_"): write_text("A wall is blocking your path\nCannot move right") enable_movement_controls() else: - maps.move_player(down,right) + maps.move_player(down, right) refresh() else: turn_right() + multiselect_index = 0 + def write_multiselect(): global multiselect_index global temporary_text_to_use_in_multi @@ -2646,15 +3829,27 @@ def write_multiselect(): thing_to_write = thing_to_write + "\n [EMPTY]" for char in list_to_use_in_multi: if multi_use_displayname == True: - thing_to_write = thing_to_write + "\n" + (">" if multiselect_index == for_char_index else "")+list_to_use_in_multi[for_char_index].DisplayName + thing_to_write = ( + thing_to_write + + "\n" + + (">" if multiselect_index == for_char_index else "") + + list_to_use_in_multi[for_char_index].DisplayName + ) for_char_index += 1 else: - thing_to_write = thing_to_write + "\n" + (">" if multiselect_index == for_char_index else "")+list_to_use_in_multi[for_char_index] + thing_to_write = ( + thing_to_write + + "\n" + + (">" if multiselect_index == for_char_index else "") + + list_to_use_in_multi[for_char_index] + ) for_char_index += 1 - return(thing_to_write) + return thing_to_write + mutliselect_buying = False + def write_multiselect_with_price(): global multiselect_index global temporary_text_to_use_in_multi @@ -2669,15 +3864,47 @@ def write_multiselect_with_price(): for char in list_to_use_in_multi: if list_to_use_in_multi[for_char_index].Purchasing_Price > 0: if mutliselect_buying == True: - thing_to_write = thing_to_write + "\n" + (">" if multiselect_index == for_char_index else "")+str(round(list_to_use_in_multi[for_char_index].Purchasing_Price*(maps.current_location[8][0]/100)))+"G "+list_to_use_in_multi[for_char_index].DisplayName + thing_to_write = ( + thing_to_write + + "\n" + + (">" if multiselect_index == for_char_index else "") + + str( + round( + list_to_use_in_multi[for_char_index].Purchasing_Price + * (maps.current_location[8][0] / 100) + ) + ) + + "G " + + list_to_use_in_multi[for_char_index].DisplayName + ) for_char_index += 1 else: - thing_to_write = thing_to_write + "\n" + (">" if multiselect_index == for_char_index else "")+str(round(list_to_use_in_multi[for_char_index].Purchasing_Price*pawn_mul*(maps.current_location[8][0]/100)))+"G "+list_to_use_in_multi[for_char_index].DisplayName + thing_to_write = ( + thing_to_write + + "\n" + + (">" if multiselect_index == for_char_index else "") + + str( + round( + list_to_use_in_multi[for_char_index].Purchasing_Price + * pawn_mul + * (maps.current_location[8][0] / 100) + ) + ) + + "G " + + list_to_use_in_multi[for_char_index].DisplayName + ) for_char_index += 1 else: - thing_to_write = thing_to_write + "\n" + (">" if multiselect_index == for_char_index else "")+"N/A "+list_to_use_in_multi[for_char_index].DisplayName + thing_to_write = ( + thing_to_write + + "\n" + + (">" if multiselect_index == for_char_index else "") + + "N/A " + + list_to_use_in_multi[for_char_index].DisplayName + ) for_char_index += 1 - return(thing_to_write) + return thing_to_write + def write_multiselect_with_hp(): global multiselect_index @@ -2689,9 +3916,19 @@ def write_multiselect_with_hp(): if len(list_to_use_in_multi) == 0: thing_to_write = thing_to_write + "\n [EMPTY]" for char in list_to_use_in_multi: - thing_to_write = thing_to_write + "\n" + (">" if multiselect_index == for_char_index else "")+str(list_to_use_in_multi[for_char_index].Current_HP)+"/"+str(list_to_use_in_multi[for_char_index].Max_HP)+" HP "+list_to_use_in_multi[for_char_index].DisplayName + thing_to_write = ( + thing_to_write + + "\n" + + (">" if multiselect_index == for_char_index else "") + + str(list_to_use_in_multi[for_char_index].Current_HP) + + "/" + + str(list_to_use_in_multi[for_char_index].Max_HP) + + " HP " + + list_to_use_in_multi[for_char_index].DisplayName + ) for_char_index += 1 - return(thing_to_write) + return thing_to_write + def write_multiselect_with_sp(): global multiselect_index @@ -2703,9 +3940,19 @@ def write_multiselect_with_sp(): if len(list_to_use_in_multi) == 0: thing_to_write = thing_to_write + "\n [EMPTY]" for char in list_to_use_in_multi: - thing_to_write = thing_to_write + "\n" + (">" if multiselect_index == for_char_index else "")+str(list_to_use_in_multi[for_char_index].Current_SP)+"/"+str(list_to_use_in_multi[for_char_index].Max_SP)+" SP "+list_to_use_in_multi[for_char_index].DisplayName + thing_to_write = ( + thing_to_write + + "\n" + + (">" if multiselect_index == for_char_index else "") + + str(list_to_use_in_multi[for_char_index].Current_SP) + + "/" + + str(list_to_use_in_multi[for_char_index].Max_SP) + + " SP " + + list_to_use_in_multi[for_char_index].DisplayName + ) for_char_index += 1 - return(thing_to_write) + return thing_to_write + def multiselect_move_up_shop(): print("move up multi") @@ -2720,6 +3967,7 @@ def multiselect_move_up_shop(): multiselect_index -= 1 write_text(write_multiselect_with_price()) + def multiselect_move_down_shop(): print("move down multi") global multiselect_index @@ -2733,6 +3981,7 @@ def multiselect_move_down_shop(): multiselect_index += 1 write_text(write_multiselect_with_price()) + def multiselect_move_up(): print("move up multi") global multiselect_index @@ -2752,6 +4001,7 @@ def multiselect_move_up(): else: write_text(write_multiselect()) + def multiselect_move_down(): print("move down multi") global multiselect_index @@ -2771,12 +4021,15 @@ def multiselect_move_down(): else: write_text(write_multiselect()) + text_to_use_in_multi = "" temporary_text_to_use_in_multi = "" list_to_use_in_multi = [] multi_use_displayname = True char_stat_return_to = "" + + def print_char_stats(): disable_inputs() global char_stat_return_to @@ -2788,26 +4041,110 @@ def print_char_stats(): currently_equipped_names.append(thing.DisplayName) effects = "Active Effects:\n" if len(char.Effects) > 0: - print(char.DisplayName+" has active effects") + print(char.DisplayName + " has active effects") effect_index = 0 for effect in char.Effects: if effect_index == 3: - effects = effects+str(effect[1])+"x"+effect[0]+"("+str(effect[2])+"T)\n" + effects = ( + effects + + str(effect[1]) + + "x" + + effect[0] + + "(" + + str(effect[2]) + + "T)\n" + ) effect_index = 0 else: - effects = effects+str(effect[1])+"x"+effect[0]+"("+str(effect[2])+"T) " + effects = ( + effects + + str(effect[1]) + + "x" + + effect[0] + + "(" + + str(effect[2]) + + "T) " + ) effect_index += 1 else: - print("no active effects on "+char.DisplayName) + print("no active effects on " + char.DisplayName) effects = effects + "N/A" - write_text(char.DisplayName+"\nLv"+str(char.Level)+" EXP: "+str(char.EXP)+"/1000"+"\n Priority: "+str(char.Priority)+"\nHP: "+str(char.Current_HP)+"/"+str(char.Max_HP)+" ("+str(char.HP_Growth)+"% "+"growth)"+"\nSP: "+str(char.Current_SP)+"/"+str(char.Max_SP)+" ("+str(char.SP_Growth)+"% "+"growth)"+"\n ATK: "+str(char.ATK)+" ("+str(char.ATK_Growth)+"% "+"growth)"+"\n MAG: "+str(char.MAG)+" ("+str(char.MAG_Growth)+"% "+"growth)"+"\n HLG: "+str(char.HLG)+" ("+str(char.HLG_Growth)+"% "+"growth)"+"\n DEF: "+str(char.DEF)+" ("+str(char.DEF_Growth)+"% "+"growth)"+"\n RES: "+str(char.RES)+" ("+str(char.RES_Growth)+"% "+"growth)"+"\n\nCan equip:\n"+str(char.Usable_Weapons).replace("[","").replace("]","").replace("'","")+"\n\nWeak to:\n"+str(char.Weakness).replace("[","").replace("]","").replace("'","")+"\n\n"+effects+"\n\nCurrently equipped:\n"+str(currently_equipped_names).replace("[","").replace("]","").replace("'","")+"\n\n[Right] Return") + write_text( + char.DisplayName + + "\nLv" + + str(char.Level) + + " EXP: " + + str(char.EXP) + + "/1000" + + "\n Priority: " + + str(char.Priority) + + "\nHP: " + + str(char.Current_HP) + + "/" + + str(char.Max_HP) + + " (" + + str(char.HP_Growth) + + "% " + + "growth)" + + "\nSP: " + + str(char.Current_SP) + + "/" + + str(char.Max_SP) + + " (" + + str(char.SP_Growth) + + "% " + + "growth)" + + "\n ATK: " + + str(char.ATK) + + " (" + + str(char.ATK_Growth) + + "% " + + "growth)" + + "\n MAG: " + + str(char.MAG) + + " (" + + str(char.MAG_Growth) + + "% " + + "growth)" + + "\n HLG: " + + str(char.HLG) + + " (" + + str(char.HLG_Growth) + + "% " + + "growth)" + + "\n DEF: " + + str(char.DEF) + + " (" + + str(char.DEF_Growth) + + "% " + + "growth)" + + "\n RES: " + + str(char.RES) + + " (" + + str(char.RES_Growth) + + "% " + + "growth)" + + "\n\nCan equip:\n" + + str(char.Usable_Weapons).replace("[", "").replace("]", "").replace("'", "") + + "\n\nWeak to:\n" + + str(char.Weakness).replace("[", "").replace("]", "").replace("'", "") + + "\n\n" + + effects + + "\n\nCurrently equipped:\n" + + str(currently_equipped_names) + .replace("[", "") + .replace("]", "") + .replace("'", "") + + "\n\n[Right] Return" + ) global right_command global d_command right_button.config(command=eval(char_stat_return_to)) right_command = char_stat_return_to + "()" d_command = char_stat_return_to + "()" + def print_char_stats_battle(): disable_inputs() global char_stat_return_to @@ -2819,26 +4156,110 @@ def print_char_stats_battle(): currently_equipped_names.append(thing.DisplayName) effects = "Active Effects:\n" if len(char.Effects) > 0: - print(char.DisplayName+" has active effects") + print(char.DisplayName + " has active effects") effect_index = 0 for effect in char.Effects: if effect_index == 3: - effects = effects+str(effect[1])+"x"+effect[0]+"("+str(effect[2])+"T)\n" + effects = ( + effects + + str(effect[1]) + + "x" + + effect[0] + + "(" + + str(effect[2]) + + "T)\n" + ) effect_index = 0 else: - effects = effects+str(effect[1])+"x"+effect[0]+"("+str(effect[2])+"T) " + effects = ( + effects + + str(effect[1]) + + "x" + + effect[0] + + "(" + + str(effect[2]) + + "T) " + ) effect_index += 1 else: - print("no active effects on "+char.DisplayName) + print("no active effects on " + char.DisplayName) effects = effects + "N/A" - write_text(char.DisplayName+"\nLv"+str(char.Level)+" EXP: "+str(char.EXP)+"/1000"+"\n Priority: "+str(char.Priority)+"\nHP: "+str(char.Current_HP)+"/"+str(char.Max_HP)+" ("+str(char.HP_Growth)+"% "+"growth)"+"\nSP: "+str(char.Current_SP)+"/"+str(char.Max_SP)+" ("+str(char.SP_Growth)+"% "+"growth)"+"\n ATK: "+str(char.ATK)+" ("+str(char.ATK_Growth)+"% "+"growth)"+"\n MAG: "+str(char.MAG)+" ("+str(char.MAG_Growth)+"% "+"growth)"+"\n HLG: "+str(char.HLG)+" ("+str(char.HLG_Growth)+"% "+"growth)"+"\n DEF: "+str(char.DEF)+" ("+str(char.DEF_Growth)+"% "+"growth)"+"\n RES: "+str(char.RES)+" ("+str(char.RES_Growth)+"% "+"growth)"+"\n\nCan equip:\n"+str(char.Usable_Weapons).replace("[","").replace("]","").replace("'","")+"\n\nWeak to:\n"+str(char.Weakness).replace("[","").replace("]","").replace("'","")+"\n\n"+effects+"\n\nCurrently equipped:\n"+str(currently_equipped_names).replace("[","").replace("]","").replace("'","")+"\n\n[Left] Return") + write_text( + char.DisplayName + + "\nLv" + + str(char.Level) + + " EXP: " + + str(char.EXP) + + "/1000" + + "\n Priority: " + + str(char.Priority) + + "\nHP: " + + str(char.Current_HP) + + "/" + + str(char.Max_HP) + + " (" + + str(char.HP_Growth) + + "% " + + "growth)" + + "\nSP: " + + str(char.Current_SP) + + "/" + + str(char.Max_SP) + + " (" + + str(char.SP_Growth) + + "% " + + "growth)" + + "\n ATK: " + + str(char.ATK) + + " (" + + str(char.ATK_Growth) + + "% " + + "growth)" + + "\n MAG: " + + str(char.MAG) + + " (" + + str(char.MAG_Growth) + + "% " + + "growth)" + + "\n HLG: " + + str(char.HLG) + + " (" + + str(char.HLG_Growth) + + "% " + + "growth)" + + "\n DEF: " + + str(char.DEF) + + " (" + + str(char.DEF_Growth) + + "% " + + "growth)" + + "\n RES: " + + str(char.RES) + + " (" + + str(char.RES_Growth) + + "% " + + "growth)" + + "\n\nCan equip:\n" + + str(char.Usable_Weapons).replace("[", "").replace("]", "").replace("'", "") + + "\n\nWeak to:\n" + + str(char.Weakness).replace("[", "").replace("]", "").replace("'", "") + + "\n\n" + + effects + + "\n\nCurrently equipped:\n" + + str(currently_equipped_names) + .replace("[", "") + .replace("]", "") + .replace("'", "") + + "\n\n[Left] Return" + ) global left_command global a_command left_button.config(command=eval(char_stat_return_to)) left_command = char_stat_return_to + "()" a_command = char_stat_return_to + "()" + def open_equip(): disable_inputs() global multi_char_stat_to_show @@ -2859,13 +4280,13 @@ def open_equip(): global up_command global w_command up_button.config(command=multiselect_move_up) - up_command = 'multiselect_move_up()' - w_command = 'multiselect_move_up()' + up_command = "multiselect_move_up()" + w_command = "multiselect_move_up()" global down_command global s_command down_button.config(command=multiselect_move_down) - down_command = 'multiselect_move_down()' - s_command = 'multiselect_move_down()' + down_command = "multiselect_move_down()" + s_command = "multiselect_move_down()" global e_command b_button.config(command=exit_menu) e_command = "exit_menu()" @@ -2875,11 +4296,13 @@ def open_equip(): global left_command global a_command left_button.config(command=print_char_stats) - left_command = 'print_char_stats()' - a_command = 'print_char_stats()' + left_command = "print_char_stats()" + a_command = "print_char_stats()" + equip_char = None + def select_char_equip(): disable_inputs() global list_to_use_in_multi @@ -2892,7 +4315,14 @@ def select_char_equip(): multiselect_index = len(list_to_use_in_multi) - 1 elif list_to_use_in_multi[multiselect_index] in characters.All_Recruited_Characters: equip_char = list_to_use_in_multi[multiselect_index] - write_text(equip_char.DisplayName+" equipped: "+str(len(equip_char.Equipped))+"/3\nEquipment inventory: "+str(len(equipment.equipment_inventory))+"/20\n\n[Up] Remove equip\n[Down] Add equip\n[B] Return") + write_text( + equip_char.DisplayName + + " equipped: " + + str(len(equip_char.Equipped)) + + "/3\nEquipment inventory: " + + str(len(equipment.equipment_inventory)) + + "/20\n\n[Up] Remove equip\n[Down] Add equip\n[B] Return" + ) global up_command global w_command up_button.config(command=edit_active_equip) @@ -2907,6 +4337,7 @@ def select_char_equip(): b_button.config(command=open_equip) e_command = "open_equip()" + def edit_active_equip(): disable_inputs() global text_to_use_in_multi @@ -2917,7 +4348,10 @@ def edit_active_equip(): global equip_stat_return_to equip_stat_return_to = "edit_active_equip" multiselect_index = 0 - text_to_use_in_multi = str(len(equip_char.Equipped))+"/3 equipped\n[A] Unequip\n[Left] Equipment Stats\n" + text_to_use_in_multi = ( + str(len(equip_char.Equipped)) + + "/3 equipped\n[A] Unequip\n[Left] Equipment Stats\n" + ) temporary_text_to_use_in_multi = text_to_use_in_multi list_to_use_in_multi = equip_char.Equipped multi_use_displayname = True @@ -2925,13 +4359,13 @@ def edit_active_equip(): global up_command global w_command up_button.config(command=multiselect_move_up) - up_command = 'multiselect_move_up()' - w_command = 'multiselect_move_up()' + up_command = "multiselect_move_up()" + w_command = "multiselect_move_up()" global down_command global s_command down_button.config(command=multiselect_move_down) - down_command = 'multiselect_move_down()' - s_command = 'multiselect_move_down()' + down_command = "multiselect_move_down()" + s_command = "multiselect_move_down()" global e_command b_button.config(command=select_char_equip) e_command = "select_char_equip()" @@ -2942,29 +4376,47 @@ def edit_active_equip(): global a_command if len(list_to_use_in_multi) > 0: left_button.config(command=print_equipment_stats) - left_command = 'print_equipment_stats()' - a_command = 'print_equipment_stats()' + left_command = "print_equipment_stats()" + a_command = "print_equipment_stats()" else: left_button.config(command=nothing) - left_command = 'nothing()' - a_command = 'nothing()' + left_command = "nothing()" + a_command = "nothing()" + equip_stat_return_to = "" item_stat_return_to = "" + def print_item_stats(): disable_inputs() global item_stat_return_to global multiselect_index global list_to_use_in_multi chosen_item = list_to_use_in_multi[multiselect_index] - write_text(chosen_item.DisplayName + "\n\n" + "Restore "+ (str((chosen_item.Amount*100)-100) + "% of " if chosen_item.Percent_or_Static == "Percent" else str(chosen_item.Amount) + (" ")) + chosen_item.Stat + "\nTarget: " + ("Single" if chosen_item.Target == "Single" else "Party") + "\n\n" + chosen_item.Description + "\n\n [Right] Return") + write_text( + chosen_item.DisplayName + + "\n\n" + + "Restore " + + ( + str((chosen_item.Amount * 100) - 100) + "% of " + if chosen_item.Percent_or_Static == "Percent" + else str(chosen_item.Amount) + (" ") + ) + + chosen_item.Stat + + "\nTarget: " + + ("Single" if chosen_item.Target == "Single" else "Party") + + "\n\n" + + chosen_item.Description + + "\n\n [Right] Return" + ) global right_command global d_command right_button.config(command=eval(item_stat_return_to)) right_command = item_stat_return_to + "()" d_command = item_stat_return_to + "()" + def print_equipment_stats(): disable_inputs() global equip_stat_return_to @@ -2972,13 +4424,35 @@ def print_equipment_stats(): global list_to_use_in_multi global temporary_text_to_use_in_multi chosen_equip = list_to_use_in_multi[multiselect_index] - write_text(chosen_equip.DisplayName + "\n\nEquip Type: " + chosen_equip.Equip_Type + "\nDamage Type: " + chosen_equip.Damage_Type + "\nMove Type: " + chosen_equip.Move_Type + "\nTarget: " + chosen_equip.Target + "\nSP Cost: " + str(chosen_equip.SP_Cost) + "\nPriority: " + str(chosen_equip.Priority) + "\nPWR: " + str(chosen_equip.PWR) + "\nHeal Stat: " + ("N/A" if chosen_equip.Heal_Stat == None else chosen_equip.Heal_Stat) + "\n\n" + chosen_equip.Description + "\n\n [Right] Return") + write_text( + chosen_equip.DisplayName + + "\n\nEquip Type: " + + chosen_equip.Equip_Type + + "\nDamage Type: " + + chosen_equip.Damage_Type + + "\nMove Type: " + + chosen_equip.Move_Type + + "\nTarget: " + + chosen_equip.Target + + "\nSP Cost: " + + str(chosen_equip.SP_Cost) + + "\nPriority: " + + str(chosen_equip.Priority) + + "\nPWR: " + + str(chosen_equip.PWR) + + "\nHeal Stat: " + + ("N/A" if chosen_equip.Heal_Stat == None else chosen_equip.Heal_Stat) + + "\n\n" + + chosen_equip.Description + + "\n\n [Right] Return" + ) global right_command global d_command right_button.config(command=eval(equip_stat_return_to)) right_command = equip_stat_return_to + "()" d_command = equip_stat_return_to + "()" + def unequip_equipment(): global text_to_use_in_multi global temporary_text_to_use_in_multi @@ -2993,31 +4467,44 @@ def unequip_equipment(): equipment.equipment_inventory.append(list_to_use_in_multi[multiselect_index]) list_to_use_in_multi.remove(list_to_use_in_multi[multiselect_index]) if multiselect_index >= len(list_to_use_in_multi): - multiselect_index = len(list_to_use_in_multi)-1 - temporary_text_to_use_in_multi = str(len(equip_char.Equipped))+"/3 equipped\n[A] Unequip\n[Left] Equipment Stats\n" - text_to_use_in_multi = str(len(equip_char.Equipped))+"/3 equipped\n[A] Unequip\n[Left] Equipment Stats\n" + multiselect_index = len(list_to_use_in_multi) - 1 + temporary_text_to_use_in_multi = ( + str(len(equip_char.Equipped)) + + "/3 equipped\n[A] Unequip\n[Left] Equipment Stats\n" + ) + text_to_use_in_multi = ( + str(len(equip_char.Equipped)) + + "/3 equipped\n[A] Unequip\n[Left] Equipment Stats\n" + ) elif len(equipment.equipment_inventory) >= 20: temporary_text_to_use_in_multi = "Inventory is full" else: equipment.equipment_inventory.append(list_to_use_in_multi[multiselect_index]) list_to_use_in_multi.remove(list_to_use_in_multi[multiselect_index]) if multiselect_index >= len(list_to_use_in_multi): - multiselect_index = len(list_to_use_in_multi)-1 - temporary_text_to_use_in_multi = str(len(equip_char.Equipped))+"/3 equipped\n[A] Unequip\n[Left] Equipment Stats\n" - text_to_use_in_multi = str(len(equip_char.Equipped))+"/3 equipped\n[A] Unequip\n[Left] Equipment Stats\n" + multiselect_index = len(list_to_use_in_multi) - 1 + temporary_text_to_use_in_multi = ( + str(len(equip_char.Equipped)) + + "/3 equipped\n[A] Unequip\n[Left] Equipment Stats\n" + ) + text_to_use_in_multi = ( + str(len(equip_char.Equipped)) + + "/3 equipped\n[A] Unequip\n[Left] Equipment Stats\n" + ) global left_command global a_command if len(list_to_use_in_multi) > 0: left_button.config(command=print_equipment_stats) - left_command = 'print_equipment_stats()' - a_command = 'print_equipment_stats()' + left_command = "print_equipment_stats()" + a_command = "print_equipment_stats()" else: left_button.config(command=nothing) - left_command = 'nothing()' - a_command = 'nothing()' - print(str(len(equip_char.Equipped))+"/3 equipped") + left_command = "nothing()" + a_command = "nothing()" + print(str(len(equip_char.Equipped)) + "/3 equipped") write_text(write_multiselect()) - + + def edit_inactive_equip(): disable_inputs() global text_to_use_in_multi @@ -3028,7 +4515,10 @@ def edit_inactive_equip(): global equip_stat_return_to equip_stat_return_to = "edit_inactive_equip" multiselect_index = 0 - text_to_use_in_multi = str(len(equip_char.Equipped))+"/3 equipped\n[A] Equip\n[Left] Equipment Stats\n" + text_to_use_in_multi = ( + str(len(equip_char.Equipped)) + + "/3 equipped\n[A] Equip\n[Left] Equipment Stats\n" + ) temporary_text_to_use_in_multi = text_to_use_in_multi list_to_use_in_multi = equipment.equipment_inventory multi_use_displayname = True @@ -3036,13 +4526,13 @@ def edit_inactive_equip(): global up_command global w_command up_button.config(command=multiselect_move_up) - up_command = 'multiselect_move_up()' - w_command = 'multiselect_move_up()' + up_command = "multiselect_move_up()" + w_command = "multiselect_move_up()" global down_command global s_command down_button.config(command=multiselect_move_down) - down_command = 'multiselect_move_down()' - s_command = 'multiselect_move_down()' + down_command = "multiselect_move_down()" + s_command = "multiselect_move_down()" global e_command b_button.config(command=select_char_equip) e_command = "select_char_equip()" @@ -3053,12 +4543,13 @@ def edit_inactive_equip(): global a_command if len(list_to_use_in_multi) > 0: left_button.config(command=print_equipment_stats) - left_command = 'print_equipment_stats()' - a_command = 'print_equipment_stats()' + left_command = "print_equipment_stats()" + a_command = "print_equipment_stats()" else: left_button.config(command=nothing) - left_command = 'nothing()' - a_command = 'nothing()' + left_command = "nothing()" + a_command = "nothing()" + def equip_equipment(): global text_to_use_in_multi @@ -3072,44 +4563,67 @@ def equip_equipment(): temporary_text_to_use_in_multi = "There is nothing to equip" elif multiselect_index > len(list_to_use_in_multi) - 1: multiselect_index = len(list_to_use_in_multi) - 1 - if list_to_use_in_multi[multiselect_index].Equip_Type not in equip_char.Usable_Weapons: + if ( + list_to_use_in_multi[multiselect_index].Equip_Type + not in equip_char.Usable_Weapons + ): temporary_text_to_use_in_multi = "Incompatible weapon type" elif len(equip_char.Equipped) >= 3: temporary_text_to_use_in_multi = "Character equipment slots are full" else: equip_char.Equipped.append(list_to_use_in_multi[multiselect_index]) - equipment.equipment_inventory.remove(list_to_use_in_multi[multiselect_index]) + equipment.equipment_inventory.remove( + list_to_use_in_multi[multiselect_index] + ) if multiselect_index >= len(list_to_use_in_multi): - multiselect_index = len(list_to_use_in_multi)-1 - temporary_text_to_use_in_multi = str(len(equip_char.Equipped))+"/3 equipped\n[A] Equip\n[Left] Equipment Stats\n" - text_to_use_in_multi = str(len(equip_char.Equipped))+"/3 equipped\n[A] Equip\n[Left] Equipment Stats\n" + multiselect_index = len(list_to_use_in_multi) - 1 + temporary_text_to_use_in_multi = ( + str(len(equip_char.Equipped)) + + "/3 equipped\n[A] Equip\n[Left] Equipment Stats\n" + ) + text_to_use_in_multi = ( + str(len(equip_char.Equipped)) + + "/3 equipped\n[A] Equip\n[Left] Equipment Stats\n" + ) elif len(equip_char.Equipped) >= 3: temporary_text_to_use_in_multi = "Character equipment slots are full" - elif list_to_use_in_multi[multiselect_index].Equip_Type not in equip_char.Usable_Weapons: + elif ( + list_to_use_in_multi[multiselect_index].Equip_Type + not in equip_char.Usable_Weapons + ): temporary_text_to_use_in_multi = "Incompatible weapon type" else: equip_char.Equipped.append(list_to_use_in_multi[multiselect_index]) equipment.equipment_inventory.remove(list_to_use_in_multi[multiselect_index]) if multiselect_index >= len(list_to_use_in_multi): - multiselect_index = len(list_to_use_in_multi)-1 - temporary_text_to_use_in_multi = str(len(equip_char.Equipped))+"/3 equipped\n[A] Equip\n[Left] Equipment Stats\n" - text_to_use_in_multi = str(len(equip_char.Equipped))+"/3 equipped\n[A] Equip\n[Left] Equipment Stats\n" + multiselect_index = len(list_to_use_in_multi) - 1 + temporary_text_to_use_in_multi = ( + str(len(equip_char.Equipped)) + + "/3 equipped\n[A] Equip\n[Left] Equipment Stats\n" + ) + text_to_use_in_multi = ( + str(len(equip_char.Equipped)) + + "/3 equipped\n[A] Equip\n[Left] Equipment Stats\n" + ) global left_command global a_command if len(list_to_use_in_multi) > 0: left_button.config(command=print_equipment_stats) - left_command = 'print_equipment_stats()' - a_command = 'print_equipment_stats()' + left_command = "print_equipment_stats()" + a_command = "print_equipment_stats()" else: left_button.config(command=nothing) - left_command = 'nothing()' - a_command = 'nothing()' - print(str(len(equip_char.Equipped))+"/3 equipped") + left_command = "nothing()" + a_command = "nothing()" + print(str(len(equip_char.Equipped)) + "/3 equipped") write_text(write_multiselect()) + def open_party(): disable_inputs() - write_text("=Party Edit=\n\n[Up] Active party\n[Down] Inactive party members\n[B] Exit") + write_text( + "=Party Edit=\n\n[Up] Active party\n[Down] Inactive party members\n[B] Exit" + ) global up_command global w_command up_button.config(command=edit_active_party) @@ -3124,9 +4638,11 @@ def open_party(): b_button.config(command=exit_menu) e_command = "exit_menu()" + edit_party_index = 0 party_names = [] + def edit_active_party(): disable_inputs() global text_to_use_in_multi @@ -3137,7 +4653,10 @@ def edit_active_party(): global char_stat_return_to char_stat_return_to = "edit_active_party" multiselect_index = 0 - text_to_use_in_multi = str(len(characters.Current_Party))+"/4 party members\n[A] Remove from party\n[Left] Character stats\n" + text_to_use_in_multi = ( + str(len(characters.Current_Party)) + + "/4 party members\n[A] Remove from party\n[Left] Character stats\n" + ) temporary_text_to_use_in_multi = text_to_use_in_multi list_to_use_in_multi = characters.Current_Party multi_use_displayname = True @@ -3145,13 +4664,13 @@ def edit_active_party(): global up_command global w_command up_button.config(command=multiselect_move_up) - up_command = 'multiselect_move_up()' - w_command = 'multiselect_move_up()' + up_command = "multiselect_move_up()" + w_command = "multiselect_move_up()" global down_command global s_command down_button.config(command=multiselect_move_down) - down_command = 'multiselect_move_down()' - s_command = 'multiselect_move_down()' + down_command = "multiselect_move_down()" + s_command = "multiselect_move_down()" global e_command b_button.config(command=open_party) e_command = "open_party()" @@ -3162,12 +4681,13 @@ def edit_active_party(): global a_command if len(list_to_use_in_multi) > 0: left_button.config(command=print_char_stats) - left_command = 'print_char_stats()' - a_command = 'print_char_stats()' + left_command = "print_char_stats()" + a_command = "print_char_stats()" else: left_button.config(command=nothing) - left_command = 'nothing()' - a_command = 'nothing()' + left_command = "nothing()" + a_command = "nothing()" + def remove_char_from_active_party(): global text_to_use_in_multi @@ -3186,38 +4706,77 @@ def remove_char_from_active_party(): characters.Current_Party.remove(list_to_use_in_multi[multiselect_index]) if multiselect_index > 0: multiselect_index -= 1 - temporary_text_to_use_in_multi = str(len(characters.Current_Party))+"/4 party members\n[A] Remove from party\n[Left] Character stats\n" - text_to_use_in_multi = str(len(characters.Current_Party))+"/4 party members\n[A] Remove from party\n[Left] Character stats\n" + temporary_text_to_use_in_multi = ( + str(len(characters.Current_Party)) + + "/4 party members\n[A] Remove from party\n[Left] Character stats\n" + ) + text_to_use_in_multi = ( + str(len(characters.Current_Party)) + + "/4 party members\n[A] Remove from party\n[Left] Character stats\n" + ) global left_command global a_command global q_command if len(list_to_use_in_multi) > 0: left_button.config(command=print_char_stats) - left_command = 'print_char_stats()' - a_command = 'print_char_stats()' + left_command = "print_char_stats()" + a_command = "print_char_stats()" # a_button.config(command=add_char_to_active_party) # q_command = "add_char_to_active_party()" - + else: left_button.config(command=nothing) - left_command = 'nothing()' - a_command = 'nothing()' - print(str(len(characters.Current_Party))+"/4 party members\n[A] Remove from party\n[Left] Character stats\n") + left_command = "nothing()" + a_command = "nothing()" + print( + str(len(characters.Current_Party)) + + "/4 party members\n[A] Remove from party\n[Left] Character stats\n" + ) write_text(write_multiselect()) + def party_edit_remove(): global edit_party_index global party_names if edit_party_index > len(characters.Current_Party) - 1: - write_text('Selection is empty\n\n'+(">" if edit_party_index == 0 else "")+party_names[0]+"\n" +(">" if edit_party_index == 1 else "")+party_names[1]+"\n" +(">" if edit_party_index == 2 else "")+party_names[2]+"\n" +(">" if edit_party_index == 3 else "")+party_names[3]+"\n") + write_text( + "Selection is empty\n\n" + + (">" if edit_party_index == 0 else "") + + party_names[0] + + "\n" + + (">" if edit_party_index == 1 else "") + + party_names[1] + + "\n" + + (">" if edit_party_index == 2 else "") + + party_names[2] + + "\n" + + (">" if edit_party_index == 3 else "") + + party_names[3] + + "\n" + ) elif characters.Current_Party[edit_party_index].DisplayName == "Protipole": - write_text('Protipole cannot be removed\n\n'+(">" if edit_party_index == 0 else "")+party_names[0]+"\n" +(">" if edit_party_index == 1 else "")+party_names[1]+"\n" +(">" if edit_party_index == 2 else "")+party_names[2]+"\n" +(">" if edit_party_index == 3 else "")+party_names[3]+"\n") + write_text( + "Protipole cannot be removed\n\n" + + (">" if edit_party_index == 0 else "") + + party_names[0] + + "\n" + + (">" if edit_party_index == 1 else "") + + party_names[1] + + "\n" + + (">" if edit_party_index == 2 else "") + + party_names[2] + + "\n" + + (">" if edit_party_index == 3 else "") + + party_names[3] + + "\n" + ) else: char = characters.Current_Party[edit_party_index] characters.Current_Party.remove(char) characters.Unequipped_Characters.append(char) edit_active_party() + def party_edit_up(): global edit_party_index global party_names @@ -3225,11 +4784,52 @@ def party_edit_up(): edit_party_index = len(party_names) - 1 else: edit_party_index -= 1 - + if len(party_names) == 4: - write_text('Select character to remove\n\n'+(">" if edit_party_index == 0 else "")+party_names[0]+"\n" +(">" if edit_party_index == 1 else "")+party_names[1]+"\n" +(">" if edit_party_index == 2 else "")+party_names[2]+"\n" +(">" if edit_party_index == 3 else "")+party_names[3]+"\n") + write_text( + "Select character to remove\n\n" + + (">" if edit_party_index == 0 else "") + + party_names[0] + + "\n" + + (">" if edit_party_index == 1 else "") + + party_names[1] + + "\n" + + (">" if edit_party_index == 2 else "") + + party_names[2] + + "\n" + + (">" if edit_party_index == 3 else "") + + party_names[3] + + "\n" + ) elif len(party_names) == 8: - write_text('Select character to add\n\n'+(">" if edit_party_index == 0 else "")+party_names[0]+"\n" +(">" if edit_party_index == 1 else "")+party_names[1]+"\n" +(">" if edit_party_index == 2 else "")+party_names[2]+"\n" +(">" if edit_party_index == 3 else "")+party_names[3]+"\n" +(">" if edit_party_index == 4 else "")+party_names[4]+"\n" +(">" if edit_party_index == 5 else "")+party_names[5]+"\n" +(">" if edit_party_index == 6 else "")+party_names[6]+"\n" +(">" if edit_party_index == 7 else "")+party_names[7]+"\n") + write_text( + "Select character to add\n\n" + + (">" if edit_party_index == 0 else "") + + party_names[0] + + "\n" + + (">" if edit_party_index == 1 else "") + + party_names[1] + + "\n" + + (">" if edit_party_index == 2 else "") + + party_names[2] + + "\n" + + (">" if edit_party_index == 3 else "") + + party_names[3] + + "\n" + + (">" if edit_party_index == 4 else "") + + party_names[4] + + "\n" + + (">" if edit_party_index == 5 else "") + + party_names[5] + + "\n" + + (">" if edit_party_index == 6 else "") + + party_names[6] + + "\n" + + (">" if edit_party_index == 7 else "") + + party_names[7] + + "\n" + ) + def party_edit_down(): global edit_party_index @@ -3238,17 +4838,84 @@ def party_edit_down(): edit_party_index = 0 else: edit_party_index += 1 - + if len(party_names) == 4: - write_text('Select character to remove\n\n'+(">" if edit_party_index == 0 else "")+party_names[0]+"\n" +(">" if edit_party_index == 1 else "")+party_names[1]+"\n" +(">" if edit_party_index == 2 else "")+party_names[2]+"\n" +(">" if edit_party_index == 3 else "")+party_names[3]+"\n") + write_text( + "Select character to remove\n\n" + + (">" if edit_party_index == 0 else "") + + party_names[0] + + "\n" + + (">" if edit_party_index == 1 else "") + + party_names[1] + + "\n" + + (">" if edit_party_index == 2 else "") + + party_names[2] + + "\n" + + (">" if edit_party_index == 3 else "") + + party_names[3] + + "\n" + ) elif len(party_names) == 8: - write_text('Select character to add\n\n'+(">" if edit_party_index == 0 else "")+party_names[0]+"\n" +(">" if edit_party_index == 1 else "")+party_names[1]+"\n" +(">" if edit_party_index == 2 else "")+party_names[2]+"\n" +(">" if edit_party_index == 3 else "")+party_names[3]+"\n" +(">" if edit_party_index == 4 else "")+party_names[4]+"\n" +(">" if edit_party_index == 5 else "")+party_names[5]+"\n" +(">" if edit_party_index == 6 else "")+party_names[6]+"\n" +(">" if edit_party_index == 7 else "")+party_names[7]+"\n") + write_text( + "Select character to add\n\n" + + (">" if edit_party_index == 0 else "") + + party_names[0] + + "\n" + + (">" if edit_party_index == 1 else "") + + party_names[1] + + "\n" + + (">" if edit_party_index == 2 else "") + + party_names[2] + + "\n" + + (">" if edit_party_index == 3 else "") + + party_names[3] + + "\n" + + (">" if edit_party_index == 4 else "") + + party_names[4] + + "\n" + + (">" if edit_party_index == 5 else "") + + party_names[5] + + "\n" + + (">" if edit_party_index == 6 else "") + + party_names[6] + + "\n" + + (">" if edit_party_index == 7 else "") + + party_names[7] + + "\n" + ) + def party_edit_add(): global edit_party_index global party_names if edit_party_index > len(characters.Current_Party) - 1: - write_text('Selection is empty\n\n'+(">" if edit_party_index == 0 else "")+party_names[0]+"\n" +(">" if edit_party_index == 1 else "")+party_names[1]+"\n" +(">" if edit_party_index == 2 else "")+party_names[2]+"\n" +(">" if edit_party_index == 3 else "")+party_names[3]+"\n" +(">" if edit_party_index == 4 else "")+party_names[4]+"\n" +(">" if edit_party_index == 5 else "")+party_names[5]+"\n" +(">" if edit_party_index == 6 else "")+party_names[6]+"\n" +(">" if edit_party_index == 7 else "")+party_names[7]+"\n") + write_text( + "Selection is empty\n\n" + + (">" if edit_party_index == 0 else "") + + party_names[0] + + "\n" + + (">" if edit_party_index == 1 else "") + + party_names[1] + + "\n" + + (">" if edit_party_index == 2 else "") + + party_names[2] + + "\n" + + (">" if edit_party_index == 3 else "") + + party_names[3] + + "\n" + + (">" if edit_party_index == 4 else "") + + party_names[4] + + "\n" + + (">" if edit_party_index == 5 else "") + + party_names[5] + + "\n" + + (">" if edit_party_index == 6 else "") + + party_names[6] + + "\n" + + (">" if edit_party_index == 7 else "") + + party_names[7] + + "\n" + ) else: char = characters.Unequipped_Characters[edit_party_index] characters.Unequipped_Characters.remove(char) @@ -3266,7 +4933,10 @@ def edit_inactive_party(): global char_stat_return_to char_stat_return_to = "edit_inactive_party" multiselect_index = 0 - text_to_use_in_multi = str(len(characters.Current_Party))+"/4 party members\n[A] Add to party\n[Left] Character stats\n" + text_to_use_in_multi = ( + str(len(characters.Current_Party)) + + "/4 party members\n[A] Add to party\n[Left] Character stats\n" + ) temporary_text_to_use_in_multi = text_to_use_in_multi list_to_use_in_multi = characters.Unequipped_Characters multi_use_displayname = True @@ -3274,13 +4944,13 @@ def edit_inactive_party(): global up_command global w_command up_button.config(command=multiselect_move_up) - up_command = 'multiselect_move_up()' - w_command = 'multiselect_move_up()' + up_command = "multiselect_move_up()" + w_command = "multiselect_move_up()" global down_command global s_command down_button.config(command=multiselect_move_down) - down_command = 'multiselect_move_down()' - s_command = 'multiselect_move_down()' + down_command = "multiselect_move_down()" + s_command = "multiselect_move_down()" global e_command b_button.config(command=open_party) e_command = "open_party()" @@ -3291,12 +4961,13 @@ def edit_inactive_party(): global a_command if len(list_to_use_in_multi) > 0: left_button.config(command=print_char_stats) - left_command = 'print_char_stats()' - a_command = 'print_char_stats()' + left_command = "print_char_stats()" + a_command = "print_char_stats()" else: left_button.config(command=nothing) - left_command = 'nothing()' - a_command = 'nothing()' + left_command = "nothing()" + a_command = "nothing()" + def add_char_to_active_party(): global text_to_use_in_multi @@ -3315,23 +4986,32 @@ def add_char_to_active_party(): characters.Unequipped_Characters.remove(list_to_use_in_multi[multiselect_index]) if multiselect_index > 0: multiselect_index -= 1 - temporary_text_to_use_in_multi = str(len(characters.Current_Party))+"/4 party members\n[A] Add to party\n[Left] Character stats\n" - text_to_use_in_multi = str(len(characters.Current_Party))+"/4 party members\n[A] Add to party\n[Left] Character stats\n" + temporary_text_to_use_in_multi = ( + str(len(characters.Current_Party)) + + "/4 party members\n[A] Add to party\n[Left] Character stats\n" + ) + text_to_use_in_multi = ( + str(len(characters.Current_Party)) + + "/4 party members\n[A] Add to party\n[Left] Character stats\n" + ) global left_command global a_command global q_command if len(list_to_use_in_multi) > 0: left_button.config(command=print_char_stats) - left_command = 'print_char_stats()' - a_command = 'print_char_stats()' + left_command = "print_char_stats()" + a_command = "print_char_stats()" # a_button.config(command=add_char_to_active_party) # q_command = "add_char_to_active_party()" - + else: left_button.config(command=nothing) - left_command = 'nothing()' - a_command = 'nothing()' - print(str(len(characters.Current_Party))+"/4 party members\n[A] Add to party\n[Left] Character stats\n") + left_command = "nothing()" + a_command = "nothing()" + print( + str(len(characters.Current_Party)) + + "/4 party members\n[A] Add to party\n[Left] Character stats\n" + ) write_text(write_multiselect()) @@ -3345,6 +5025,7 @@ def open_talk(): global dialouge_file start_dialogue(dialouge_file) + def open_items(): disable_inputs() global multi_char_stat_to_show @@ -3352,7 +5033,11 @@ def open_items(): global in_shop_list in_shop_list = False global text_to_use_in_multi - text_to_use_in_multi = "Item Inventory: "+str(len(equipment.item_inventory))+"/20\nUse item:\n\n[A] Select\n[Left] Stats\n[B] Exit\n----------" + text_to_use_in_multi = ( + "Item Inventory: " + + str(len(equipment.item_inventory)) + + "/20\nUse item:\n\n[A] Select\n[Left] Stats\n[B] Exit\n----------" + ) global temporary_text_to_use_in_multi temporary_text_to_use_in_multi = text_to_use_in_multi global list_to_use_in_multi @@ -3373,13 +5058,13 @@ def open_items(): up_button.config(command=multiselect_move_up) global up_command global w_command - up_command = 'multiselect_move_up()' - w_command = 'multiselect_move_up()' + up_command = "multiselect_move_up()" + w_command = "multiselect_move_up()" down_button.config(command=multiselect_move_down) global down_command global s_command - down_command = 'multiselect_move_down()' - s_command = 'multiselect_move_down()' + down_command = "multiselect_move_down()" + s_command = "multiselect_move_down()" b_button.config(command=refresh) e_command = "refresh()" a_button.config(command=use_item) @@ -3388,8 +5073,9 @@ def open_items(): left_button.config(command=print_item_stats) global left_command global a_command - left_command = 'print_item_stats()' - a_command = 'print_item_stats()' + left_command = "print_item_stats()" + a_command = "print_item_stats()" + def open_key_items(): disable_inputs() @@ -3412,7 +5098,7 @@ def open_key_items(): global e_command set_key_background("key_back") if multiselect_index < len(equipment.key_item_inventory): - set_character_sprite(2,equipment.key_item_inventory[multiselect_index].sprite) + set_character_sprite(2, equipment.key_item_inventory[multiselect_index].sprite) print("key item sprite set") else: print("no key item at index") @@ -3425,19 +5111,20 @@ def open_key_items(): up_button.config(command=key_multiselect_move_up) global up_command global w_command - up_command = 'key_multiselect_move_up()' - w_command = 'key_multiselect_move_up()' + up_command = "key_multiselect_move_up()" + w_command = "key_multiselect_move_up()" down_button.config(command=key_multiselect_move_down) global down_command global s_command - down_command = 'key_multiselect_move_down()' - s_command = 'key_multiselect_move_down()' + down_command = "key_multiselect_move_down()" + s_command = "key_multiselect_move_down()" b_button.config(command=refresh) e_command = "refresh()" a_button.config(command=use_key_item) global q_command q_command = "use_key_item()" + def key_multiselect_move_up(): print("move up multi") global multiselect_index @@ -3449,10 +5136,11 @@ def key_multiselect_move_up(): multiselect_index = len(list_to_use_in_multi) - 1 else: multiselect_index -= 1 - set_character_sprite(2,equipment.key_item_inventory[multiselect_index].sprite) + set_character_sprite(2, equipment.key_item_inventory[multiselect_index].sprite) print("key item sprite set") write_text(write_multiselect()) + def key_multiselect_move_down(): print("move down multi") global multiselect_index @@ -3464,13 +5152,15 @@ def key_multiselect_move_down(): multiselect_index = 0 else: multiselect_index += 1 - set_character_sprite(2,equipment.key_item_inventory[multiselect_index].sprite) + set_character_sprite(2, equipment.key_item_inventory[multiselect_index].sprite) print("key item sprite set") write_text(write_multiselect()) + multi_char_stat_to_show = "" item_to_use = None + def use_item(): disable_inputs() global multiselect_index @@ -3480,7 +5170,7 @@ def use_item(): global q_command global space_command global g_command - if len(list_to_use_in_multi)-1 <= multiselect_index: + if len(list_to_use_in_multi) - 1 <= multiselect_index: multiselect_index = len(list_to_use_in_multi) - 1 if len(list_to_use_in_multi) == 0: write_text("You don't have any items\n[B] Return") @@ -3495,7 +5185,11 @@ def use_item(): else: multi_char_stat_to_show = "SP" global select_party_member_text - select_party_member_text = "Select character to use " + item_to_use.DisplayName + " on:\n\n[A] Select\n[Left] Stats\n[B] Close\n----------" + select_party_member_text = ( + "Select character to use " + + item_to_use.DisplayName + + " on:\n\n[A] Select\n[Left] Stats\n[B] Close\n----------" + ) disable_inputs() select_party_member_to_use_item() else: @@ -3508,9 +5202,11 @@ def use_item(): if item_to_use.Percent_or_Static == "Static": amount_to_heal = item_to_use.Amount elif item_to_use.Percent_or_Static == "Percent": - amount_to_heal = char.Max_HP*(item_to_use.Amount-1) + amount_to_heal = char.Max_HP * (item_to_use.Amount - 1) if amount_to_heal + char.Current_HP > char.Max_HP: - amount_to_heal -= (amount_to_heal+char.Current_HP)-char.Max_HP + amount_to_heal -= ( + amount_to_heal + char.Current_HP + ) - char.Max_HP amount_to_heal = round(amount_to_heal) char.Current_HP += amount_to_heal elif item_to_use.Stat == "SP": @@ -3518,12 +5214,14 @@ def use_item(): if item_to_use.Percent_or_Static == "Static": amount_to_heal = item_to_use.Amount elif item_to_use.Percent_or_Static == "Percent": - amount_to_heal = char.Max_SP*(item_to_use.Amount-1) + amount_to_heal = char.Max_SP * (item_to_use.Amount - 1) if amount_to_heal + char.Current_SP > char.Max_SP: - amount_to_heal -= (amount_to_heal+char.Current_SP)-char.Max_SP + amount_to_heal -= ( + amount_to_heal + char.Current_SP + ) - char.Max_SP amount_to_heal = round(amount_to_heal) char.Current_SP += amount_to_heal - write_text(item_to_use.DisplayName+" was used!") + write_text(item_to_use.DisplayName + " was used!") equipment.item_inventory.remove(item_to_use) update_party_text() e_command = "open_items()" @@ -3534,6 +5232,7 @@ def use_item(): space_command = "open_items()" talk_button.config(command=open_items) + def use_key_item(): disable_inputs() global dialogue @@ -3541,13 +5240,17 @@ def use_key_item(): global multiselect_index input_file = equipment.key_item_inventory[multiselect_index].text_file dialogue_index = 0 - file_contents = open(current_directory+"/dialogue/key_items/"+input_file+".txt") - dialogue = [line.rstrip('\n') for line in file_contents] + file_contents = open( + current_directory + "/dialogue/key_items/" + input_file + ".txt" + ) + dialogue = [line.rstrip("\n") for line in file_contents] print(dialogue) perform_dialogue() + select_party_member_text = "" + def select_party_member_to_use_item(): disable_inputs() global multiselect_index @@ -3573,13 +5276,13 @@ def select_party_member_to_use_item(): up_button.config(command=multiselect_move_up) global up_command global w_command - up_command = 'multiselect_move_up()' - w_command = 'multiselect_move_up()' + up_command = "multiselect_move_up()" + w_command = "multiselect_move_up()" down_button.config(command=multiselect_move_down) global down_command global s_command - down_command = 'multiselect_move_down()' - s_command = 'multiselect_move_down()' + down_command = "multiselect_move_down()" + s_command = "multiselect_move_down()" b_button.config(command=open_items) global e_command e_command = "open_items()" @@ -3589,8 +5292,9 @@ def select_party_member_to_use_item(): left_button.config(command=print_char_stats) global left_command global a_command - left_command = 'print_char_stats()' - a_command = 'print_char_stats()' + left_command = "print_char_stats()" + a_command = "print_char_stats()" + def use_item_on_party_member(): disable_inputs() @@ -3613,12 +5317,12 @@ def use_item_on_party_member(): if item_to_use.Percent_or_Static == "Static": amount_to_heal = item_to_use.Amount elif item_to_use.Percent_or_Static == "Percent": - amount_to_heal = char.Max_HP*(item_to_use.Amount-1) + amount_to_heal = char.Max_HP * (item_to_use.Amount - 1) if amount_to_heal + char.Current_HP > char.Max_HP: - amount_to_heal -= (amount_to_heal+char.Current_HP)-char.Max_HP + amount_to_heal -= (amount_to_heal + char.Current_HP) - char.Max_HP amount_to_heal = round(amount_to_heal) char.Current_HP += amount_to_heal - write_text(char.DisplayName+" recovered "+str(amount_to_heal)+" HP!") + write_text(char.DisplayName + " recovered " + str(amount_to_heal) + " HP!") equipment.item_inventory.remove(item_to_use) update_party_text() e_command = "open_items()" @@ -3634,12 +5338,12 @@ def use_item_on_party_member(): if item_to_use.Percent_or_Static == "Static": amount_to_heal = item_to_use.Amount elif item_to_use.Percent_or_Static == "Percent": - amount_to_heal = char.Max_SP*(item_to_use.Amount-1) + amount_to_heal = char.Max_SP * (item_to_use.Amount - 1) if amount_to_heal + char.Current_SP > char.Max_SP: - amount_to_heal -= (amount_to_heal+char.Current_SP)-char.Max_SP + amount_to_heal -= (amount_to_heal + char.Current_SP) - char.Max_SP amount_to_heal = round(amount_to_heal) char.Current_SP += amount_to_heal - write_text(char.DisplayName+" recovered "+str(amount_to_heal)+" SP!") + write_text(char.DisplayName + " recovered " + str(amount_to_heal) + " SP!") equipment.item_inventory.remove(item_to_use) update_party_text() e_command = "open_items()" @@ -3649,7 +5353,7 @@ def use_item_on_party_member(): g_command = "open_items()" space_command = "open_items()" talk_button.config(command=open_items) - + def open_save(): disable_inputs() @@ -3661,6 +5365,7 @@ def open_save(): b_button.config(command=refresh) e_command = "refresh()" + def save_data_from_menu(): disable_inputs() save_data() @@ -3695,23 +5400,26 @@ def open_stats(): global up_command global w_command up_button.config(command=multiselect_move_up) - up_command = 'multiselect_move_up()' - w_command = 'multiselect_move_up()' + up_command = "multiselect_move_up()" + w_command = "multiselect_move_up()" global down_command global s_command down_button.config(command=multiselect_move_down) - down_command = 'multiselect_move_down()' - s_command = 'multiselect_move_down()' + down_command = "multiselect_move_down()" + s_command = "multiselect_move_down()" global e_command b_button.config(command=exit_menu) e_command = "exit_menu()" global left_command global a_command left_button.config(command=print_char_stats) - left_command = 'print_char_stats()' - a_command = 'print_char_stats()' + left_command = "print_char_stats()" + a_command = "print_char_stats()" + yes_no_result = False + + def yes_no_controls(): disable_inputs() global q_command @@ -3721,6 +5429,7 @@ def yes_no_controls(): b_button.config(command=choose_no) e_command = "choose_no()" + def choose_yes(): disable_inputs() clear_text() @@ -3729,6 +5438,7 @@ def choose_yes(): print(str(yes_no_result)) perform_dialogue() + def choose_no(): disable_inputs() clear_text() @@ -3747,11 +5457,12 @@ def start_menu_control_set(): e_command = "start_menu_new_game()" b_button.config(command=start_menu_new_game) + def start_menu_load_save(): disable_inputs() print("menu load save button pressed") load_save() - + def load_save(): # global Gold @@ -3793,7 +5504,7 @@ def load_save(): map[thing_index] = linething thing_index += 1 loc[8] = unform_loc[8] - #map = unform_loc[1] + # map = unform_loc[1] loc[7] = unform_loc[7] characters.List_of_All_Recruitable_Party_Members = loaded_thing[1] @@ -3808,7 +5519,7 @@ def load_save(): characters.Unequipped_Characters = loaded_thing[10] equipment.key_item_inventory = loaded_thing[11] print("finished loading save") - #print(maps.player_tracking) + # print(maps.player_tracking) if maps.current_location[10] == "safe": print("SAVE ZONE, AUTOSAVING...") autosave_data() @@ -3816,6 +5527,7 @@ def load_save(): print("ZONE IS NOT SAFE, WILL NOT AUTOSAVE") refresh() + def load_autosave(): print("reading autosave...") loaded_thing = [] @@ -3838,7 +5550,7 @@ def load_autosave(): map[thing_index] = linething thing_index += 1 loc[8] = unform_loc[8] - #map = unform_loc[1] + # map = unform_loc[1] loc[7] = unform_loc[7] characters.List_of_All_Recruitable_Party_Members = loaded_thing[1] characters.Current_Party = loaded_thing[2] @@ -3854,6 +5566,7 @@ def load_autosave(): print("finished loading save") refresh() + def save_data(): global Gold global vision_facing @@ -3869,11 +5582,12 @@ def save_data(): maps.player_tracking, vision_facing, characters.Unequipped_Characters, - equipment.key_item_inventory + equipment.key_item_inventory, ] with open("save.dat", "wb") as f: pickle.dump(stuff, f) + def autosave_data(): global Gold global vision_facing @@ -3889,11 +5603,12 @@ def autosave_data(): maps.player_tracking, vision_facing, characters.Unequipped_Characters, - equipment.key_item_inventory + equipment.key_item_inventory, ] with open("autosave.dat", "wb") as f: pickle.dump(stuff, f) + def start_menu_new_game(): if maps.current_location[10] == "safe": print("SAVE ZONE, AUTOSAVING...") @@ -3902,7 +5617,10 @@ def start_menu_new_game(): print("ZONE IS NOT SAFE, WILL NOT AUTOSAVE") start_dialogue_direct("/dialogue/bieace_castle/intro.txt") + character_to_action_index = 0 + + def Combat_Start_Player_Turn(): disable_inputs() update_party_text() @@ -3916,9 +5634,11 @@ def Combat_Start_Player_Turn(): character_to_action_index = 0 Character_Turn() + check_enemy_stat_return_to = "" Current_Character = None + def Character_Turn(): disable_inputs() update_party_text() @@ -3931,16 +5651,19 @@ def Character_Turn(): global a_command global d_command global right_command - global Current_Character # iwehjrdfoiwqejfidpqwjfdiowqjfiowqjfiowqjfiowqjiowqjfoiwqjfioqwjfiowqj - if len(characters.Current_Party)-1 >= character_to_action_index: + global Current_Character # iwehjrdfoiwqejfidpqwjfdiowqjfiowqjfiowqjfiowqjiowqjfoiwqjfioqwjfiowqj + if len(characters.Current_Party) - 1 >= character_to_action_index: Current_Character = characters.Current_Party[character_to_action_index] if Current_Character.Current_HP > 0: - write_text(Current_Character.DisplayName+"'s turn\n-----\n[A] Attack\n[B] Defend\n[Left] Enemy Stats\n[Right] Party Stats") - #global q_command + write_text( + Current_Character.DisplayName + + "'s turn\n-----\n[A] Attack\n[B] Defend\n[Left] Enemy Stats\n[Right] Party Stats" + ) + # global q_command q_command = "Select_Move()" a_button.config(command=Select_Move) - #global e_command + # global e_command b_button.config(command=Confirm_Defend) e_command = "Confirm_Defend()" @@ -3951,8 +5674,8 @@ def Character_Turn(): d_command = "Select_Party_Member_to_Check_Stats()" right_command = "Select_Party_Member_to_Check_Stats()" right_button.config(command=Select_Party_Member_to_Check_Stats) - else: - write_text(Current_Character.DisplayName+" is defeated and cannot act!") + else: + write_text(Current_Character.DisplayName + " is defeated and cannot act!") talk_button.config(command=Next_Char_Turn) a_button.config(command=Next_Char_Turn) space_command = "Next_Char_Turn()" @@ -3968,6 +5691,7 @@ def Character_Turn(): enem.Effects.remove(effect) Enemy_Turn() + def Enemy_Turn(): disable_inputs() update_party_text() @@ -3986,20 +5710,50 @@ def Enemy_Turn(): global target global Move_Target global another - if len(current_encounter)-1 >= character_to_action_index: - print("character_to_action_index = "+str(character_to_action_index)) + if len(current_encounter) - 1 >= character_to_action_index: + print("character_to_action_index = " + str(character_to_action_index)) Current_Character = current_encounter[character_to_action_index] moves_possible = 0 for move in Current_Character.Moves: if move[0].SP_Cost <= Current_Character.Current_SP: - if (Current_Character.Current_HP/Current_Character.Max_HP)*100 >= move[1] and (Current_Character.Current_HP/Current_Character.Max_HP)*100 <= move[2]: - print("USABLE "+move[0].DisplayName+" "+str(move[2])+" >= "+str(Current_Character.Current_HP/Current_Character.Max_HP*100)+"HP >= "+str(move[1])) + if ( + Current_Character.Current_HP / Current_Character.Max_HP + ) * 100 >= move[1] and ( + Current_Character.Current_HP / Current_Character.Max_HP + ) * 100 <= move[2]: + print( + "USABLE " + + move[0].DisplayName + + " " + + str(move[2]) + + " >= " + + str( + Current_Character.Current_HP + / Current_Character.Max_HP + * 100 + ) + + "HP >= " + + str(move[1]) + ) moves_possible += 1 else: - print("NOT USABLE "+move[0].DisplayName+" "+str(move[2])+" >= "+str(Current_Character.Current_HP/Current_Character.Max_HP*100)+"HP >= "+str(move[1])) - + print( + "NOT USABLE " + + move[0].DisplayName + + " " + + str(move[2]) + + " >= " + + str( + Current_Character.Current_HP + / Current_Character.Max_HP + * 100 + ) + + "HP >= " + + str(move[1]) + ) + if moves_possible == 0: - write_text(Current_Character.DisplayName+" did nothing") + write_text(Current_Character.DisplayName + " did nothing") character_to_action_index += 1 talk_button.config(command=Enemy_Turn) a_button.config(command=Enemy_Turn) @@ -4009,50 +5763,92 @@ def Enemy_Turn(): possible_moves = [] for move in Current_Character.Moves: if move[0].SP_Cost <= Current_Character.Current_SP: - if (Current_Character.Current_HP/Current_Character.Max_HP)*100 >= move[1] and (Current_Character.Current_HP/Current_Character.Max_HP)*100 <= move[2]: + if ( + Current_Character.Current_HP / Current_Character.Max_HP + ) * 100 >= move[1] and ( + Current_Character.Current_HP / Current_Character.Max_HP + ) * 100 <= move[2]: possible_moves.append(move[0]) - Move_to_Use = possible_moves[random.randint(0,len(possible_moves)-1)] - print("move to use: "+Move_to_Use.DisplayName) + Move_to_Use = possible_moves[random.randint(0, len(possible_moves) - 1)] + print("move to use: " + Move_to_Use.DisplayName) total_priority = 0 possible_targets = [] for char in characters.Current_Party: if char.Current_HP > 0: total_priority += char.Priority current_total_priority = str(total_priority) - possible_targets.append([char,int(current_total_priority)]) + possible_targets.append([char, int(current_total_priority)]) if len(possible_targets) >= 1: if total_priority > 0: - target_priority = str(random.randint(0,total_priority)) + target_priority = str(random.randint(0, total_priority)) print(target_priority) print(target_priority) print(target_priority) target = [] for char in possible_targets: if char[1] >= int(target_priority): - print(char[0].DisplayName+" "+str(char[1])+" greater than or equal to "+target_priority+" [TARGET]") + print( + char[0].DisplayName + + " " + + str(char[1]) + + " greater than or equal to " + + target_priority + + " [TARGET]" + ) target.append(char[0]) break else: - print(char[0].DisplayName+" "+str(char[1])+" less than "+target_priority+" [NOT TARGET]") - print("target: "+str(target)+" | first displayname: "+target[0].DisplayName) + print( + char[0].DisplayName + + " " + + str(char[1]) + + " less than " + + target_priority + + " [NOT TARGET]" + ) + print( + "target: " + + str(target) + + " | first displayname: " + + target[0].DisplayName + ) else: target = [] print("total priority is 0") print("len(possible_targets) = " + str(len(possible_targets))) - target.append(possible_targets[random.randint(0,len(possible_targets)-1)][0]) - print("target: "+str(target)+" | first displayname: "+target[0].DisplayName) + target.append( + possible_targets[random.randint(0, len(possible_targets) - 1)][ + 0 + ] + ) + print( + "target: " + + str(target) + + " | first displayname: " + + target[0].DisplayName + ) if Move_to_Use.Target == "Single Ally": print("SINGLE ALLY TARGET") target = None lowest_hp = -1 possible_targets = [] for enemy in current_encounter: - if (enemy.Max_HP-enemy.Current_HP) > lowest_hp: - print("new target, "+str(enemy.Max_HP-enemy.Current_HP)+" (hp lost) is more than "+str(lowest_hp)) + if (enemy.Max_HP - enemy.Current_HP) > lowest_hp: + print( + "new target, " + + str(enemy.Max_HP - enemy.Current_HP) + + " (hp lost) is more than " + + str(lowest_hp) + ) target = [enemy] - lowest_hp = (enemy.Max_HP-enemy.Current_HP) + lowest_hp = enemy.Max_HP - enemy.Current_HP else: - print("no target change, "+str(enemy.Max_HP-enemy.Current_HP)+" (hp lost) is less than "+str(lowest_hp)) + print( + "no target change, " + + str(enemy.Max_HP - enemy.Current_HP) + + " (hp lost) is less than " + + str(lowest_hp) + ) elif Move_to_Use.Target == "All Allies": target = current_encounter elif Move_to_Use.Target == "All Enemies": @@ -4064,24 +5860,28 @@ def Enemy_Turn(): target = [] target.append(Current_Character) Move_Target = target - print("target: "+str(target)+" | first displayname: "+target[0].DisplayName) - write_text(Current_Character.DisplayName+" used "+Move_to_Use.DisplayName) + print( + "target: " + + str(target) + + " | first displayname: " + + target[0].DisplayName + ) + write_text( + Current_Character.DisplayName + " used " + Move_to_Use.DisplayName + ) talk_button.config(command=initialize_enemy_move) a_button.config(command=initialize_enemy_move) space_command = "initialize_enemy_move()" q_command = "initialize_enemy_move()" else: - write_text(Current_Character.DisplayName+" did nothing") + write_text(Current_Character.DisplayName + " did nothing") character_to_action_index += 1 talk_button.config(command=Enemy_Turn) a_button.config(command=Enemy_Turn) space_command = "Enemy_Turn()" q_command = "Enemy_Turn()" - - - else: write_text("Player Turn") for enem in current_encounter: @@ -4098,6 +5898,7 @@ def Next_Char_Turn(): character_to_action_index += 1 Character_Turn() + def Confirm_Defend(): disable_inputs() write_text("Defend and reduce PR by 100?\n[A] Defend\n[B] Cancel") @@ -4108,6 +5909,7 @@ def Confirm_Defend(): e_command = "Character_Turn()" b_button.config(command=Character_Turn) + def Defend(): disable_inputs() global Current_Character @@ -4115,8 +5917,8 @@ def Defend(): if Current_Character.Priority < 0: Current_Character.Priority = 0 global perform_move_index - #perform_move_index += 1 - write_text(Current_Character.DisplayName+" defended") + # perform_move_index += 1 + write_text(Current_Character.DisplayName + " defended") update_party_text() global q_command global space_command @@ -4125,6 +5927,7 @@ def Defend(): talk_button.config(command=Next_Char_Turn) a_button.config(command=Next_Char_Turn) + def Select_Move(): disable_inputs() global Current_Character @@ -4146,13 +5949,13 @@ def Select_Move(): global up_command global w_command up_button.config(command=multiselect_move_up) - up_command = 'multiselect_move_up()' - w_command = 'multiselect_move_up()' + up_command = "multiselect_move_up()" + w_command = "multiselect_move_up()" global down_command global s_command down_button.config(command=multiselect_move_down) - down_command = 'multiselect_move_down()' - s_command = 'multiselect_move_down()' + down_command = "multiselect_move_down()" + s_command = "multiselect_move_down()" if len(Current_Character.Equipped) > 0: global left_command global a_command @@ -4164,10 +5967,13 @@ def Select_Move(): q_command = "Move_Has_Been_Selected()" global e_command b_button.config(command=Character_Turn) - e_command = 'Character_Turn()' + e_command = "Character_Turn()" + Move_to_Use = None -def Move_Has_Been_Selected (): + + +def Move_Has_Been_Selected(): disable_inputs() global Move_to_Use global list_to_use_in_multi @@ -4175,9 +5981,12 @@ def Move_Has_Been_Selected (): Move_to_Use = list_to_use_in_multi[multiselect_index] Select_Move_Target() + Move_Target = [] -Targeting_Type = "" #Enemy or Ally +Targeting_Type = "" # Enemy or Ally Target_All = False + + def Select_Move_Target(): disable_inputs() global Move_to_Use @@ -4208,31 +6017,35 @@ def Select_Move_Target(): multi_char_stat_to_show = None check_enemy_stat_return_to = "Select_Move_Target" multiselect_index = 0 - text_to_use_in_multi = "Select Target\n-----\n[A] Select target\n[Left] Enemy stats\n" + text_to_use_in_multi = ( + "Select Target\n-----\n[A] Select target\n[Left] Enemy stats\n" + ) temporary_text_to_use_in_multi = text_to_use_in_multi list_to_use_in_multi = current_encounter multi_use_displayname = True write_text(write_multiselect()) up_button.config(command=multiselect_move_up) - up_command = 'multiselect_move_up()' - w_command = 'multiselect_move_up()' + up_command = "multiselect_move_up()" + w_command = "multiselect_move_up()" down_button.config(command=multiselect_move_down) - down_command = 'multiselect_move_down()' - s_command = 'multiselect_move_down()' + down_command = "multiselect_move_down()" + s_command = "multiselect_move_down()" left_button.config(command=print_enemy_stats) left_command = "print_enemy_stats()" a_command = "print_enemy_stats()" a_button.config(command=Initialize_Perform_Move) q_command = "Initialize_Perform_Move()" b_button.config(command=Select_Move) - e_command = 'Select_Move()' + e_command = "Select_Move()" elif Move_to_Use.Target == "Single Ally": Targeting_Type = "Ally" Target_All = False multi_char_stat_to_show = None char_stat_return_to = "Select_Move_Target" multiselect_index = 0 - text_to_use_in_multi = "Select Target\n-----\n[A] Select target\n[Left] Ally stats\n" + text_to_use_in_multi = ( + "Select Target\n-----\n[A] Select target\n[Left] Ally stats\n" + ) temporary_text_to_use_in_multi = text_to_use_in_multi allies_alive = [] for char in characters.Current_Party: @@ -4242,18 +6055,18 @@ def Select_Move_Target(): multi_use_displayname = True write_text(write_multiselect()) up_button.config(command=multiselect_move_up) - up_command = 'multiselect_move_up()' - w_command = 'multiselect_move_up()' + up_command = "multiselect_move_up()" + w_command = "multiselect_move_up()" down_button.config(command=multiselect_move_down) - down_command = 'multiselect_move_down()' - s_command = 'multiselect_move_down()' + down_command = "multiselect_move_down()" + s_command = "multiselect_move_down()" left_button.config(command=print_char_stats) left_command = "print_char_stats()" a_command = "print_char_stats()" a_button.config(command=Initialize_Perform_Move) q_command = "Initialize_Perform_Move()" b_button.config(command=Select_Move) - e_command = 'Select_Move()' + e_command = "Select_Move()" elif Move_to_Use.Target == "All Enemies": Targeting_Type = "Enemy" Target_All = True @@ -4276,8 +6089,10 @@ def Select_Move_Target(): Move_Target.append(Current_Character) Initialize_Perform_Move() + perform_move_index = 0 + def Initialize_Perform_Move(): disable_inputs() print("Initialize_Perform_Move") @@ -4288,16 +6103,16 @@ def Initialize_Perform_Move(): global perform_move_index global current_encounter if Current_Character.Current_SP < Move_to_Use.SP_Cost: - write_text("Not enought SP") - global q_command - a_button.config(command=Select_Move) - q_command = "Select_Move()" - global space_command - talk_button.config(command=Select_Move) - space_command = "Select_Move()" - global e_command - b_button.config(command=Select_Move) - e_command = "Select_Move()" + write_text("Not enought SP") + global q_command + a_button.config(command=Select_Move) + q_command = "Select_Move()" + global space_command + talk_button.config(command=Select_Move) + space_command = "Select_Move()" + global e_command + b_button.config(command=Select_Move) + e_command = "Select_Move()" else: Current_Character.Current_SP -= Move_to_Use.SP_Cost Current_Character.Priority += Move_to_Use.Priority @@ -4308,6 +6123,7 @@ def Initialize_Perform_Move(): perform_move_index = 0 Perform_Move() + def initialize_enemy_move(): disable_inputs() print("initialize_enemy_move") @@ -4323,34 +6139,37 @@ def initialize_enemy_move(): update_party_text() Enemy_Perform_Move() + another = False + def Enemy_Perform_Again(): disable_inputs() global another global q_command global space_command global Current_Character - write_text("Another!\n"+Current_Character.DisplayName+" acts again!") + write_text("Another!\n" + Current_Character.DisplayName + " acts again!") another = True a_button.config(command=Enemy_Turn) talk_button.config(command=Enemy_Turn) q_command = "Enemy_Turn()" space_command = "Enemy_Turn()" + def Enemy_Perform_Move(): disable_inputs() print("Enemy_Perform_Move") global perform_move_index global Move_Target - print("Move Target: "+str(Move_Target)) + print("Move Target: " + str(Move_Target)) global Move_to_Use global Current_Character global space_command global q_command global target global character_to_action_index - if perform_move_index <= len(Move_Target)-1: + if perform_move_index <= len(Move_Target) - 1: target = Move_Target[perform_move_index] if Move_to_Use.Move_Type == "Physical": print("move is physical") @@ -4360,36 +6179,72 @@ def Enemy_Perform_Move(): print("checking effects") for effect in target.Effects: if effect[0] == "DEF": - def_mul = def_mul*effect[1] + def_mul = def_mul * effect[1] elif effect[0] == "WKN": - wkn_mul = wkn_mul*effect[1] + wkn_mul = wkn_mul * effect[1] atk_mul = 1 if len(Current_Character.Effects) > 0: print("checking effects") for effect in Current_Character.Effects: if effect[0] == "ATK": - atk_mul = atk_mul*effect[1] - print("WKN MUL: "+str(wkn_mul)) + atk_mul = atk_mul * effect[1] + print("WKN MUL: " + str(wkn_mul)) if Move_to_Use.Damage_Type in target.Weakness: - print(((Current_Character.ATK*atk_mul*Move_to_Use.PWR)/(target.DEF*def_mul))*wkn_mul*1.5) - damage_to_deal = round(((Current_Character.ATK*atk_mul*Move_to_Use.PWR)/(target.DEF*def_mul))*wkn_mul*1.5) + print( + ( + (Current_Character.ATK * atk_mul * Move_to_Use.PWR) + / (target.DEF * def_mul) + ) + * wkn_mul + * 1.5 + ) + damage_to_deal = round( + ( + (Current_Character.ATK * atk_mul * Move_to_Use.PWR) + / (target.DEF * def_mul) + ) + * wkn_mul + * 1.5 + ) else: - print(((Current_Character.ATK*atk_mul*Move_to_Use.PWR)/(target.DEF*def_mul))*wkn_mul) - damage_to_deal = round(((Current_Character.ATK*atk_mul*Move_to_Use.PWR)/(target.DEF*def_mul))*wkn_mul) - print("damage to deal: "+str(damage_to_deal)) + print( + ( + (Current_Character.ATK * atk_mul * Move_to_Use.PWR) + / (target.DEF * def_mul) + ) + * wkn_mul + ) + damage_to_deal = round( + ( + (Current_Character.ATK * atk_mul * Move_to_Use.PWR) + / (target.DEF * def_mul) + ) + * wkn_mul + ) + print("damage to deal: " + str(damage_to_deal)) if damage_to_deal < 0: damage_to_deal = 0 - print("damage to deal: "+str(damage_to_deal)) + print("damage to deal: " + str(damage_to_deal)) hp_before_damage = target.Current_HP target.Current_HP -= damage_to_deal weakness_text = "" if Move_to_Use.Damage_Type in target.Weakness: weakness_text = "\nWEAKNESS HIT!\nDealt 1.5x damage!\nInflicted 1.3x Weakness (WKN) for 5 turns!" - target.Effects.append(["WKN",1.3,5]) + target.Effects.append(["WKN", 1.3, 5]) if damage_to_deal > 0: - write_text("Dealt "+str(damage_to_deal)+" damage to "+target.DisplayName+"!\n"+str(hp_before_damage)+" > "+str(target.Current_HP)+weakness_text) + write_text( + "Dealt " + + str(damage_to_deal) + + " damage to " + + target.DisplayName + + "!\n" + + str(hp_before_damage) + + " > " + + str(target.Current_HP) + + weakness_text + ) else: - write_text(target.DisplayName+" took no damage!"+weakness_text) + write_text(target.DisplayName + " took no damage!" + weakness_text) update_party_text() a_button.config(command=Check_If_Player_Dead) talk_button.config(command=Check_If_Player_Dead) @@ -4404,38 +6259,97 @@ def Enemy_Perform_Move(): for effect in target.Effects: print(effect) if effect[0] == "RES": - res_mul = res_mul*effect[1] + res_mul = res_mul * effect[1] elif effect[0] == "WKN": - wkn_mul = wkn_mul*effect[1] + wkn_mul = wkn_mul * effect[1] mag_mul = 1 if len(Current_Character.Effects) > 0: print("checking effects") for effect in Current_Character.Effects: print(effect) if effect[0] == "MAG": - mag_mul = mag_mul*effect[1] - print("WKN MUL: "+str(wkn_mul)) + mag_mul = mag_mul * effect[1] + print("WKN MUL: " + str(wkn_mul)) if Move_to_Use.Damage_Type in target.Weakness: - print("(("+str(Current_Character.MAG)+"*"+str(Move_to_Use.PWR)+")/("+str(target.RES)+"*"+str(res_mul)+")*"+str(wkn_mul)+"*1.5") - print(((Current_Character.MAG*mag_mul*Move_to_Use.PWR)/(target.RES*res_mul))*wkn_mul*1.5) - damage_to_deal = round(((Current_Character.MAG*mag_mul*Move_to_Use.PWR)/(target.RES*res_mul))*wkn_mul*1.5) + print( + "((" + + str(Current_Character.MAG) + + "*" + + str(Move_to_Use.PWR) + + ")/(" + + str(target.RES) + + "*" + + str(res_mul) + + ")*" + + str(wkn_mul) + + "*1.5" + ) + print( + ( + (Current_Character.MAG * mag_mul * Move_to_Use.PWR) + / (target.RES * res_mul) + ) + * wkn_mul + * 1.5 + ) + damage_to_deal = round( + ( + (Current_Character.MAG * mag_mul * Move_to_Use.PWR) + / (target.RES * res_mul) + ) + * wkn_mul + * 1.5 + ) else: - print("(("+str(Current_Character.MAG)+"*"+str(Move_to_Use.PWR)+")/("+str(target.RES)+"*"+str(res_mul)+")*"+str(wkn_mul)) - print(((Current_Character.MAG*mag_mul*Move_to_Use.PWR)/(target.RES*res_mul))*wkn_mul) - damage_to_deal = round(((Current_Character.MAG*mag_mul*Move_to_Use.PWR)/(target.RES*res_mul))*wkn_mul) + print( + "((" + + str(Current_Character.MAG) + + "*" + + str(Move_to_Use.PWR) + + ")/(" + + str(target.RES) + + "*" + + str(res_mul) + + ")*" + + str(wkn_mul) + ) + print( + ( + (Current_Character.MAG * mag_mul * Move_to_Use.PWR) + / (target.RES * res_mul) + ) + * wkn_mul + ) + damage_to_deal = round( + ( + (Current_Character.MAG * mag_mul * Move_to_Use.PWR) + / (target.RES * res_mul) + ) + * wkn_mul + ) if damage_to_deal < 0: damage_to_deal = 0 - print("damage to deal: "+str(damage_to_deal)) + print("damage to deal: " + str(damage_to_deal)) hp_before_damage = target.Current_HP weakness_text = "" target.Current_HP -= damage_to_deal if Move_to_Use.Damage_Type in target.Weakness: weakness_text = "\nWEAKNESS HIT!\nDealt 1.5x damage!\nInflicted 1.3x Weakness (WKN) for 5 turns!" - target.Effects.append(["WKN",1.3,5]) + target.Effects.append(["WKN", 1.3, 5]) if damage_to_deal > 0: - write_text("Dealt "+str(damage_to_deal)+" damage to "+target.DisplayName+"!\n"+str(hp_before_damage)+" > "+str(target.Current_HP)+weakness_text) + write_text( + "Dealt " + + str(damage_to_deal) + + " damage to " + + target.DisplayName + + "!\n" + + str(hp_before_damage) + + " > " + + str(target.Current_HP) + + weakness_text + ) else: - write_text(target.DisplayName+" took no damage!"+weakness_text) + write_text(target.DisplayName + " took no damage!" + weakness_text) update_party_text() a_button.config(command=Check_If_Player_Dead) talk_button.config(command=Check_If_Player_Dead) @@ -4448,22 +6362,31 @@ def Enemy_Perform_Move(): print("checking effects") for effect in target.Effects: if effect[0] == "HLG": - hlg_mul = hlg_mul*effect[1] + hlg_mul = hlg_mul * effect[1] # amount_to_heal = round((Current_Character.HLG*hlg_mul*Move_to_Use.PWR)/(target.DEF*hlg_mul)) - amount_to_heal = round(Current_Character.HLG*hlg_mul*Move_to_Use.PWR) - print("amount_to_heal before cut: "+str(amount_to_heal)) + amount_to_heal = round(Current_Character.HLG * hlg_mul * Move_to_Use.PWR) + print("amount_to_heal before cut: " + str(amount_to_heal)) # if amount_to_heal < 0: # amount_to_heal = 0 if target.Current_HP <= 0: - write_text(target.DisplayName+" is defeated and can't be healed") - elif Move_to_Use.Heal_Stat == "HP": + write_text(target.DisplayName + " is defeated and can't be healed") + elif Move_to_Use.Heal_Stat == "HP": print("healing HP") hp_before_damage = target.Current_HP if amount_to_heal + target.Current_HP > target.Max_HP: amount_to_heal = target.Max_HP - target.Current_HP target.Current_HP += amount_to_heal if amount_to_heal > 0: - write_text("Restored "+str(amount_to_heal)+"HP from "+target.DisplayName+"!\n"+str(hp_before_damage)+" > "+str(target.Current_HP)) + write_text( + "Restored " + + str(amount_to_heal) + + "HP from " + + target.DisplayName + + "!\n" + + str(hp_before_damage) + + " > " + + str(target.Current_HP) + ) else: write_text(target.DisplayName + " didn't restore HP!") elif Move_to_Use.Heal_Stat == "SP": @@ -4475,9 +6398,27 @@ def Enemy_Perform_Move(): write_text(target.DisplayName + " didn't restore SP!") target.Current_SP += amount_to_heal if amount_to_heal > 0 and Move_to_Use.PWR > 0: - write_text("Restored "+str(amount_to_heal)+" SP from "+target.DisplayName+"!\n"+str(sp_before_heal)+" > "+str(target.Current_SP)) + write_text( + "Restored " + + str(amount_to_heal) + + " SP from " + + target.DisplayName + + "!\n" + + str(sp_before_heal) + + " > " + + str(target.Current_SP) + ) elif Move_to_Use.PWR < 0: - write_text("Drained "+str(amount_to_heal*-1)+" SP from "+target.DisplayName+"!\n"+str(sp_before_heal)+" > "+str(target.Current_SP)) + write_text( + "Drained " + + str(amount_to_heal * -1) + + " SP from " + + target.DisplayName + + "!\n" + + str(sp_before_heal) + + " > " + + str(target.Current_SP) + ) if target.Current_SP < 0: target.Current_SP = 0 print("set SP to 0, was below 0") @@ -4485,15 +6426,18 @@ def Enemy_Perform_Move(): print("error, no stat to heal") update_party_text() perform_move_index += 1 - if perform_move_index <= len(Move_Target)-1: + if perform_move_index <= len(Move_Target) - 1: a_button.config(command=Enemy_Perform_Move) talk_button.config(command=Enemy_Perform_Move) q_command = "Enemy_Perform_Move()" space_command = "Enemy_Perform_Move()" else: - #write_text("But nothing happened!") + # write_text("But nothing happened!") Current_Character.Current_Action_Count += 1 - if Current_Character.Current_Action_Count >= Current_Character.Max_Action_Count: + if ( + Current_Character.Current_Action_Count + >= Current_Character.Max_Action_Count + ): character_to_action_index += 1 a_button.config(command=Enemy_Turn) talk_button.config(command=Enemy_Turn) @@ -4514,17 +6458,30 @@ def Enemy_Perform_Move(): target.Effects.append(thing_to_append) for char in characters.Current_Party: print(char.Effects) - write_text("Inflicted "+str(Move_to_Use.Inflict[1])+"x "+Move_to_Use.Inflict[0]+" on "+target.DisplayName+"\nfor "+str(Move_to_Use.Inflict[2])+" turns") + write_text( + "Inflicted " + + str(Move_to_Use.Inflict[1]) + + "x " + + Move_to_Use.Inflict[0] + + " on " + + target.DisplayName + + "\nfor " + + str(Move_to_Use.Inflict[2]) + + " turns" + ) update_party_text() perform_move_index += 1 - if perform_move_index <= len(Move_Target)-1: + if perform_move_index <= len(Move_Target) - 1: a_button.config(command=Enemy_Perform_Move) talk_button.config(command=Enemy_Perform_Move) q_command = "Enemy_Perform_Move()" space_command = "Enemy_Perform_Move()" else: Current_Character.Current_Action_Count += Move_to_Use.Action_Count - if Current_Character.Current_Action_Count >= Current_Character.Max_Action_Count: + if ( + Current_Character.Current_Action_Count + >= Current_Character.Max_Action_Count + ): character_to_action_index += 1 a_button.config(command=Enemy_Turn) talk_button.config(command=Enemy_Turn) @@ -4533,7 +6490,7 @@ def Enemy_Perform_Move(): elif Move_to_Use.Move_Type == "Multiboost": print(Move_Target) print(target) - effects_print = "Targeted "+target.DisplayName+" and inflicted" + effects_print = "Targeted " + target.DisplayName + " and inflicted" effect_index = 0 for effect in Move_to_Use.Inflict: print(effect) @@ -4542,28 +6499,40 @@ def Enemy_Perform_Move(): thing_to_append.append(float(str(effect[1]))) thing_to_append.append(int(str(effect[2]))) target.Effects.append(thing_to_append) - effects_print = effects_print + "\n"+ str(effect[1])+"x "+effect[0]+" for "+str(effect[2])+" turns" + effects_print = ( + effects_print + + "\n" + + str(effect[1]) + + "x " + + effect[0] + + " for " + + str(effect[2]) + + " turns" + ) # for char in characters.Current_Party: # print(char.Effects) - #write_text("Inflicted "+str(Move_to_Use.Inflict[1])+"x "+Move_to_Use.Inflict[0]+" on "+target.DisplayName+"\nfor "+str(Move_to_Use.Inflict[2])+" turns") + # write_text("Inflicted "+str(Move_to_Use.Inflict[1])+"x "+Move_to_Use.Inflict[0]+" on "+target.DisplayName+"\nfor "+str(Move_to_Use.Inflict[2])+" turns") write_text(effects_print) update_party_text() perform_move_index += 1 - if perform_move_index <= len(Move_Target)-1: + if perform_move_index <= len(Move_Target) - 1: a_button.config(command=Enemy_Perform_Move) talk_button.config(command=Enemy_Perform_Move) q_command = "Enemy_Perform_Move()" space_command = "Enemy_Perform_Move()" else: Current_Character.Current_Action_Count += Move_to_Use.Action_Count - if Current_Character.Current_Action_Count >= Current_Character.Max_Action_Count: + if ( + Current_Character.Current_Action_Count + >= Current_Character.Max_Action_Count + ): character_to_action_index += 1 a_button.config(command=Enemy_Turn) talk_button.config(command=Enemy_Turn) q_command = "Enemy_Turn()" space_command = "Enemy_Turn()" else: - #write_text("But nothing happend!") + # write_text("But nothing happend!") character_to_action_index += Move_to_Use.Action_Count a_button.config(command=Enemy_Turn) talk_button.config(command=Enemy_Turn) @@ -4571,9 +6540,9 @@ def Enemy_Perform_Move(): space_command = "Enemy_Turn()" - target = None + def Perform_Move(): disable_inputs() global perform_move_index @@ -4584,7 +6553,7 @@ def Perform_Move(): global q_command global target global character_to_action_index - if perform_move_index <= len(Move_Target)-1: + if perform_move_index <= len(Move_Target) - 1: target = Move_Target[perform_move_index] if Move_to_Use.Move_Type == "Physical": print("move is physical") @@ -4595,24 +6564,40 @@ def Perform_Move(): for effect in target.Effects: print(effect) if effect[0] == "DEF": - def_mul = def_mul*effect[1] + def_mul = def_mul * effect[1] elif effect[0] == "WKN": print("has wkn") - wkn_mul = wkn_mul*effect[1] + wkn_mul = wkn_mul * effect[1] atk_mul = 1 - if Move_to_Use.DisplayName == "Finale" and target.Weakness[0] == "Ultimate Weapon": - atk_mul = 999999*3 + if ( + Move_to_Use.DisplayName == "Finale" + and target.Weakness[0] == "Ultimate Weapon" + ): + atk_mul = 999999 * 3 if len(Current_Character.Effects) > 0: print("checking effects") for effect in Current_Character.Effects: print(effect) if effect[0] == "ATK": - atk_mul = atk_mul*effect[1] - print("WKN MUL: "+str(wkn_mul)) + atk_mul = atk_mul * effect[1] + print("WKN MUL: " + str(wkn_mul)) if Move_to_Use.Damage_Type in target.Weakness: - damage_to_deal = round(((Current_Character.ATK*atk_mul*Move_to_Use.PWR)/(target.DEF*def_mul))*wkn_mul*1.5) + damage_to_deal = round( + ( + (Current_Character.ATK * atk_mul * Move_to_Use.PWR) + / (target.DEF * def_mul) + ) + * wkn_mul + * 1.5 + ) else: - damage_to_deal = round(((Current_Character.ATK*atk_mul*Move_to_Use.PWR)/(target.DEF*def_mul))*wkn_mul) + damage_to_deal = round( + ( + (Current_Character.ATK * atk_mul * Move_to_Use.PWR) + / (target.DEF * def_mul) + ) + * wkn_mul + ) if damage_to_deal < 0: damage_to_deal = 0 hp_before_damage = target.Current_HP @@ -4620,11 +6605,21 @@ def Perform_Move(): weakness_text = "" if Move_to_Use.Damage_Type in target.Weakness: weakness_text = "\nWEAKNESS HIT!\nDealt 1.5x damage!\nInflicted 1.3x Weakness (WKN) for 5 turns!" - target.Effects.append(["WKN",1.3,5]) + target.Effects.append(["WKN", 1.3, 5]) if damage_to_deal > 0: - write_text("Dealt "+str(damage_to_deal)+" damage to "+target.DisplayName+"!\n"+str(hp_before_damage)+" > "+str(target.Current_HP)+weakness_text) + write_text( + "Dealt " + + str(damage_to_deal) + + " damage to " + + target.DisplayName + + "!\n" + + str(hp_before_damage) + + " > " + + str(target.Current_HP) + + weakness_text + ) else: - write_text(target.DisplayName+" took no damage!"+weakness_text) + write_text(target.DisplayName + " took no damage!" + weakness_text) a_button.config(command=Check_If_Enemy_Dead) talk_button.config(command=Check_If_Enemy_Dead) q_command = "Check_If_Enemy_Dead()" @@ -4638,35 +6633,58 @@ def Perform_Move(): for effect in target.Effects: print(effect) if effect[0] == "RES": - res_mul = res_mul*effect[1] + res_mul = res_mul * effect[1] elif effect[0] == "WKN": print("has wkn") - wkn_mul = wkn_mul*effect[1] + wkn_mul = wkn_mul * effect[1] mag_mul = 1 if len(Current_Character.Effects) > 0: print("checking effects") for effect in Current_Character.Effects: print(effect) if effect[0] == "MAG": - mag_mul = mag_mul*effect[1] - print("WKN MUL: "+str(wkn_mul)) + mag_mul = mag_mul * effect[1] + print("WKN MUL: " + str(wkn_mul)) if Move_to_Use.Damage_Type in target.Weakness: - damage_to_deal = round(((Current_Character.MAG*mag_mul*Move_to_Use.PWR)/(target.RES*res_mul))*wkn_mul*1.5) + damage_to_deal = round( + ( + (Current_Character.MAG * mag_mul * Move_to_Use.PWR) + / (target.RES * res_mul) + ) + * wkn_mul + * 1.5 + ) else: - damage_to_deal = round(((Current_Character.MAG*mag_mul*Move_to_Use.PWR)/(target.RES*res_mul))*wkn_mul) + damage_to_deal = round( + ( + (Current_Character.MAG * mag_mul * Move_to_Use.PWR) + / (target.RES * res_mul) + ) + * wkn_mul + ) if damage_to_deal < 0: damage_to_deal = 0 - print("damage to deal: "+str(damage_to_deal)) + print("damage to deal: " + str(damage_to_deal)) hp_before_damage = target.Current_HP target.Current_HP -= damage_to_deal weakness_text = "" if Move_to_Use.Damage_Type in target.Weakness: weakness_text = "\nWEAKNESS HIT!\nDealt 1.5x damage!\nInflicted 1.3x Weakness (WKN) for 3 turns!" - target.Effects.append(["WKN",1.3,5]) + target.Effects.append(["WKN", 1.3, 5]) if damage_to_deal > 0: - write_text("Dealt "+str(damage_to_deal)+" damage to "+target.DisplayName+"!\n"+str(hp_before_damage)+" > "+str(target.Current_HP)+weakness_text) + write_text( + "Dealt " + + str(damage_to_deal) + + " damage to " + + target.DisplayName + + "!\n" + + str(hp_before_damage) + + " > " + + str(target.Current_HP) + + weakness_text + ) else: - write_text(target.DisplayName+" took no damage!"+weakness_text) + write_text(target.DisplayName + " took no damage!" + weakness_text) a_button.config(command=Check_If_Enemy_Dead) talk_button.config(command=Check_If_Enemy_Dead) q_command = "Check_If_Enemy_Dead()" @@ -4678,14 +6696,14 @@ def Perform_Move(): print("checking effects") for effect in target.Effects: if effect[0] == "HLG": - hlg_mul = hlg_mul*effect[1] + hlg_mul = hlg_mul * effect[1] # amount_to_heal = round((Current_Character.HLG*hlg_mul*Move_to_Use.PWR)/(target.DEF*hlg_mul)) - amount_to_heal = round(Current_Character.HLG*hlg_mul*Move_to_Use.PWR) - print("amount_to_heal before cut: "+str(amount_to_heal)) + amount_to_heal = round(Current_Character.HLG * hlg_mul * Move_to_Use.PWR) + print("amount_to_heal before cut: " + str(amount_to_heal)) # if amount_to_heal < 0: # amount_to_heal = 0 if target.Current_HP <= 0: - write_text(target.DisplayName+" is defeated and can't be healed") + write_text(target.DisplayName + " is defeated and can't be healed") elif Move_to_Use.Heal_Stat == "HP": print("healing HP") hp_before_damage = target.Current_HP @@ -4693,7 +6711,16 @@ def Perform_Move(): amount_to_heal = target.Max_HP - target.Current_HP target.Current_HP += amount_to_heal if amount_to_heal > 0: - write_text("Restored "+str(amount_to_heal)+"HP from "+target.DisplayName+"!\n"+str(hp_before_damage)+" > "+str(target.Current_HP)) + write_text( + "Restored " + + str(amount_to_heal) + + "HP from " + + target.DisplayName + + "!\n" + + str(hp_before_damage) + + " > " + + str(target.Current_HP) + ) else: write_text(target.DisplayName + " didn't restore HP!") elif Move_to_Use.Heal_Stat == "SP": @@ -4705,9 +6732,27 @@ def Perform_Move(): write_text(target.DisplayName + " didn't restore SP!") target.Current_SP += amount_to_heal if amount_to_heal > 0 and Move_to_Use.PWR > 0: - write_text("Restored "+str(amount_to_heal)+" SP from "+target.DisplayName+"!\n"+str(sp_before_heal)+" > "+str(target.Current_SP)) + write_text( + "Restored " + + str(amount_to_heal) + + " SP from " + + target.DisplayName + + "!\n" + + str(sp_before_heal) + + " > " + + str(target.Current_SP) + ) elif Move_to_Use.PWR < 0: - write_text("Drained "+str(amount_to_heal*-1)+" SP from "+target.DisplayName+"!\n"+str(sp_before_heal)+" > "+str(target.Current_SP)) + write_text( + "Drained " + + str(amount_to_heal * -1) + + " SP from " + + target.DisplayName + + "!\n" + + str(sp_before_heal) + + " > " + + str(target.Current_SP) + ) if target.Current_SP < 0: target.Current_SP = 0 print("set SP to 0, was below 0") @@ -4715,7 +6760,7 @@ def Perform_Move(): print("error, no stat to heal") update_party_text() perform_move_index += 1 - if perform_move_index <= len(Move_Target)-1: + if perform_move_index <= len(Move_Target) - 1: a_button.config(command=Perform_Move) talk_button.config(command=Perform_Move) q_command = "Perform_Move()" @@ -4736,10 +6781,20 @@ def Perform_Move(): target.Effects.append(thing_to_append) for char in characters.Current_Party: print(char.Effects) - write_text("Inflicted "+str(Move_to_Use.Inflict[1])+"x "+Move_to_Use.Inflict[0]+" on "+target.DisplayName+"\nfor "+str(Move_to_Use.Inflict[2])+" turns") + write_text( + "Inflicted " + + str(Move_to_Use.Inflict[1]) + + "x " + + Move_to_Use.Inflict[0] + + " on " + + target.DisplayName + + "\nfor " + + str(Move_to_Use.Inflict[2]) + + " turns" + ) update_party_text() perform_move_index += 1 - if perform_move_index <= len(Move_Target)-1: + if perform_move_index <= len(Move_Target) - 1: a_button.config(command=Perform_Move) talk_button.config(command=Perform_Move) q_command = "Perform_Move()" @@ -4753,7 +6808,7 @@ def Perform_Move(): elif Move_to_Use.Move_Type == "Multiboost": print(Move_Target) print(target) - effects_print = "Targeted "+target.DisplayName+" and inflicted" + effects_print = "Targeted " + target.DisplayName + " and inflicted" effect_index = 0 for effect in Move_to_Use.Inflict: print(effect) @@ -4762,14 +6817,23 @@ def Perform_Move(): thing_to_append.append(float(str(effect[1]))) thing_to_append.append(int(str(effect[2]))) target.Effects.append(thing_to_append) - effects_print = effects_print + "\n"+ str(effect[1])+"x "+effect[0]+" for "+str(effect[2])+" turns" + effects_print = ( + effects_print + + "\n" + + str(effect[1]) + + "x " + + effect[0] + + " for " + + str(effect[2]) + + " turns" + ) # for char in characters.Current_Party: # print(char.Effects) - #write_text("Inflicted "+str(Move_to_Use.Inflict[1])+"x "+Move_to_Use.Inflict[0]+" on "+target.DisplayName+"\nfor "+str(Move_to_Use.Inflict[2])+" turns") + # write_text("Inflicted "+str(Move_to_Use.Inflict[1])+"x "+Move_to_Use.Inflict[0]+" on "+target.DisplayName+"\nfor "+str(Move_to_Use.Inflict[2])+" turns") write_text(effects_print) update_party_text() perform_move_index += 1 - if perform_move_index <= len(Move_Target)-1: + if perform_move_index <= len(Move_Target) - 1: a_button.config(command=Perform_Move) talk_button.config(command=Perform_Move) q_command = "Perform_Move()" @@ -4781,13 +6845,14 @@ def Perform_Move(): q_command = "Character_Turn()" space_command = "Character_Turn()" else: - #write_text("But nothing happend!") + # write_text("But nothing happend!") character_to_action_index += 1 a_button.config(command=Character_Turn) talk_button.config(command=Character_Turn) q_command = "Character_Turn()" space_command = "Character_Turn()" + def Check_If_Player_Dead(): disable_inputs() global target @@ -4813,37 +6878,41 @@ def Check_If_Player_Dead(): space_command = "Check_If_Party_Dead()" else: perform_move_index += 1 - if perform_move_index <= len(Move_Target)-1: + if perform_move_index <= len(Move_Target) - 1: Enemy_Perform_Move() else: Current_Character.Current_Action_Count += Move_to_Use.Action_Count - if Current_Character.Current_Action_Count >= Current_Character.Max_Action_Count: + if ( + Current_Character.Current_Action_Count + >= Current_Character.Max_Action_Count + ): character_to_action_index += 1 Enemy_Turn() else: Enemy_Perform_Again() + def Check_If_Party_Dead(): global character_to_action_index global Current_Character global Move_to_Use - print('check if party dead') + print("check if party dead") number_dead = 0 for char in characters.Current_Party: if char.Current_HP <= 0: number_dead += 1 - print("party size: "+str(len(characters.Current_Party))) - print("number dead: "+str(number_dead)) + print("party size: " + str(len(characters.Current_Party))) + print("number dead: " + str(number_dead)) if number_dead >= len(characters.Current_Party): write_text( - "===================\n"+ - "==== GAME OVER ====\n"+ - "===================\n"+ - "\n"+ - "[EQUIP] Load Save\n" - "[PARTY] Auto-Save*\n" - "[SAVE] Close Game\n\n" - "*Only use Auto-Save if you are softlocked,\nmake sure to save manually after loading\nan Auto-Save as Auto-Saves are temporary\nand cannot be accessed from the start menu." + "===================\n" + + "==== GAME OVER ====\n" + + "===================\n" + + "\n" + + "[EQUIP] Load Save\n" + "[PARTY] Auto-Save*\n" + "[SAVE] Close Game\n\n" + "*Only use Auto-Save if you are softlocked,\nmake sure to save manually after loading\nan Auto-Save as Auto-Saves are temporary\nand cannot be accessed from the start menu." ) global r_command global t_command @@ -4895,13 +6964,13 @@ def Check_If_Enemy_Dead(): space_command = "Get_EXP_From_Enemy()" else: perform_move_index += 1 - if perform_move_index <= len(Move_Target)-1: + if perform_move_index <= len(Move_Target) - 1: Perform_Move() else: character_to_action_index += 1 Character_Turn() - + def Get_EXP_From_Enemy(): global target global q_command @@ -4913,44 +6982,52 @@ def Get_EXP_From_Enemy(): if char.Current_HP > 0: exp_mul = 1 if char.Level > target.Level: - exp_mul = ((char.Level - target.Level)*1.75) + 1 - exp_to_gain = round(target.EXP/exp_mul) + exp_mul = ((char.Level - target.Level) * 1.75) + 1 + exp_to_gain = round(target.EXP / exp_mul) char.EXP += exp_to_gain if char.EXP >= 1000: char.EXP -= 1000 char.Level += 1 print(char.DisplayName) atk_before = char.ATK - char.ATK = round(char.ATK*((char.ATK_Growth+100)/100)) - print("ATK "+str(atk_before)+" > "+str(char.ATK)) + char.ATK = round(char.ATK * ((char.ATK_Growth + 100) / 100)) + print("ATK " + str(atk_before) + " > " + str(char.ATK)) hp_before = char.Max_HP - char.Max_HP = round(char.Max_HP*((char.HP_Growth+100)/100)) - print("HP "+str(hp_before)+" > "+str(char.Max_HP)) + char.Max_HP = round(char.Max_HP * ((char.HP_Growth + 100) / 100)) + print("HP " + str(hp_before) + " > " + str(char.Max_HP)) mag_before = char.MAG - char.MAG = round(char.MAG*((char.MAG_Growth+100)/100)) - print("MAG "+str(mag_before)+" > "+str(char.MAG)) + char.MAG = round(char.MAG * ((char.MAG_Growth + 100) / 100)) + print("MAG " + str(mag_before) + " > " + str(char.MAG)) hlg_before = char.HLG - char.HLG = round(char.HLG*((char.HLG_Growth+100)/100)) - print("HLG "+str(hlg_before)+" > "+str(char.HLG)) + char.HLG = round(char.HLG * ((char.HLG_Growth + 100) / 100)) + print("HLG " + str(hlg_before) + " > " + str(char.HLG)) sp_before = char.Max_SP - char.Max_SP = round(char.Max_SP*((char.SP_Growth+100)/100)) - print("SP "+str(sp_before)+" > "+str(char.Max_SP)) + char.Max_SP = round(char.Max_SP * ((char.SP_Growth + 100) / 100)) + print("SP " + str(sp_before) + " > " + str(char.Max_SP)) def_before = char.DEF - char.DEF = round(char.DEF*((char.DEF_Growth+100)/100)) - print("DEF "+str(def_before)+" > "+str(char.DEF)) + char.DEF = round(char.DEF * ((char.DEF_Growth + 100) / 100)) + print("DEF " + str(def_before) + " > " + str(char.DEF)) res_before = char.RES - char.RES = round(char.RES*((char.RES_Growth+100)/100)) - print("RES "+str(res_before)+" > "+str(char.RES)) + char.RES = round(char.RES * ((char.RES_Growth + 100) / 100)) + print("RES " + str(res_before) + " > " + str(char.RES)) print("") thing_to_print = thing_to_print + char.DisplayName + " leveled up!\n" else: - thing_to_print = thing_to_print + char.DisplayName + " gained " + str(exp_to_gain) + " EXP!\n" + thing_to_print = ( + thing_to_print + + char.DisplayName + + " gained " + + str(exp_to_gain) + + " EXP!\n" + ) else: thing_to_print = thing_to_print + char.DisplayName + " is defeated...\n" global Gold Gold += target.Gold - thing_to_print = thing_to_print+"+"+str(target.Gold)+" Gold" - filedisplay.config(text="Location: "+maps.current_location[0]+"\nGold: "+str(Gold)) + thing_to_print = thing_to_print + "+" + str(target.Gold) + " Gold" + filedisplay.config( + text="Location: " + maps.current_location[0] + "\nGold: " + str(Gold) + ) write_text(thing_to_print) global current_encounter if len(current_encounter) == 0: @@ -4960,7 +7037,7 @@ def Get_EXP_From_Enemy(): space_command = "Win_Battle()" else: perform_move_index += 1 - if perform_move_index <= len(Move_Target)-1: + if perform_move_index <= len(Move_Target) - 1: a_button.config(command=Perform_Move) talk_button.config(command=Perform_Move) q_command = "Perform_Move()" @@ -4972,8 +7049,10 @@ def Get_EXP_From_Enemy(): q_command = "Character_Turn()" space_command = "Character_Turn()" + battle_during_cutscene = False + def Win_Battle(): global battle_during_cutscene global q_command @@ -4983,58 +7062,59 @@ def Win_Battle(): write_text("=== Battle Complete ===") progress_economy() if battle_during_cutscene == True: - #a_button.config(command=advance_text) + # a_button.config(command=advance_text) talk_button.config(command=advance_text) - #q_command = "advance_text()" + # q_command = "advance_text()" space_command = "advance_text()" else: - #a_button.config(command=refresh) + # a_button.config(command=refresh) talk_button.config(command=refresh) - #q_command = "refresh()" + # q_command = "refresh()" space_command = "refresh()" -def Instant_Level_Up(char,times): +def Instant_Level_Up(char, times): for x in range(times): print("\n") char.Level += 1 - print(char.DisplayName + " Level: "+ str(char.Level)) + print(char.DisplayName + " Level: " + str(char.Level)) atk_before = char.ATK - char.ATK = round(char.ATK*((char.ATK_Growth+100)/100)) - print("ATK "+str(atk_before)+" > "+str(char.ATK)) + char.ATK = round(char.ATK * ((char.ATK_Growth + 100) / 100)) + print("ATK " + str(atk_before) + " > " + str(char.ATK)) hp_before = char.Max_HP - char.Max_HP = round(char.Max_HP*((char.HP_Growth+100)/100)) - print("HP "+str(hp_before)+" > "+str(char.Max_HP)) + char.Max_HP = round(char.Max_HP * ((char.HP_Growth + 100) / 100)) + print("HP " + str(hp_before) + " > " + str(char.Max_HP)) mag_before = char.MAG - char.MAG = round(char.MAG*((char.MAG_Growth+100)/100)) - print("MAG "+str(mag_before)+" > "+str(char.MAG)) + char.MAG = round(char.MAG * ((char.MAG_Growth + 100) / 100)) + print("MAG " + str(mag_before) + " > " + str(char.MAG)) hlg_before = char.HLG - char.HLG = round(char.HLG*((char.HLG_Growth+100)/100)) - print("HLG "+str(hlg_before)+" > "+str(char.HLG)) + char.HLG = round(char.HLG * ((char.HLG_Growth + 100) / 100)) + print("HLG " + str(hlg_before) + " > " + str(char.HLG)) sp_before = char.Max_SP - char.Max_SP = round(char.Max_SP*((char.SP_Growth+100)/100)) - print("SP "+str(sp_before)+" > "+str(char.Max_SP)) + char.Max_SP = round(char.Max_SP * ((char.SP_Growth + 100) / 100)) + print("SP " + str(sp_before) + " > " + str(char.Max_SP)) def_before = char.DEF - char.DEF = round(char.DEF*((char.DEF_Growth+100)/100)) - print("DEF "+str(def_before)+" > "+str(char.DEF)) + char.DEF = round(char.DEF * ((char.DEF_Growth + 100) / 100)) + print("DEF " + str(def_before) + " > " + str(char.DEF)) res_before = char.RES - char.RES = round(char.RES*((char.RES_Growth+100)/100)) - print("RES "+str(res_before)+" > "+str(char.RES)) + char.RES = round(char.RES * ((char.RES_Growth + 100) / 100)) + print("RES " + str(res_before) + " > " + str(char.RES)) print("\n") + # Instant_Level_Up(characters.Protipole,1) # Instant_Level_Up(characters.Bipoanderer,1) # Instant_Level_Up(characters.Startole,1) # Instant_Level_Up(characters.Wicole,1) -Instant_Level_Up(characters.Bithecary,4) -Instant_Level_Up(characters.Archle,4) -Instant_Level_Up(characters.Bipouge,7) -Instant_Level_Up(characters.Alls_Ros,8) - - +Instant_Level_Up(characters.Bithecary, 4) +Instant_Level_Up(characters.Archle, 4) +Instant_Level_Up(characters.Bipouge, 7) +Instant_Level_Up(characters.Alls_Ros, 8) + enemy_attack_index = 0 + def Select_Enemy_to_Check_Stats(): disable_inputs() global enemy_attack_index @@ -5057,13 +7137,13 @@ def Select_Enemy_to_Check_Stats(): global up_command global w_command up_button.config(command=multiselect_move_up) - up_command = 'multiselect_move_up()' - w_command = 'multiselect_move_up()' + up_command = "multiselect_move_up()" + w_command = "multiselect_move_up()" global down_command global s_command down_button.config(command=multiselect_move_down) - down_command = 'multiselect_move_down()' - s_command = 'multiselect_move_down()' + down_command = "multiselect_move_down()" + s_command = "multiselect_move_down()" global left_command global a_command left_button.config(command=print_enemy_stats) @@ -5072,8 +7152,9 @@ def Select_Enemy_to_Check_Stats(): global right_command global d_command right_button.config(command=Character_Turn) - right_command = 'Character_Turn()' - d_command = 'Character_Turn()' + right_command = "Character_Turn()" + d_command = "Character_Turn()" + def print_enemy_stats(): print("enemy stats") @@ -5088,30 +7169,79 @@ def print_enemy_stats(): for thing in char.Moves: if tempindex != 0: currently_equipped_names = currently_equipped_names + "," - if tempindex%3 == 0 and tempindex != 0: + if tempindex % 3 == 0 and tempindex != 0: currently_equipped_names = currently_equipped_names + "\n" else: currently_equipped_names = currently_equipped_names + " " if tempindex == enemy_attack_index: - currently_equipped_names = currently_equipped_names + ">" + thing[0].DisplayName + currently_equipped_names = ( + currently_equipped_names + ">" + thing[0].DisplayName + ) else: currently_equipped_names = currently_equipped_names + thing[0].DisplayName tempindex += 1 effects = "Active Effects:\n" if len(char.Effects) > 0: - print(char.DisplayName+" has active effects") + print(char.DisplayName + " has active effects") effect_index = 0 for effect in char.Effects: if effect_index == 3: - effects = effects+str(effect[1])+"x"+effect[0]+"("+str(effect[2])+"T)\n" + effects = ( + effects + + str(effect[1]) + + "x" + + effect[0] + + "(" + + str(effect[2]) + + "T)\n" + ) effect_index = 0 else: - effects = effects+str(effect[1])+"x"+effect[0]+"("+str(effect[2])+"T) " + effects = ( + effects + + str(effect[1]) + + "x" + + effect[0] + + "(" + + str(effect[2]) + + "T) " + ) effect_index += 1 else: - print("no active effects on "+char.DisplayName) + print("no active effects on " + char.DisplayName) effects = effects + "N/A" - write_text(char.DisplayName+"\nEXP Level Determinant: "+str(char.Level)+"\nHP: "+str(char.Current_HP)+"/"+str(char.Max_HP)+"\nSP: "+str(char.Current_SP)+"/"+str(char.Max_SP)+"\n ATK: "+str(char.ATK)+"\n MAG: "+str(char.MAG)+"\n HLG: "+str(char.HLG)+"\n DEF: "+str(char.DEF)+"\n RES: "+str(char.RES)+"\n\nWeak to:\n"+str(char.Weakness).replace("[","").replace("]","").replace("'","")+"\n\n"+effects+"\n\nMoves:\n"+str(currently_equipped_names)+"\n\n"+char.Bio+"\n\n[A]/[B] Select Move\n[Right] Check Move\n[Left] Return") + write_text( + char.DisplayName + + "\nEXP Level Determinant: " + + str(char.Level) + + "\nHP: " + + str(char.Current_HP) + + "/" + + str(char.Max_HP) + + "\nSP: " + + str(char.Current_SP) + + "/" + + str(char.Max_SP) + + "\n ATK: " + + str(char.ATK) + + "\n MAG: " + + str(char.MAG) + + "\n HLG: " + + str(char.HLG) + + "\n DEF: " + + str(char.DEF) + + "\n RES: " + + str(char.RES) + + "\n\nWeak to:\n" + + str(char.Weakness).replace("[", "").replace("]", "").replace("'", "") + + "\n\n" + + effects + + "\n\nMoves:\n" + + str(currently_equipped_names) + + "\n\n" + + char.Bio + + "\n\n[A]/[B] Select Move\n[Right] Check Move\n[Left] Return" + ) global right_command global d_command right_button.config(command=eval(check_enemy_stat_return_to)) @@ -5129,28 +7259,31 @@ def print_enemy_stats(): left_command = "print_enemy_equip()" a_command = "print_enemy_equip()" + def enemy_attack_index_increase(): disable_inputs() print("enemy_attack_index_increase") global enemy_attack_index global list_to_use_in_multi - if enemy_attack_index+1 >= len(list_to_use_in_multi[multiselect_index].Moves): + if enemy_attack_index + 1 >= len(list_to_use_in_multi[multiselect_index].Moves): enemy_attack_index = 0 else: enemy_attack_index += 1 print_enemy_stats() + def enemy_attack_index_decrease(): disable_inputs() print("enemy_attack_index_decrease") global enemy_attack_index global list_to_use_in_multi - if enemy_attack_index-1 <= -1: - enemy_attack_index = len(list_to_use_in_multi[multiselect_index].Moves)-1 + if enemy_attack_index - 1 <= -1: + enemy_attack_index = len(list_to_use_in_multi[multiselect_index].Moves) - 1 else: enemy_attack_index -= 1 print_enemy_stats() + def print_enemy_equip(): disable_inputs() global list_to_use_in_multi @@ -5159,7 +7292,28 @@ def print_enemy_equip(): chosen_equip = list_to_use_in_multi[multiselect_index].Moves[enemy_attack_index][0] hp_min = str(list_to_use_in_multi[multiselect_index].Moves[enemy_attack_index][1]) hp_max = str(list_to_use_in_multi[multiselect_index].Moves[enemy_attack_index][2]) - write_text(chosen_equip.DisplayName + "\n\nDamage Type: " + chosen_equip.Damage_Type + "\nMove Type: " + chosen_equip.Move_Type + "\nTarget: " + chosen_equip.Target + "\nSP Cost: " + str(chosen_equip.SP_Cost) + "\nPWR: " + str(chosen_equip.PWR) + "\nHeal Stat: " + ("N/A" if chosen_equip.Heal_Stat == None else chosen_equip.Heal_Stat) + "\n\nHP Minimum: " + hp_min + "\nHP Maximum: " + hp_max + "\n\n" + chosen_equip.Description + "\n\n [Right] Return") + write_text( + chosen_equip.DisplayName + + "\n\nDamage Type: " + + chosen_equip.Damage_Type + + "\nMove Type: " + + chosen_equip.Move_Type + + "\nTarget: " + + chosen_equip.Target + + "\nSP Cost: " + + str(chosen_equip.SP_Cost) + + "\nPWR: " + + str(chosen_equip.PWR) + + "\nHeal Stat: " + + ("N/A" if chosen_equip.Heal_Stat == None else chosen_equip.Heal_Stat) + + "\n\nHP Minimum: " + + hp_min + + "\nHP Maximum: " + + hp_max + + "\n\n" + + chosen_equip.Description + + "\n\n [Right] Return" + ) global right_command global d_command right_button.config(command=print_enemy_stats) @@ -5187,13 +7341,13 @@ def Select_Party_Member_to_Check_Stats(): global up_command global w_command up_button.config(command=multiselect_move_up) - up_command = 'multiselect_move_up()' - w_command = 'multiselect_move_up()' + up_command = "multiselect_move_up()" + w_command = "multiselect_move_up()" global down_command global s_command down_button.config(command=multiselect_move_down) - down_command = 'multiselect_move_down()' - s_command = 'multiselect_move_down()' + down_command = "multiselect_move_down()" + s_command = "multiselect_move_down()" global right_command global d_command right_button.config(command=print_char_stats_battle) @@ -5202,40 +7356,17 @@ def Select_Party_Member_to_Check_Stats(): global left_command global a_command left_button.config(command=Character_Turn) - left_command = 'Character_Turn()' - a_command = 'Character_Turn()' - - + left_command = "Character_Turn()" + a_command = "Character_Turn()" - - - - - - - - - - - - - - - - - - - - -def Manual_Add_Char(char,lv): +def Manual_Add_Char(char, lv): characters.Unequipped_Characters.append(char) characters.All_Recruited_Characters.append(char) - Instant_Level_Up(char,lv) - + Instant_Level_Up(char, lv) -screen.bind("",key_input) +screen.bind("", key_input) toggle_sidestep_button(True) start_menu_control_set() @@ -5265,7 +7396,7 @@ def Manual_Add_Char(char,lv): # characters.Bipouge.Equipped = [equipment.Spear_of_Staves,equipment.Holy_Light,equipment.Flood] # characters.Alls_Ros.Equipped = [equipment.Cryoablate,equipment.Drown,equipment.Holy_Light] # # characters.Birowth.Equipped = [equipment.Assault_Rifle,equipment.Pierce,equipment.Shatter] -#LEVEL 17 AT END OF THE LABYRINTH +# LEVEL 17 AT END OF THE LABYRINTH # equipment.key_item_inventory.append(equipment.mysterious_crystals) # equipment.key_item_inventory.append(equipment.humphrey_lore_read) @@ -5276,7 +7407,6 @@ def Manual_Add_Char(char,lv): # equipment.key_item_inventory.append(equipment.the_holy_cards) - # equipment.key_item_inventory.append(equipment.virginity_hat) # equipment.key_item_inventory.append(equipment.neville_coin) # equipment.key_item_inventory.append(equipment.virginity_propaganda_signed) @@ -5285,11 +7415,9 @@ def Manual_Add_Char(char,lv): # equipment.key_item_inventory.append(equipment.alter_key) - - for char in characters.All_Recruited_Characters: char.Current_HP = char.Max_HP char.Current_SP = char.Max_SP -screen.mainloop() \ No newline at end of file +screen.mainloop() diff --git a/characters.py b/characters.py index 9ab1a4f..fb0204e 100644 --- a/characters.py +++ b/characters.py @@ -1,32 +1,55 @@ import equipment + + class Party_Character: - def __init__(self, - Display_Name = "DISPLAY NAME", - Usable_Weapons = ["Fists","Sword","Lance","Bow","Staff","Fire","Water","Ice","Healing"], - Weakness = ["Fists","Sword","Lance","Bow","Staff","Fire","Water","Ice","Healing"], - Equipped = [], - Level = 1, - EXP = 0, - ATK = 150, - ATK_Growth = 20, - MAG = 150, - MAG_Growth = 20, - HLG = 150, - HLG_Growth = 20, - Max_HP = 650, - Current_HP = 500, - HP_Growth = 20, - Max_SP = 250, - Current_SP = 100, - SP_Growth = 20, - DEF = 200, - DEF_Growth = 20, - RES = 200, - RES_Growth =20, - Effects = [], - Priority = 0000, - Max_Action_Count = 1, - Current_Action_Count = 0 + def __init__( + self, + Display_Name="DISPLAY NAME", + Usable_Weapons=[ + "Fists", + "Sword", + "Lance", + "Bow", + "Staff", + "Fire", + "Water", + "Ice", + "Healing", + ], + Weakness=[ + "Fists", + "Sword", + "Lance", + "Bow", + "Staff", + "Fire", + "Water", + "Ice", + "Healing", + ], + Equipped=[], + Level=1, + EXP=0, + ATK=150, + ATK_Growth=20, + MAG=150, + MAG_Growth=20, + HLG=150, + HLG_Growth=20, + Max_HP=650, + Current_HP=500, + HP_Growth=20, + Max_SP=250, + Current_SP=100, + SP_Growth=20, + DEF=200, + DEF_Growth=20, + RES=200, + RES_Growth=20, + Effects=[], + Priority=0000, + Max_Action_Count=1, + Current_Action_Count=0, ): self.DisplayName = Display_Name self.Usable_Weapons = Usable_Weapons @@ -55,307 +78,248 @@ def __init__(self, self.Max_Action_Count = Max_Action_Count self.Current_Action_Count = Current_Action_Count + List_of_All_Recruitable_Party_Members = [] -if True: #Party Members - +if True: # Party Members Protipole = Party_Character( - Display_Name = "Protipole", - Usable_Weapons = ["Sword","Lance","Fire","Healing","Protipole"], - Weakness = ["Staff","Water"], - Equipped= [equipment.Champion],#[equipment.Disarm,equipment.Slash,equipment.Recover],#[equipment.Champion], - Level = 1, - Effects = [], - - ATK = 90, - ATK_Growth = 18, - - MAG = 80, - MAG_Growth = 18, - - HLG = 10, - HLG_Growth = 17, - - Max_HP = 500, - Current_HP = 500, - HP_Growth = 19, - - Max_SP = 200, - Current_SP = 200, - SP_Growth = 16, - - DEF = 150, - DEF_Growth = 17, - - RES = 200, - RES_Growth = 17 + Display_Name="Protipole", + Usable_Weapons=["Sword", "Lance", "Fire", "Healing", "Protipole"], + Weakness=["Staff", "Water"], + Equipped=[ + equipment.Champion + ], # [equipment.Disarm,equipment.Slash,equipment.Recover],#[equipment.Champion], + Level=1, + Effects=[], + ATK=90, + ATK_Growth=18, + MAG=80, + MAG_Growth=18, + HLG=10, + HLG_Growth=17, + Max_HP=500, + Current_HP=500, + HP_Growth=19, + Max_SP=200, + Current_SP=200, + SP_Growth=16, + DEF=150, + DEF_Growth=17, + RES=200, + RES_Growth=17, ) List_of_All_Recruitable_Party_Members.append(Protipole) Startole = Party_Character( - Display_Name = "Startole", - Usable_Weapons = ["Fists","Lance", "Startole"], - Weakness = ["Bow","Fire"], - Equipped= [equipment.Guard], - Level = 1, - Effects = [], - - ATK = 85, - ATK_Growth = 18, - - MAG = 40, - MAG_Growth = 12, - - HLG = 6, - HLG_Growth = 17, - - Max_HP = 650, - Current_HP = 650, - HP_Growth = 18, - - Max_SP = 100, - Current_SP = 100, - SP_Growth = 15, - - DEF = 230, - DEF_Growth = 18, - - RES = 125, - RES_Growth = 17 + Display_Name="Startole", + Usable_Weapons=["Fists", "Lance", "Startole"], + Weakness=["Bow", "Fire"], + Equipped=[equipment.Guard], + Level=1, + Effects=[], + ATK=85, + ATK_Growth=18, + MAG=40, + MAG_Growth=12, + HLG=6, + HLG_Growth=17, + Max_HP=650, + Current_HP=650, + HP_Growth=18, + Max_SP=100, + Current_SP=100, + SP_Growth=15, + DEF=230, + DEF_Growth=18, + RES=125, + RES_Growth=17, ) List_of_All_Recruitable_Party_Members.append(Startole) Bipoanderer = Party_Character( - Display_Name = "Bipoanderer", - Usable_Weapons = ["Sword","Bow","Water","Bipoanderer"], - Weakness = ["Lance","Ice"], - Equipped= [equipment.Power_Charge], - Level = 1, - Effects = [], - - ATK = 110, - ATK_Growth = 18, - - MAG = 90, - MAG_Growth = 18, - - HLG = 4, - HLG_Growth = 15, - - Max_HP = 350, - Current_HP = 350, - HP_Growth = 18, - - Max_SP = 200, - Current_SP = 200, - SP_Growth = 17, - - DEF = 150, - DEF_Growth = 16, - - RES = 250, - RES_Growth = 17 + Display_Name="Bipoanderer", + Usable_Weapons=["Sword", "Bow", "Water", "Bipoanderer"], + Weakness=["Lance", "Ice"], + Equipped=[equipment.Power_Charge], + Level=1, + Effects=[], + ATK=110, + ATK_Growth=18, + MAG=90, + MAG_Growth=18, + HLG=4, + HLG_Growth=15, + Max_HP=350, + Current_HP=350, + HP_Growth=18, + Max_SP=200, + Current_SP=200, + SP_Growth=17, + DEF=150, + DEF_Growth=16, + RES=250, + RES_Growth=17, ) List_of_All_Recruitable_Party_Members.append(Bipoanderer) Wicole = Party_Character( - Display_Name = "Wicole", - Usable_Weapons = ["Staff","Water","Ice","Healing","Wicole"], - Weakness = ["Fists","Sword"], - Equipped= [equipment.Thunderstorm], - Level = 1, - Effects = [], - - ATK = 75, - ATK_Growth = 17, - - MAG = 110, - MAG_Growth = 18, - - HLG = 10, - HLG_Growth = 18, - - Max_HP = 375, - Current_HP = 375, - HP_Growth = 18, - - Max_SP = 350, - Current_SP = 350, - SP_Growth = 18, - - DEF = 150, - DEF_Growth = 16, - - RES = 210, - RES_Growth = 18 + Display_Name="Wicole", + Usable_Weapons=["Staff", "Water", "Ice", "Healing", "Wicole"], + Weakness=["Fists", "Sword"], + Equipped=[equipment.Thunderstorm], + Level=1, + Effects=[], + ATK=75, + ATK_Growth=17, + MAG=110, + MAG_Growth=18, + HLG=10, + HLG_Growth=18, + Max_HP=375, + Current_HP=375, + HP_Growth=18, + Max_SP=350, + Current_SP=350, + SP_Growth=18, + DEF=150, + DEF_Growth=16, + RES=210, + RES_Growth=18, ) List_of_All_Recruitable_Party_Members.append(Wicole) Bithecary = Party_Character( - Display_Name = "Bithecary", - Usable_Weapons = ["Fists","Healing","Bithecary"], - Weakness = ["Sword","Fire"], - Equipped= [equipment.Concoction], - Level = 1, - Effects = [], - - ATK = 87, - ATK_Growth = 18, - - MAG = 75, - MAG_Growth = 18, - - HLG = 12, - HLG_Growth = 19, - - Max_HP = 550, - Current_HP = 550, - HP_Growth = 19, - - Max_SP = 220, - Current_SP = 220, - SP_Growth = 16, - - DEF = 175, - DEF_Growth = 17, - - RES = 175, - RES_Growth = 17 + Display_Name="Bithecary", + Usable_Weapons=["Fists", "Healing", "Bithecary"], + Weakness=["Sword", "Fire"], + Equipped=[equipment.Concoction], + Level=1, + Effects=[], + ATK=87, + ATK_Growth=18, + MAG=75, + MAG_Growth=18, + HLG=12, + HLG_Growth=19, + Max_HP=550, + Current_HP=550, + HP_Growth=19, + Max_SP=220, + Current_SP=220, + SP_Growth=16, + DEF=175, + DEF_Growth=17, + RES=175, + RES_Growth=17, ) List_of_All_Recruitable_Party_Members.append(Bithecary) - - Archle = Party_Character( - Display_Name = "Archle", - Usable_Weapons = ["Bow","Fire","Archle"], - Weakness = ["Staff","Water"], - Equipped= [equipment.Camoflauge], - Level = 1, - Effects = [], - - ATK = 86, - ATK_Growth = 18, - - MAG = 86, - MAG_Growth = 18, - - HLG = 8, - HLG_Growth = 17, - Max_HP = 450, - Current_HP = 450, - HP_Growth = 19, - - Max_SP = 190, - Current_SP = 190, - SP_Growth = 17, - - DEF = 173, - DEF_Growth = 17, - - RES = 170, - RES_Growth = 17 + Archle = Party_Character( + Display_Name="Archle", + Usable_Weapons=["Bow", "Fire", "Archle"], + Weakness=["Staff", "Water"], + Equipped=[equipment.Camoflauge], + Level=1, + Effects=[], + ATK=86, + ATK_Growth=18, + MAG=86, + MAG_Growth=18, + HLG=8, + HLG_Growth=17, + Max_HP=450, + Current_HP=450, + HP_Growth=19, + Max_SP=190, + Current_SP=190, + SP_Growth=17, + DEF=173, + DEF_Growth=17, + RES=170, + RES_Growth=17, ) List_of_All_Recruitable_Party_Members.append(Archle) Bipouge = Party_Character( - Display_Name = "Bipogue", - Usable_Weapons = ["Fists","Sword","Bipouge"], - Weakness = ["Lance","Ice"], - Equipped= [equipment.Call_to_Arms], - Level = 1, - Effects = [], - - ATK = 97, - ATK_Growth = 18, - - MAG = 86, - MAG_Growth = 18, - - HLG = 7, - HLG_Growth = 16, - - Max_HP = 575, - Current_HP = 575, - HP_Growth = 19, - - Max_SP = 210, - Current_SP = 210, - SP_Growth = 17, - - DEF = 185, - DEF_Growth = 17, - - RES = 165, - RES_Growth = 17 - ) + Display_Name="Bipogue", + Usable_Weapons=["Fists", "Sword", "Bipouge"], + Weakness=["Lance", "Ice"], + Equipped=[equipment.Call_to_Arms], + Level=1, + Effects=[], + ATK=97, + ATK_Growth=18, + MAG=86, + MAG_Growth=18, + HLG=7, + HLG_Growth=16, + Max_HP=575, + Current_HP=575, + HP_Growth=19, + Max_SP=210, + Current_SP=210, + SP_Growth=17, + DEF=185, + DEF_Growth=17, + RES=165, + RES_Growth=17, + ) List_of_All_Recruitable_Party_Members.append(Bipouge) Alls_Ros = Party_Character( - Display_Name = "All Ros", - Usable_Weapons = ["Staff","Fire","Water","Ice","Healing","Alls Ros"], - Weakness = ["Fists","Sword", "Lance"], - Equipped= [equipment.Razzion_Guiding], - Level = 1, - Effects = [], - - ATK = 85, - ATK_Growth = 18, - - MAG = 95, - MAG_Growth = 18, - - HLG = 11, - HLG_Growth = 18, - - Max_HP = 500, - Current_HP = 500, - HP_Growth = 19, - - Max_SP = 325, - Current_SP = 325, - SP_Growth = 18, - - DEF = 175, - DEF_Growth = 17, - - RES = 200, - RES_Growth = 17 + Display_Name="All Ros", + Usable_Weapons=["Staff", "Fire", "Water", "Ice", "Healing", "Alls Ros"], + Weakness=["Fists", "Sword", "Lance"], + Equipped=[equipment.Razzion_Guiding], + Level=1, + Effects=[], + ATK=85, + ATK_Growth=18, + MAG=95, + MAG_Growth=18, + HLG=11, + HLG_Growth=18, + Max_HP=500, + Current_HP=500, + HP_Growth=19, + Max_SP=325, + Current_SP=325, + SP_Growth=18, + DEF=175, + DEF_Growth=17, + RES=200, + RES_Growth=17, ) List_of_All_Recruitable_Party_Members.append(Alls_Ros) Birowth = Party_Character( - Display_Name = "Birowth", - Usable_Weapons = ["Lance","Ice","Birowth"], - Weakness = ["Fists","Bow"], - Equipped= [equipment.Medkit],#[equipment.Disarm,equipment.Slash,equipment.Recover],#[equipment.Champion], - Level = 1, - Effects = [], - - ATK = 75, - ATK_Growth = 19, - - MAG = 75, - MAG_Growth = 19, - - HLG = 10, - HLG_Growth = 17, - - Max_HP = 390, - Current_HP = 390, - HP_Growth = 20, - - Max_SP = 135, - Current_SP = 135, - SP_Growth = 18, - - DEF = 125, - DEF_Growth = 18, - - RES = 125, - RES_Growth = 18 + Display_Name="Birowth", + Usable_Weapons=["Lance", "Ice", "Birowth"], + Weakness=["Fists", "Bow"], + Equipped=[ + equipment.Medkit + ], # [equipment.Disarm,equipment.Slash,equipment.Recover],#[equipment.Champion], + Level=1, + Effects=[], + ATK=75, + ATK_Growth=19, + MAG=75, + MAG_Growth=19, + HLG=10, + HLG_Growth=17, + Max_HP=390, + Current_HP=390, + HP_Growth=20, + Max_SP=135, + Current_SP=135, + SP_Growth=18, + DEF=125, + DEF_Growth=18, + RES=125, + RES_Growth=18, ) List_of_All_Recruitable_Party_Members.append(Birowth) Current_Party = [Protipole] Unequipped_Characters = [] -All_Recruited_Characters = [Protipole] \ No newline at end of file +All_Recruited_Characters = [Protipole] diff --git a/enemies.py b/enemies.py index fc3ef12..2a53b07 100644 --- a/enemies.py +++ b/enemies.py @@ -1,27 +1,31 @@ from numpy import Inf + import equipment + + class Enemy: - def __init__(self, - DisplayName = "DISPLAY NAME", - Moves = [], - Weakness = ["Fists"], - Sprite = "", - Level = 1, - EXP = 200, - Gold = 75, - ATK = 150, - MAG = 200, - HLG = 100, - DEF = 100, - RES = 100, - Current_HP = 300, - Max_HP = 300, - Current_SP = 100, - Max_SP = 100, - Bio = "this is the default bio", - Effects = [], - Max_Action_Count = 1, - Current_Action_Count = 0, + def __init__( + self, + DisplayName="DISPLAY NAME", + Moves=[], + Weakness=["Fists"], + Sprite="", + Level=1, + EXP=200, + Gold=75, + ATK=150, + MAG=200, + HLG=100, + DEF=100, + RES=100, + Current_HP=300, + Max_HP=300, + Current_SP=100, + Max_SP=100, + Bio="this is the default bio", + Effects=[], + Max_Action_Count=1, + Current_Action_Count=0, ): self.DisplayName = DisplayName self.Moves = Moves @@ -44,1202 +48,1452 @@ def __init__(self, self.Max_Action_Count = Max_Action_Count self.Current_Action_Count = Current_Action_Count -if True: #Slime Forest Enemies + +if True: # Slime Forest Enemies Red_Slime_A = Enemy( - DisplayName = "Red Slime A", - Moves = [[equipment.Slam,0,100]], - Weakness = ["Lance","Water"], - Sprite = "red_slime", - Level = 1, - EXP = 250, - Gold = 75, - ATK = 100, - MAG = 75, - HLG = 10, - DEF = 100, - RES = 100, - Max_HP = 300, - Current_SP = 100, - Max_SP = 100, - Bio = "A basic red slime", - Effects = [] + DisplayName="Red Slime A", + Moves=[[equipment.Slam, 0, 100]], + Weakness=["Lance", "Water"], + Sprite="red_slime", + Level=1, + EXP=250, + Gold=75, + ATK=100, + MAG=75, + HLG=10, + DEF=100, + RES=100, + Max_HP=300, + Current_SP=100, + Max_SP=100, + Bio="A basic red slime", + Effects=[], ) Red_Slime_B = Enemy( - DisplayName = "Red Slime B", - Moves = [[equipment.Slam,0,100]], - Weakness = ["Lance","Water"], - Sprite = "red_slime", - Level = 1, - EXP = 250, - Gold = 75, - ATK = 100, - MAG = 75, - HLG = 10, - DEF = 100, - RES = 100, - Max_HP = 300, - Current_SP = 100, - Max_SP = 100, - Bio = "A basic red slime", - Effects = [] + DisplayName="Red Slime B", + Moves=[[equipment.Slam, 0, 100]], + Weakness=["Lance", "Water"], + Sprite="red_slime", + Level=1, + EXP=250, + Gold=75, + ATK=100, + MAG=75, + HLG=10, + DEF=100, + RES=100, + Max_HP=300, + Current_SP=100, + Max_SP=100, + Bio="A basic red slime", + Effects=[], ) Red_Slime_C = Enemy( - DisplayName = "Red Slime C", - Moves = [[equipment.Slam,0,100]], - Weakness = ["Lance","Water"], - Sprite = "red_slime", - Level = 1, - EXP = 250, - Gold = 75, - ATK = 100, - MAG = 75, - HLG = 10, - DEF = 100, - RES = 100, - Max_HP = 300, - Current_SP = 100, - Max_SP = 100, - Bio = "A basic red slime", - Effects = [] + DisplayName="Red Slime C", + Moves=[[equipment.Slam, 0, 100]], + Weakness=["Lance", "Water"], + Sprite="red_slime", + Level=1, + EXP=250, + Gold=75, + ATK=100, + MAG=75, + HLG=10, + DEF=100, + RES=100, + Max_HP=300, + Current_SP=100, + Max_SP=100, + Bio="A basic red slime", + Effects=[], ) Skull_Slime_A = Enemy( - DisplayName = "Skull Slime A", - Moves = [[equipment.Bite,0,100]], - Weakness = ["Fists","Ice"], - Sprite = "skull_slime", - Level = 1, - EXP = 275, - Gold = 75, - ATK = 100, - MAG = 50, - HLG = 5, - DEF = 150, - RES = 100, - Max_HP = 350, - Current_SP = 100, - Max_SP = 100, - Bio = "A slime with a strange skull", - Effects = [] + DisplayName="Skull Slime A", + Moves=[[equipment.Bite, 0, 100]], + Weakness=["Fists", "Ice"], + Sprite="skull_slime", + Level=1, + EXP=275, + Gold=75, + ATK=100, + MAG=50, + HLG=5, + DEF=150, + RES=100, + Max_HP=350, + Current_SP=100, + Max_SP=100, + Bio="A slime with a strange skull", + Effects=[], ) Mana_Fungus_A = Enemy( - DisplayName = "Mana Fungus A", - Moves = [[equipment.Energize,0,100],[equipment.Healing_Spores,0,100]], - Weakness = ["Sword","Staff"], - Sprite = "mana_fungus", - Level = 1, - EXP = 275, - Gold = 75, - ATK = 25, - MAG = 25, - HLG = 12, - DEF = 150, - RES = 100, - Max_HP = 200, - Current_SP = 100, - Max_SP = 100, - Bio = "It's a fungus", - Effects = [] + DisplayName="Mana Fungus A", + Moves=[[equipment.Energize, 0, 100], [equipment.Healing_Spores, 0, 100]], + Weakness=["Sword", "Staff"], + Sprite="mana_fungus", + Level=1, + EXP=275, + Gold=75, + ATK=25, + MAG=25, + HLG=12, + DEF=150, + RES=100, + Max_HP=200, + Current_SP=100, + Max_SP=100, + Bio="It's a fungus", + Effects=[], ) Funky_Fungus = Enemy( - DisplayName = "Funky Fungus", - Moves = [[equipment.Fungal_Thorns,0,100],[equipment.Funky_Dance,0,100]], - Weakness = ["Bow","Staff","Fire"], - Sprite = "funky_fungus", - Level = 3, - EXP = 300, - Gold = 250, - ATK = 150, - MAG = 150, - HLG = 12, - DEF = 125, - RES = 125, - Max_HP = 15000, - Current_SP = 200, - Max_SP = 200, - Bio = "A very funky fungus", - Effects = [] + DisplayName="Funky Fungus", + Moves=[[equipment.Fungal_Thorns, 0, 100], [equipment.Funky_Dance, 0, 100]], + Weakness=["Bow", "Staff", "Fire"], + Sprite="funky_fungus", + Level=3, + EXP=300, + Gold=250, + ATK=150, + MAG=150, + HLG=12, + DEF=125, + RES=125, + Max_HP=15000, + Current_SP=200, + Max_SP=200, + Bio="A very funky fungus", + Effects=[], ) Slimeinoid_A = Enemy( - DisplayName = "Slimeinoid A", - Moves = [[equipment.Fire_Breath,0,100],[equipment.Uppercut,0,100],[equipment.War_Cry,0,100]], - Weakness = ["Sword","Water"], - Sprite = "slimeinoid", - Level = 2, - EXP = 250, - Gold = 80, - ATK = 300, - MAG = 300, - HLG = 3, - DEF = 185, - RES = 150, - Max_HP = 375, - Current_SP = 525, - Max_SP = 525, - Bio = "A humanoid slime", - Effects = []) + DisplayName="Slimeinoid A", + Moves=[ + [equipment.Fire_Breath, 0, 100], + [equipment.Uppercut, 0, 100], + [equipment.War_Cry, 0, 100], + ], + Weakness=["Sword", "Water"], + Sprite="slimeinoid", + Level=2, + EXP=250, + Gold=80, + ATK=300, + MAG=300, + HLG=3, + DEF=185, + RES=150, + Max_HP=375, + Current_SP=525, + Max_SP=525, + Bio="A humanoid slime", + Effects=[], + ) Slimeinoid_B = Enemy( - DisplayName = "Slimeinoid B", - Moves = [[equipment.Fire_Breath,0,100],[equipment.Uppercut,0,100],[equipment.War_Cry,0,100]], - Weakness = ["Sword","Water"], - Sprite = "slimeinoid", - Level = 2, - EXP = 250, - Gold = 80, - ATK = 350, - MAG = 300, - HLG = 3, - DEF = 185, - RES = 150, - Max_HP = 375, - Current_SP = 525, - Max_SP = 525, - Bio = "A humanoid slime", - Effects = []) + DisplayName="Slimeinoid B", + Moves=[ + [equipment.Fire_Breath, 0, 100], + [equipment.Uppercut, 0, 100], + [equipment.War_Cry, 0, 100], + ], + Weakness=["Sword", "Water"], + Sprite="slimeinoid", + Level=2, + EXP=250, + Gold=80, + ATK=350, + MAG=300, + HLG=3, + DEF=185, + RES=150, + Max_HP=375, + Current_SP=525, + Max_SP=525, + Bio="A humanoid slime", + Effects=[], + ) Shufflin_Shrub_A = Enemy( - DisplayName = "Shufflin Shrub A", - Moves = [[equipment.Bingus_Energy_Wave,0,100],[equipment.Grassroots,0,100]], - Weakness = ["Fists","Fire"], - Sprite = "shufflinshrub", - Level = 2, - EXP = 225, - Gold = 75, - ATK = 300, - MAG = 150, - HLG = 13, - DEF = 150, - RES = 200, - Max_HP = 325, - Current_SP = 325, - Max_SP = 325, - Bio = "the j!?", - Effects = []) + DisplayName="Shufflin Shrub A", + Moves=[[equipment.Bingus_Energy_Wave, 0, 100], [equipment.Grassroots, 0, 100]], + Weakness=["Fists", "Fire"], + Sprite="shufflinshrub", + Level=2, + EXP=225, + Gold=75, + ATK=300, + MAG=150, + HLG=13, + DEF=150, + RES=200, + Max_HP=325, + Current_SP=325, + Max_SP=325, + Bio="the j!?", + Effects=[], + ) Shufflin_Shrub_B = Enemy( - DisplayName = "Shufflin Shrub B", - Moves = [[equipment.Bingus_Energy_Wave,0,100],[equipment.Grassroots,0,100]], - Weakness = ["Fists","Fire"], - Sprite = "shufflinshrub", - Level = 2, - EXP = 225, - Gold = 75, - ATK = 300, - MAG = 150, - HLG = 13, - DEF = 150, - RES = 200, - Max_HP = 325, - Current_SP = 325, - Max_SP = 325, - Bio = "the j!?", - Effects = []) + DisplayName="Shufflin Shrub B", + Moves=[[equipment.Bingus_Energy_Wave, 0, 100], [equipment.Grassroots, 0, 100]], + Weakness=["Fists", "Fire"], + Sprite="shufflinshrub", + Level=2, + EXP=225, + Gold=75, + ATK=300, + MAG=150, + HLG=13, + DEF=150, + RES=200, + Max_HP=325, + Current_SP=325, + Max_SP=325, + Bio="the j!?", + Effects=[], + ) Raging_Soul = Enemy( - DisplayName = "Raging Soul", - Moves = [[equipment.Abyssal_Inferno,0,100],[equipment.Fire_Breath,0,100],[equipment.Cursed_Prayer,0,100]], - #Moves = [equipment.Fireball],#,equipment.Cut], - Weakness = ["Bow","Water"], - Sprite = "ragingsoul", - Level = 5, - EXP = 500, - Gold = 500, - ATK = 650, - MAG = 650, - HLG = 15, - DEF = 150, - RES = 150, - Max_HP = 5500, - Current_SP = 5500, - Max_SP = 1500, - Bio = "A raging soul haunting the forest", - Effects = [] + DisplayName="Raging Soul", + Moves=[ + [equipment.Abyssal_Inferno, 0, 100], + [equipment.Fire_Breath, 0, 100], + [equipment.Cursed_Prayer, 0, 100], + ], + # Moves = [equipment.Fireball],#,equipment.Cut], + Weakness=["Bow", "Water"], + Sprite="ragingsoul", + Level=5, + EXP=500, + Gold=500, + ATK=650, + MAG=650, + HLG=15, + DEF=150, + RES=150, + Max_HP=5500, + Current_SP=5500, + Max_SP=1500, + Bio="A raging soul haunting the forest", + Effects=[], ) -if True: #Slime Forest Encounters - #two_red_slimes = [Red_Slime_A,Red_Slime_B] - #three_red_slimes = [Red_Slime_A,Red_Slime_B,Red_Slime_C] - #single_red_slime = [[Red_Slime_A],"Normal"] - sf1_encounter1 = [[Skull_Slime_A,Red_Slime_A,Red_Slime_B],"Normal"] - sf1_encounter2 = [[Red_Slime_A,Mana_Fungus_A,Skull_Slime_A],"Normal"] - sf1_encounter3 = [[Red_Slime_A,Red_Slime_B,Mana_Fungus_A],"Normal"] - funky_fungus_encounter = [[Funky_Fungus],"Big"] - sf2_encounter1 = [[Slimeinoid_A,Slimeinoid_B,Shufflin_Shrub_A],"Normal"] - sf2_encounter2 = [[Shufflin_Shrub_A,Shufflin_Shrub_B,Slimeinoid_A],"Normal"] - sf2_encounter3 = [[Shufflin_Shrub_A,Slimeinoid_A,Skull_Slime_A],"Normal"] - raging_soul_boss = [[Raging_Soul,Shufflin_Shrub_A,Shufflin_Shrub_B],"Normal"] - - -if True: #Ruins of Time Enemies +if True: # Slime Forest Encounters + # two_red_slimes = [Red_Slime_A,Red_Slime_B] + # three_red_slimes = [Red_Slime_A,Red_Slime_B,Red_Slime_C] + # single_red_slime = [[Red_Slime_A],"Normal"] + sf1_encounter1 = [[Skull_Slime_A, Red_Slime_A, Red_Slime_B], "Normal"] + sf1_encounter2 = [[Red_Slime_A, Mana_Fungus_A, Skull_Slime_A], "Normal"] + sf1_encounter3 = [[Red_Slime_A, Red_Slime_B, Mana_Fungus_A], "Normal"] + funky_fungus_encounter = [[Funky_Fungus], "Big"] + sf2_encounter1 = [[Slimeinoid_A, Slimeinoid_B, Shufflin_Shrub_A], "Normal"] + sf2_encounter2 = [[Shufflin_Shrub_A, Shufflin_Shrub_B, Slimeinoid_A], "Normal"] + sf2_encounter3 = [[Shufflin_Shrub_A, Slimeinoid_A, Skull_Slime_A], "Normal"] + raging_soul_boss = [[Raging_Soul, Shufflin_Shrub_A, Shufflin_Shrub_B], "Normal"] + + +if True: # Ruins of Time Enemies Gyrobifastigium_A = Enemy( - DisplayName = "Gyrobifastigium A", - Moves = [[equipment.Three_Space,0,100],[equipment.Prismatic_Honeycomb,0,100],[equipment.Geom_Strike,0,100]], - Weakness = ["Staff","Water","Gun"], - Sprite = "gyrobifastigium", - Level = 4, - EXP = 300, - Gold = 150, - ATK = 375, - MAG = 375, - HLG = 500, - DEF = 350, - RES = 400, - Max_HP = 500, - Max_SP = 750, - Bio = "The truth, partically and not fully.\nYet still above us... the past...", - Effects = [] + DisplayName="Gyrobifastigium A", + Moves=[ + [equipment.Three_Space, 0, 100], + [equipment.Prismatic_Honeycomb, 0, 100], + [equipment.Geom_Strike, 0, 100], + ], + Weakness=["Staff", "Water", "Gun"], + Sprite="gyrobifastigium", + Level=4, + EXP=300, + Gold=150, + ATK=375, + MAG=375, + HLG=500, + DEF=350, + RES=400, + Max_HP=500, + Max_SP=750, + Bio="The truth, partically and not fully.\nYet still above us... the past...", + Effects=[], ) Gyrobifastigium_B = Enemy( - DisplayName = "Gyrobifastigium B", - Moves = [[equipment.Three_Space,0,100],[equipment.Prismatic_Honeycomb,0,100],[equipment.Geom_Strike,0,100]], - Weakness = ["Staff","Water","Gun"], - Sprite = "gyrobifastigium", - Level = 4, - EXP = 300, - Gold = 150, - ATK = 375, - MAG = 375, - HLG = 500, - DEF = 350, - RES = 400, - Max_HP = 500, - Max_SP = 750, - Bio = "The truth, partically and not fully.\nYet still above us... the past...", - Effects = [] + DisplayName="Gyrobifastigium B", + Moves=[ + [equipment.Three_Space, 0, 100], + [equipment.Prismatic_Honeycomb, 0, 100], + [equipment.Geom_Strike, 0, 100], + ], + Weakness=["Staff", "Water", "Gun"], + Sprite="gyrobifastigium", + Level=4, + EXP=300, + Gold=150, + ATK=375, + MAG=375, + HLG=500, + DEF=350, + RES=400, + Max_HP=500, + Max_SP=750, + Bio="The truth, partically and not fully.\nYet still above us... the past...", + Effects=[], ) Gyrobifastigium_C = Enemy( - DisplayName = "Gyrobifastigium C", - Moves = [[equipment.Three_Space,0,100],[equipment.Prismatic_Honeycomb,0,100],[equipment.Geom_Strike,0,100]], - Weakness = ["Staff","Water","Gun"], - Sprite = "gyrobifastigium", - Level = 4, - EXP = 300, - Gold = 150, - ATK = 375, - MAG = 375, - HLG = 500, - DEF = 350, - RES = 400, - Max_HP = 500, - Max_SP = 750, - Bio = "The truth, partically and not fully.\nYet still above us... the past...", - Effects = [] + DisplayName="Gyrobifastigium C", + Moves=[ + [equipment.Three_Space, 0, 100], + [equipment.Prismatic_Honeycomb, 0, 100], + [equipment.Geom_Strike, 0, 100], + ], + Weakness=["Staff", "Water", "Gun"], + Sprite="gyrobifastigium", + Level=4, + EXP=300, + Gold=150, + ATK=375, + MAG=375, + HLG=500, + DEF=350, + RES=400, + Max_HP=500, + Max_SP=750, + Bio="The truth, partically and not fully.\nYet still above us... the past...", + Effects=[], ) Dodecahedron_A = Enemy( - DisplayName = "Dodecahedron A", - Moves = [[equipment.Convex_Polytope,0,100],[equipment.Stellation,0,100],[equipment.Geom_Strike,0,100]], - Weakness = ["Lance","Ice","Gun"], - Sprite = "dodecahedron", - Level = 4, - EXP = 325, - Gold = 165, - ATK = 375, - MAG = 375, - HLG = 500, - DEF = 400, - RES = 425, - Max_HP = 650, - Max_SP = 875, - Bio = "Dodecahedron!!!", - Effects = [] + DisplayName="Dodecahedron A", + Moves=[ + [equipment.Convex_Polytope, 0, 100], + [equipment.Stellation, 0, 100], + [equipment.Geom_Strike, 0, 100], + ], + Weakness=["Lance", "Ice", "Gun"], + Sprite="dodecahedron", + Level=4, + EXP=325, + Gold=165, + ATK=375, + MAG=375, + HLG=500, + DEF=400, + RES=425, + Max_HP=650, + Max_SP=875, + Bio="Dodecahedron!!!", + Effects=[], ) Dodecahedron_B = Enemy( - DisplayName = "Dodecahedron B", - Moves = [[equipment.Convex_Polytope,0,100],[equipment.Stellation,0,100],[equipment.Geom_Strike,0,100]], - Weakness = ["Lance","Ice","Gun"], - Sprite = "dodecahedron", - Level = 4, - EXP = 325, - Gold = 165, - ATK = 375, - MAG = 375, - HLG = 500, - DEF = 400, - RES = 425, - Max_HP = 650, - Max_SP = 875, - Bio = "Dodecahedron!!!", - Effects = [] + DisplayName="Dodecahedron B", + Moves=[ + [equipment.Convex_Polytope, 0, 100], + [equipment.Stellation, 0, 100], + [equipment.Geom_Strike, 0, 100], + ], + Weakness=["Lance", "Ice", "Gun"], + Sprite="dodecahedron", + Level=4, + EXP=325, + Gold=165, + ATK=375, + MAG=375, + HLG=500, + DEF=400, + RES=425, + Max_HP=650, + Max_SP=875, + Bio="Dodecahedron!!!", + Effects=[], ) Eratosthenesoid_A = Enemy( - DisplayName = "Eratosthenesoid A", - Moves = [[equipment.Polymath,75,100],[equipment.Global_Projection,0,75],[equipment.Prime_Sieve,50,100],[equipment.Geom_Strike,75,100]], - Weakness = ["Fire","Gun"], - Sprite = "eratosthenesoid", - Level = 4, - EXP = 350, - Gold = 150, - ATK = 850, - MAG = 825, - HLG = 900, - DEF = 400, - RES = 425, - Max_HP = 1000, - Max_SP = 1250, - Bio = "Circumference.", - Effects = [] + DisplayName="Eratosthenesoid A", + Moves=[ + [equipment.Polymath, 75, 100], + [equipment.Global_Projection, 0, 75], + [equipment.Prime_Sieve, 50, 100], + [equipment.Geom_Strike, 75, 100], + ], + Weakness=["Fire", "Gun"], + Sprite="eratosthenesoid", + Level=4, + EXP=350, + Gold=150, + ATK=850, + MAG=825, + HLG=900, + DEF=400, + RES=425, + Max_HP=1000, + Max_SP=1250, + Bio="Circumference.", + Effects=[], ) Eratosthenesoid_B = Enemy( - DisplayName = "Eratosthenesoid B", - Moves = [[equipment.Polymath,75,100],[equipment.Global_Projection,0,75],[equipment.Prime_Sieve,50,100],[equipment.Geom_Strike,75,100]], - Weakness = ["Fire","Gun"], - Sprite = "eratosthenesoid", - Level = 4, - EXP = 350, - Gold = 150, - ATK = 850, - MAG = 825, - HLG = 900, - DEF = 400, - RES = 425, - Max_HP = 1000, - Max_SP = 1250, - Bio = "Circumference.", - Effects = [] + DisplayName="Eratosthenesoid B", + Moves=[ + [equipment.Polymath, 75, 100], + [equipment.Global_Projection, 0, 75], + [equipment.Prime_Sieve, 50, 100], + [equipment.Geom_Strike, 75, 100], + ], + Weakness=["Fire", "Gun"], + Sprite="eratosthenesoid", + Level=4, + EXP=350, + Gold=150, + ATK=850, + MAG=825, + HLG=900, + DEF=400, + RES=425, + Max_HP=1000, + Max_SP=1250, + Bio="Circumference.", + Effects=[], ) Eratosthenesoid_C = Enemy( - DisplayName = "Eratosthenesoid C", - Moves = [[equipment.Polymath,75,100],[equipment.Global_Projection,0,75],[equipment.Prime_Sieve,50,100],[equipment.Geom_Strike,75,100]], - Weakness = ["Fire","Gun"], - Sprite = "eratosthenesoid", - Level = 4, - EXP = 350, - Gold = 150, - ATK = 850, - MAG = 825, - HLG = 900, - DEF = 400, - RES = 425, - Max_HP = 1000, - Max_SP = 1250, - Bio = "Circumference.", - Effects = [] + DisplayName="Eratosthenesoid C", + Moves=[ + [equipment.Polymath, 75, 100], + [equipment.Global_Projection, 0, 75], + [equipment.Prime_Sieve, 50, 100], + [equipment.Geom_Strike, 75, 100], + ], + Weakness=["Fire", "Gun"], + Sprite="eratosthenesoid", + Level=4, + EXP=350, + Gold=150, + ATK=850, + MAG=825, + HLG=900, + DEF=400, + RES=425, + Max_HP=1000, + Max_SP=1250, + Bio="Circumference.", + Effects=[], ) Nynety = Enemy( - DisplayName = "Nynety", - Moves = [[equipment.Branching,98,100],[equipment.Dimensional_Reaction,98,100],[equipment.Nuclear_Fission,98,100],[equipment.Sine,75,97],[equipment.Cosine,75,97],[equipment.Tangent,25,75],[equipment.Reciprocal,25,75],[equipment.Fold,0,75],[equipment.Nontotient,0,75],[equipment.Solution,0,25],[equipment.Hyperbolic,0,25]], - Weakness = ["Sword","Gun"], - Sprite = "nynety", - Level = 10, - EXP = 600, - Gold = 1000, - ATK = 850, - MAG = 825, - HLG = 20, - DEF = 400, - RES = 425, - Max_HP = 17500, - Max_SP = 9001, - Bio = "The most powerful Lesser Truth of the\nRuins of Time.", - Effects = [] + DisplayName="Nynety", + Moves=[ + [equipment.Branching, 98, 100], + [equipment.Dimensional_Reaction, 98, 100], + [equipment.Nuclear_Fission, 98, 100], + [equipment.Sine, 75, 97], + [equipment.Cosine, 75, 97], + [equipment.Tangent, 25, 75], + [equipment.Reciprocal, 25, 75], + [equipment.Fold, 0, 75], + [equipment.Nontotient, 0, 75], + [equipment.Solution, 0, 25], + [equipment.Hyperbolic, 0, 25], + ], + Weakness=["Sword", "Gun"], + Sprite="nynety", + Level=10, + EXP=600, + Gold=1000, + ATK=850, + MAG=825, + HLG=20, + DEF=400, + RES=425, + Max_HP=17500, + Max_SP=9001, + Bio="The most powerful Lesser Truth of the\nRuins of Time.", + Effects=[], ) Dyad = Enemy( - DisplayName = "Dyad", - Moves = [[equipment.Pierce,90,100],[equipment.Holy_Staff,90,100],[equipment.Inferno,90,100],[equipment.Plus,0,90],[equipment.Minus,50,90],[equipment.Minus_All,0,90],[equipment.Absorb,50,90],[equipment.Bullet_Spread,50,80],[equipment.Silver_Gauntlets,0,50],[equipment.Slash,0,50],[equipment.Pierce,0,50],[equipment.Holy_Staff,0,50],[equipment.Snipe,0,50],[equipment.Inferno,0,50],[equipment.Cryoablate,0,50],[equipment.Torrent,0,50],[equipment.Assault_Rifle,0,50]], - Weakness = ["Sword","Bow","Water","Gun"], - Sprite = "dyad_battle", - Level = 20, - EXP = 750, - Gold = 7500, - ATK = 13000, - MAG = 13000, - HLG = 45, - DEF = 2750, - RES = 2750, - Max_HP = 100000, - Current_SP = 25000, - Max_SP = 25000, - Bio = "Dyad Distichouan is the second luminary of\nthe Antediluvian Sacrosanct Agglomerate.", - Effects = [], - Max_Action_Count = 12 + DisplayName="Dyad", + Moves=[ + [equipment.Pierce, 90, 100], + [equipment.Holy_Staff, 90, 100], + [equipment.Inferno, 90, 100], + [equipment.Plus, 0, 90], + [equipment.Minus, 50, 90], + [equipment.Minus_All, 0, 90], + [equipment.Absorb, 50, 90], + [equipment.Bullet_Spread, 50, 80], + [equipment.Silver_Gauntlets, 0, 50], + [equipment.Slash, 0, 50], + [equipment.Pierce, 0, 50], + [equipment.Holy_Staff, 0, 50], + [equipment.Snipe, 0, 50], + [equipment.Inferno, 0, 50], + [equipment.Cryoablate, 0, 50], + [equipment.Torrent, 0, 50], + [equipment.Assault_Rifle, 0, 50], + ], + Weakness=["Sword", "Bow", "Water", "Gun"], + Sprite="dyad_battle", + Level=20, + EXP=750, + Gold=7500, + ATK=13000, + MAG=13000, + HLG=45, + DEF=2750, + RES=2750, + Max_HP=100000, + Current_SP=25000, + Max_SP=25000, + Bio="Dyad Distichouan is the second luminary of\nthe Antediluvian Sacrosanct Agglomerate.", + Effects=[], + Max_Action_Count=12, ) -if True: #Ruins of Time Encounters - rot1_encounter1 = [[Gyrobifastigium_A,Gyrobifastigium_B,Gyrobifastigium_C],"Normal"] - rot1_encounter2 = [[Dodecahedron_A,Gyrobifastigium_A,Gyrobifastigium_B],"Normal"] +if True: # Ruins of Time Encounters + rot1_encounter1 = [ + [Gyrobifastigium_A, Gyrobifastigium_B, Gyrobifastigium_C], + "Normal", + ] + rot1_encounter2 = [[Dodecahedron_A, Gyrobifastigium_A, Gyrobifastigium_B], "Normal"] - rot2_encounter1 = [[Eratosthenesoid_A,Dodecahedron_A,Dodecahedron_B],"Normal"] - rot2_encounter2 = [[Eratosthenesoid_A,Dodecahedron_A,Gyrobifastigium_A],"Normal"] - rot2_encounter3 = [[Eratosthenesoid_A,Gyrobifastigium_A,Gyrobifastigium_B],"Normal"] - rot2_boss = [[Nynety,Gyrobifastigium_A,Gyrobifastigium_B],"Normal"] + rot2_encounter1 = [[Eratosthenesoid_A, Dodecahedron_A, Dodecahedron_B], "Normal"] + rot2_encounter2 = [[Eratosthenesoid_A, Dodecahedron_A, Gyrobifastigium_A], "Normal"] + rot2_encounter3 = [ + [Eratosthenesoid_A, Gyrobifastigium_A, Gyrobifastigium_B], + "Normal", + ] + rot2_boss = [[Nynety, Gyrobifastigium_A, Gyrobifastigium_B], "Normal"] - dyad_boss = [[Dyad],"Big"] + dyad_boss = [[Dyad], "Big"] -if True: #Bandit Road Enemies +if True: # Bandit Road Enemies Crazy_Guy_A = Enemy( - DisplayName = "Crazy Guy A", - Moves = [[equipment.Dagger,75,100],[equipment.Cut,0,75],[equipment.Stab,0,75],[equipment.Slash,0,25]], - Weakness = ["Lance","Ice","Gun"], - Sprite = "crazy_guy", - Level = 7, - EXP = 200, - Gold = 175, - ATK = 700, - MAG = 600, - HLG = 900, - DEF = 300, - RES = 200, - Max_HP = 1350, - Max_SP = 1250, - Max_Action_Count = 3, - Bio = "Don't ever mess with a\ncrazy guy.", - Effects = [] + DisplayName="Crazy Guy A", + Moves=[ + [equipment.Dagger, 75, 100], + [equipment.Cut, 0, 75], + [equipment.Stab, 0, 75], + [equipment.Slash, 0, 25], + ], + Weakness=["Lance", "Ice", "Gun"], + Sprite="crazy_guy", + Level=7, + EXP=200, + Gold=175, + ATK=700, + MAG=600, + HLG=900, + DEF=300, + RES=200, + Max_HP=1350, + Max_SP=1250, + Max_Action_Count=3, + Bio="Don't ever mess with a\ncrazy guy.", + Effects=[], ) Crazy_Guy_B = Enemy( - DisplayName = "Crazy Guy B", - Moves = [[equipment.Dagger,75,100],[equipment.Cut,0,75],[equipment.Stab,0,75],[equipment.Slash,0,25]], - Weakness = ["Lance","Ice","Gun"], - Sprite = "crazy_guy", - Level = 7, - EXP = 200, - Gold = 175, - ATK = 700, - MAG = 600, - HLG = 900, - DEF = 300, - RES = 200, - Max_HP = 1350, - Max_SP = 1250, - Max_Action_Count = 3, - Bio = "Don't ever mess with a\ncrazy guy.", - Effects = [] + DisplayName="Crazy Guy B", + Moves=[ + [equipment.Dagger, 75, 100], + [equipment.Cut, 0, 75], + [equipment.Stab, 0, 75], + [equipment.Slash, 0, 25], + ], + Weakness=["Lance", "Ice", "Gun"], + Sprite="crazy_guy", + Level=7, + EXP=200, + Gold=175, + ATK=700, + MAG=600, + HLG=900, + DEF=300, + RES=200, + Max_HP=1350, + Max_SP=1250, + Max_Action_Count=3, + Bio="Don't ever mess with a\ncrazy guy.", + Effects=[], ) Crazy_Guy_C = Enemy( - DisplayName = "Crazy Guy C", - Moves = [[equipment.Dagger,75,100],[equipment.Cut,0,75],[equipment.Stab,0,75],[equipment.Slash,0,25]], - Weakness = ["Lance","Ice","Gun"], - Sprite = "crazy_guy", - Level = 7, - EXP = 200, - Gold = 175, - ATK = 700, - MAG = 600, - HLG = 900, - DEF = 300, - RES = 200, - Max_HP = 1350, - Max_SP = 1250, - Max_Action_Count = 3, - Bio = "Don't ever mess with a\ncrazy guy.", - Effects = [] + DisplayName="Crazy Guy C", + Moves=[ + [equipment.Dagger, 75, 100], + [equipment.Cut, 0, 75], + [equipment.Stab, 0, 75], + [equipment.Slash, 0, 25], + ], + Weakness=["Lance", "Ice", "Gun"], + Sprite="crazy_guy", + Level=7, + EXP=200, + Gold=175, + ATK=700, + MAG=600, + HLG=900, + DEF=300, + RES=200, + Max_HP=1350, + Max_SP=1250, + Max_Action_Count=3, + Bio="Don't ever mess with a\ncrazy guy.", + Effects=[], ) Gangster_A = Enemy( - DisplayName = "Gangster A", - Moves = [[equipment.Fireball,66,100],[equipment.Freeze,33,66],[equipment.Bronze_Gauntlets,66,100],[equipment.Cut,33,66],[equipment.Sweep,0,33],[equipment.Flood,0,33]], - Weakness = ["Staff","Fire","Bow"], - Sprite = "gangster", - Level = 7, - EXP = 325, - Gold = 350, - ATK = 950, - MAG = 875, - HLG = 900, - DEF = 600, - RES = 525, - Max_HP = 1500, - Max_SP = 12500, - Max_Action_Count = 1, - Bio = "A gangster under Gangole, the leader\nof the Bandit Road Gang.", - Effects = [] + DisplayName="Gangster A", + Moves=[ + [equipment.Fireball, 66, 100], + [equipment.Freeze, 33, 66], + [equipment.Bronze_Gauntlets, 66, 100], + [equipment.Cut, 33, 66], + [equipment.Sweep, 0, 33], + [equipment.Flood, 0, 33], + ], + Weakness=["Staff", "Fire", "Bow"], + Sprite="gangster", + Level=7, + EXP=325, + Gold=350, + ATK=950, + MAG=875, + HLG=900, + DEF=600, + RES=525, + Max_HP=1500, + Max_SP=12500, + Max_Action_Count=1, + Bio="A gangster under Gangole, the leader\nof the Bandit Road Gang.", + Effects=[], ) Gangster_B = Enemy( - DisplayName = "Gangster B", - Moves = [[equipment.Fireball,66,100],[equipment.Freeze,33,66],[equipment.Bronze_Gauntlets,66,100],[equipment.Cut,33,66],[equipment.Sweep,0,33],[equipment.Flood,0,33]], - Weakness = ["Staff","Fire","Bow"], - Sprite = "gangster", - Level = 7, - EXP = 325, - Gold = 350, - ATK = 950, - MAG = 875, - HLG = 900, - DEF = 600, - RES = 525, - Max_HP = 1500, - Max_SP = 12500, - Max_Action_Count = 1, - Bio = "A gangster under Gangole, the leader\nof the Bandit Road Gang.", - Effects = [] + DisplayName="Gangster B", + Moves=[ + [equipment.Fireball, 66, 100], + [equipment.Freeze, 33, 66], + [equipment.Bronze_Gauntlets, 66, 100], + [equipment.Cut, 33, 66], + [equipment.Sweep, 0, 33], + [equipment.Flood, 0, 33], + ], + Weakness=["Staff", "Fire", "Bow"], + Sprite="gangster", + Level=7, + EXP=325, + Gold=350, + ATK=950, + MAG=875, + HLG=900, + DEF=600, + RES=525, + Max_HP=1500, + Max_SP=12500, + Max_Action_Count=1, + Bio="A gangster under Gangole, the leader\nof the Bandit Road Gang.", + Effects=[], ) Gangole = Enemy( - DisplayName = "Gangole", - Moves = [[equipment.Pew,98,100],[equipment.Spray,98,100],[equipment.Expensive_Cigar,95,98],[equipment.Pew,35,95],[equipment.Spray,35,95],[equipment.Expensive_Cigar,35,50],[equipment.Spinning_Chair,0,35],[equipment.Desperation_Shot,0,35],[equipment.Huffin,0,35]], - Weakness = ["Fists","Lance","Staff","Ice","Gun"], - Sprite = "gangole", - Level = 9, - EXP = 575, - Gold = 2000, - ATK = 900, - MAG = 900, - HLG = 25, - DEF = 300, - RES = 250, - Max_HP = 25000, - Max_SP = 69420, - Bio = "Leader of the Bandit Road Gang, and\nwielder of The 22XX, an ancient\nweapon from the pre-Finis era.", - Effects = [] + DisplayName="Gangole", + Moves=[ + [equipment.Pew, 98, 100], + [equipment.Spray, 98, 100], + [equipment.Expensive_Cigar, 95, 98], + [equipment.Pew, 35, 95], + [equipment.Spray, 35, 95], + [equipment.Expensive_Cigar, 35, 50], + [equipment.Spinning_Chair, 0, 35], + [equipment.Desperation_Shot, 0, 35], + [equipment.Huffin, 0, 35], + ], + Weakness=["Fists", "Lance", "Staff", "Ice", "Gun"], + Sprite="gangole", + Level=9, + EXP=575, + Gold=2000, + ATK=900, + MAG=900, + HLG=25, + DEF=300, + RES=250, + Max_HP=25000, + Max_SP=69420, + Bio="Leader of the Bandit Road Gang, and\nwielder of The 22XX, an ancient\nweapon from the pre-Finis era.", + Effects=[], ) Jeffy_Jimovans = Enemy( - DisplayName = "Jeffy Jimovans", - Moves = [[equipment.Bronze_Gauntlets,75,100],[equipment.Slash,0,75],[equipment.Stone_Staff,0,75],[equipment.Flood,0,25],[equipment.Long_Bow,0,25]], - Weakness = ["Sword","Fire","Gun"], - Sprite = "jeffy_jimovans", - Level = 8, - EXP = 500, - Gold = 450, - ATK = 750, - MAG = 750, - HLG = 900, - DEF = 325, - RES = 275, - Max_HP = 1500, - Max_SP = 1250, - Max_Action_Count = 3, - Bio = "Jeffy Jimovans is a high ranking member of the\nBandit Road Gang and has served the gang for\nmost of his life. He initally joined after he was\norphaned, rising through the ranks as a dedicated\nmember from a young age. He has developed a strong\nbrotherhood with Ersatz Humphrey, a fellow gang\nmember who he often hangs out with.", - Effects = [] + DisplayName="Jeffy Jimovans", + Moves=[ + [equipment.Bronze_Gauntlets, 75, 100], + [equipment.Slash, 0, 75], + [equipment.Stone_Staff, 0, 75], + [equipment.Flood, 0, 25], + [equipment.Long_Bow, 0, 25], + ], + Weakness=["Sword", "Fire", "Gun"], + Sprite="jeffy_jimovans", + Level=8, + EXP=500, + Gold=450, + ATK=750, + MAG=750, + HLG=900, + DEF=325, + RES=275, + Max_HP=1500, + Max_SP=1250, + Max_Action_Count=3, + Bio="Jeffy Jimovans is a high ranking member of the\nBandit Road Gang and has served the gang for\nmost of his life. He initally joined after he was\norphaned, rising through the ranks as a dedicated\nmember from a young age. He has developed a strong\nbrotherhood with Ersatz Humphrey, a fellow gang\nmember who he often hangs out with.", + Effects=[], ) Ersatz_Humphrey = Enemy( - DisplayName = "Ersatz Humphrey", - Moves = [[equipment.Impair,98,100],[equipment.Mana_Thurst,98,100],[equipment.Screwdriver_of_Fate,50,98],[equipment.Life_Transfer,50,98],[equipment.Mana_Thurst,0,50],[equipment.Impair,0,15]], - Weakness = ["Staff","Water"], - Sprite = "ersatz_humphrey", - Level = 8, - EXP = 500, - Gold = 500, - ATK = 875, - MAG = 875, - HLG = 875, - DEF = 400, - RES = 425, - Max_HP = 10000, - Max_SP = 99999, - Bio = "I really hope this guy gets a stupid\namount of lore after this battle.", - Effects = [] + DisplayName="Ersatz Humphrey", + Moves=[ + [equipment.Impair, 98, 100], + [equipment.Mana_Thurst, 98, 100], + [equipment.Screwdriver_of_Fate, 50, 98], + [equipment.Life_Transfer, 50, 98], + [equipment.Mana_Thurst, 0, 50], + [equipment.Impair, 0, 15], + ], + Weakness=["Staff", "Water"], + Sprite="ersatz_humphrey", + Level=8, + EXP=500, + Gold=500, + ATK=875, + MAG=875, + HLG=875, + DEF=400, + RES=425, + Max_HP=10000, + Max_SP=99999, + Bio="I really hope this guy gets a stupid\namount of lore after this battle.", + Effects=[], ) -if True: #Bandit Road Encounters - br_encounter1 = [[Crazy_Guy_A,Crazy_Guy_B,Crazy_Guy_C],"Normal"] - br_encounter2 = [[Gangster_A,Crazy_Guy_A,Crazy_Guy_B],"Normal"] - br_encounter3 = [[Crazy_Guy_A,Gangster_A,Gangster_B],"Normal"] - br_boss = [[Gangole,Ersatz_Humphrey,Jeffy_Jimovans],"Normal"] +if True: # Bandit Road Encounters + br_encounter1 = [[Crazy_Guy_A, Crazy_Guy_B, Crazy_Guy_C], "Normal"] + br_encounter2 = [[Gangster_A, Crazy_Guy_A, Crazy_Guy_B], "Normal"] + br_encounter3 = [[Crazy_Guy_A, Gangster_A, Gangster_B], "Normal"] + br_boss = [[Gangole, Ersatz_Humphrey, Jeffy_Jimovans], "Normal"] -if True: #Ricefield Realm Enemies +if True: # Ricefield Realm Enemies Point_Farmer_A = Enemy( - DisplayName = "Point Farmer A", - Moves = [[equipment.Pitchfork,0,100],[equipment.Irrigation,0,100],[equipment.Point_Harvest,0,99],[equipment.Bountiful,0,100]], - Weakness = ["Staff","Bow","Ice","Gun"], - Sprite = "point_farmer", - Level = 9, - EXP = 375, - Gold = 425, - ATK = 1100, - MAG = 1025, - HLG = 8, - DEF = 725, - RES = 650, - Max_HP = 1500, - Max_SP = 3500, - Max_Action_Count = 1, - Bio = "A simple point farmer, he harvests\npoints in the Ricefield Realm.", - Effects = [] + DisplayName="Point Farmer A", + Moves=[ + [equipment.Pitchfork, 0, 100], + [equipment.Irrigation, 0, 100], + [equipment.Point_Harvest, 0, 99], + [equipment.Bountiful, 0, 100], + ], + Weakness=["Staff", "Bow", "Ice", "Gun"], + Sprite="point_farmer", + Level=9, + EXP=375, + Gold=425, + ATK=1100, + MAG=1025, + HLG=8, + DEF=725, + RES=650, + Max_HP=1500, + Max_SP=3500, + Max_Action_Count=1, + Bio="A simple point farmer, he harvests\npoints in the Ricefield Realm.", + Effects=[], ) Point_Farmer_B = Enemy( - DisplayName = "Point Farmer B", - Moves = [[equipment.Pitchfork,0,100],[equipment.Irrigation,0,100],[equipment.Point_Harvest,0,100],[equipment.Bountiful,0,100]], - Weakness = ["Staff","Bow","Ice","Gun"], - Sprite = "point_farmer", - Level = 9, - EXP = 375, - Gold = 425, - ATK = 1100, - MAG = 1025, - HLG = 8, - DEF = 725, - RES = 650, - Max_HP = 1500, - Max_SP = 3500, - Max_Action_Count = 1, - Bio = "A simple point farmer, he harvests\npoints in the Ricefield Realm.", - Effects = [] + DisplayName="Point Farmer B", + Moves=[ + [equipment.Pitchfork, 0, 100], + [equipment.Irrigation, 0, 100], + [equipment.Point_Harvest, 0, 100], + [equipment.Bountiful, 0, 100], + ], + Weakness=["Staff", "Bow", "Ice", "Gun"], + Sprite="point_farmer", + Level=9, + EXP=375, + Gold=425, + ATK=1100, + MAG=1025, + HLG=8, + DEF=725, + RES=650, + Max_HP=1500, + Max_SP=3500, + Max_Action_Count=1, + Bio="A simple point farmer, he harvests\npoints in the Ricefield Realm.", + Effects=[], ) Bonus_Farmer_A = Enemy( - DisplayName = "Bonus Farmer A", - Moves = [[equipment.Heavy_Punch,51,100],[equipment.Pocket_Knife,51,100],[equipment.Speedy_Punch,0,50],[equipment.Arrgh,0,50]], - Weakness = ["Lance","Fire","Water","Gun"], - Sprite = "bonus_farmer", - Level = 9, - EXP = 400, - Gold = 475, - ATK = 1125, - MAG = 950, - HLG = 3, - DEF = 925, - RES = 450, - Max_HP = 1750, - Max_SP = 3000, - Max_Action_Count = 2, - Bio = "Bonus Farmers, they're not as popular as\nthe basic Point Farmers, but they're\njust as cool, if not cooler.", - Effects = [] + DisplayName="Bonus Farmer A", + Moves=[ + [equipment.Heavy_Punch, 51, 100], + [equipment.Pocket_Knife, 51, 100], + [equipment.Speedy_Punch, 0, 50], + [equipment.Arrgh, 0, 50], + ], + Weakness=["Lance", "Fire", "Water", "Gun"], + Sprite="bonus_farmer", + Level=9, + EXP=400, + Gold=475, + ATK=1125, + MAG=950, + HLG=3, + DEF=925, + RES=450, + Max_HP=1750, + Max_SP=3000, + Max_Action_Count=2, + Bio="Bonus Farmers, they're not as popular as\nthe basic Point Farmers, but they're\njust as cool, if not cooler.", + Effects=[], ) Bonus_Farmer_B = Enemy( - DisplayName = "Bonus Farmer B", - Moves = [[equipment.Heavy_Punch,51,100],[equipment.Pocket_Knife,51,100],[equipment.Speedy_Punch,0,50],[equipment.Arrgh,0,50]], - Weakness = ["Lance","Fire","Water","Gun"], - Sprite = "bonus_farmer", - Level = 9, - EXP = 400, - Gold = 475, - ATK = 1125, - MAG = 950, - HLG = 3, - DEF = 925, - RES = 450, - Max_HP = 1750, - Max_SP = 3000, - Max_Action_Count = 2, - Bio = "Bonus Farmers, they're not as popular as\nthe basic Point Farmers, but they're\njust as cool, if not cooler.", - Effects = [] + DisplayName="Bonus Farmer B", + Moves=[ + [equipment.Heavy_Punch, 51, 100], + [equipment.Pocket_Knife, 51, 100], + [equipment.Speedy_Punch, 0, 50], + [equipment.Arrgh, 0, 50], + ], + Weakness=["Lance", "Fire", "Water", "Gun"], + Sprite="bonus_farmer", + Level=9, + EXP=400, + Gold=475, + ATK=1125, + MAG=950, + HLG=3, + DEF=925, + RES=450, + Max_HP=1750, + Max_SP=3000, + Max_Action_Count=2, + Bio="Bonus Farmers, they're not as popular as\nthe basic Point Farmers, but they're\njust as cool, if not cooler.", + Effects=[], ) Omega_Point_Farmer_A = Enemy( - DisplayName = "Omega Point Farmer A", - Moves = [[equipment.Fire_Trick,0,100],[equipment.Douse,0,100],[equipment.Ice_Cube,0,100],[equipment.Recover,0,100],[equipment.Bet,51,100],[equipment.Raise,0,50]], - Weakness = ["Fists","Sword","Lance","Bow"], - Sprite = "omega_point_farmer", - Level = 9, - EXP = 550, - Gold = 500, - ATK = 875, - MAG = 1150, - HLG = 3, - DEF = 725, - RES = 1000, - Max_HP = 1925, - Max_SP = 4250, - Max_Action_Count = 2, - Bio = "A rare kind of Point Farmer, trained\nat The Shadow Market and The Point Casino.", - Effects = [] + DisplayName="Omega Point Farmer A", + Moves=[ + [equipment.Fire_Trick, 0, 100], + [equipment.Douse, 0, 100], + [equipment.Ice_Cube, 0, 100], + [equipment.Recover, 0, 100], + [equipment.Bet, 51, 100], + [equipment.Raise, 0, 50], + ], + Weakness=["Fists", "Sword", "Lance", "Bow"], + Sprite="omega_point_farmer", + Level=9, + EXP=550, + Gold=500, + ATK=875, + MAG=1150, + HLG=3, + DEF=725, + RES=1000, + Max_HP=1925, + Max_SP=4250, + Max_Action_Count=2, + Bio="A rare kind of Point Farmer, trained\nat The Shadow Market and The Point Casino.", + Effects=[], ) Hyper_Final_Assassin_Ultra = Enemy( - DisplayName = "Hyper Final Assassin Ultra", - Moves = [[equipment.Await,99,100],[equipment.Burst_Slash_X,85,99],[equipment.Burst_Slash_Y,85,99],[equipment.Await,65,85],[equipment.Umbral_Vociferation,65,85],[equipment.Burst_Slash_Z,0,65],[equipment.Burst_Slash_A,0,65]], - Weakness = ["Staff", "Bow","Water"], - Sprite = "hyper_final_assassin_ultra", - Level = 12, - EXP = 1000, - Gold = 6500, - ATK = 1250, - MAG = 1250, - HLG = 10, - DEF = 500, - RES = 500, - Max_HP = 150000, - Max_SP = 10000, - Max_Action_Count = 1, - Bio = "Hyper Final Assassin Ultra (HFAU) is\nan elite warrior raised in the toils of war.", - Effects = [] + DisplayName="Hyper Final Assassin Ultra", + Moves=[ + [equipment.Await, 99, 100], + [equipment.Burst_Slash_X, 85, 99], + [equipment.Burst_Slash_Y, 85, 99], + [equipment.Await, 65, 85], + [equipment.Umbral_Vociferation, 65, 85], + [equipment.Burst_Slash_Z, 0, 65], + [equipment.Burst_Slash_A, 0, 65], + ], + Weakness=["Staff", "Bow", "Water"], + Sprite="hyper_final_assassin_ultra", + Level=12, + EXP=1000, + Gold=6500, + ATK=1250, + MAG=1250, + HLG=10, + DEF=500, + RES=500, + Max_HP=150000, + Max_SP=10000, + Max_Action_Count=1, + Bio="Hyper Final Assassin Ultra (HFAU) is\nan elite warrior raised in the toils of war.", + Effects=[], ) -if True: #Ricefield Realm Encounters - rr_encounter1 = [[Bonus_Farmer_A,Point_Farmer_A,Point_Farmer_B],"Normal"] - rr_encounter2 = [[Bonus_Farmer_A,Bonus_Farmer_B,Point_Farmer_A],"Normal"] - rr_encounter3 = [[Omega_Point_Farmer_A,Point_Farmer_A],"Normal"] - rr_boss = [[Hyper_Final_Assassin_Ultra],"Big"] +if True: # Ricefield Realm Encounters + rr_encounter1 = [[Bonus_Farmer_A, Point_Farmer_A, Point_Farmer_B], "Normal"] + rr_encounter2 = [[Bonus_Farmer_A, Bonus_Farmer_B, Point_Farmer_A], "Normal"] + rr_encounter3 = [[Omega_Point_Farmer_A, Point_Farmer_A], "Normal"] + rr_boss = [[Hyper_Final_Assassin_Ultra], "Big"] -if True: #Metalimnion Enemies +if True: # Metalimnion Enemies Radical_Warper = Enemy( - DisplayName = "Radical Warper", - Moves = [[equipment.Skateboard,0,100],[equipment.Boombox,0,100]], - Weakness = ["Sword","Bow","Water","Gun"], - Sprite = "radical_warper2", - Level = 13, - EXP = 350, - Gold = 900, - ATK = 1100, - MAG = 1025, - HLG = 8, - DEF = 750, - RES = 700, - Max_HP = 2500, - Max_SP = 500, - Max_Action_Count = 1, - Bio = "He's more radical at warping than\nyou are.", - Effects = [] + DisplayName="Radical Warper", + Moves=[[equipment.Skateboard, 0, 100], [equipment.Boombox, 0, 100]], + Weakness=["Sword", "Bow", "Water", "Gun"], + Sprite="radical_warper2", + Level=13, + EXP=350, + Gold=900, + ATK=1100, + MAG=1025, + HLG=8, + DEF=750, + RES=700, + Max_HP=2500, + Max_SP=500, + Max_Action_Count=1, + Bio="He's more radical at warping than\nyou are.", + Effects=[], ) Picky_Jimmy = Enemy( - DisplayName = "Picky Jimmy", - Moves = [[equipment.Comically_Large_Pick,50,100],[equipment.Epic_Guitar_Riff,0,50]], - Weakness = ["Fists","Lance","Ice","Gun"], - Sprite = "picky_jimmy", - Level = 13, - EXP = 425, - Gold = 7, - ATK = 1100, - MAG = 1025, - HLG = 10, - DEF = 725, - RES = 725, - Max_HP = 2250, - Max_SP = 500, - Max_Action_Count = 1, - Bio = "Picky Jimmy is currently high on weed.", - Effects = [] + DisplayName="Picky Jimmy", + Moves=[ + [equipment.Comically_Large_Pick, 50, 100], + [equipment.Epic_Guitar_Riff, 0, 50], + ], + Weakness=["Fists", "Lance", "Ice", "Gun"], + Sprite="picky_jimmy", + Level=13, + EXP=425, + Gold=7, + ATK=1100, + MAG=1025, + HLG=10, + DEF=725, + RES=725, + Max_HP=2250, + Max_SP=500, + Max_Action_Count=1, + Bio="Picky Jimmy is currently high on weed.", + Effects=[], ) Gunman_Greg = Enemy( - DisplayName = "Gunman Greg", - Moves = [[equipment.Pew_Pew,0,100],[equipment.Silver_Gauntlets,0,100]], - Weakness = ["Sword","Staff","Bow","Fire"], - Sprite = "gunman_greg", - Level = 13, - EXP = 400, - Gold = 700, - ATK = 1400, - MAG = 1025, - HLG = 9, - DEF = 775, - RES = 700, - Max_HP = 2500, - Max_SP = 500, - Max_Action_Count = 1, - Bio = "Warper, Picky, and Greg make up an\nindie rock band called The Metalimnioners.\nPicky plays the guitar, Warper plays a cassette,\nand Greg plays with a gun.", - Effects = [] + DisplayName="Gunman Greg", + Moves=[[equipment.Pew_Pew, 0, 100], [equipment.Silver_Gauntlets, 0, 100]], + Weakness=["Sword", "Staff", "Bow", "Fire"], + Sprite="gunman_greg", + Level=13, + EXP=400, + Gold=700, + ATK=1400, + MAG=1025, + HLG=9, + DEF=775, + RES=700, + Max_HP=2500, + Max_SP=500, + Max_Action_Count=1, + Bio="Warper, Picky, and Greg make up an\nindie rock band called The Metalimnioners.\nPicky plays the guitar, Warper plays a cassette,\nand Greg plays with a gun.", + Effects=[], ) New_Link_Shielded = Enemy( - DisplayName = "The New Link", - Moves = [[equipment.Missile,0,100]], - Weakness = ["Ultimate Weapon"], - Sprite = "the_new_link", - Level = 21, - EXP = 450, - Gold = 5000, - ATK = 50000, - MAG = 50000, - HLG = 999999, - DEF = 9999999, - RES = 9999999, - Max_HP = 999999, - Current_SP = 999999, - Max_SP = 999999, - Bio = "The New Link.", - Effects = [], - Max_Action_Count = 2 + DisplayName="The New Link", + Moves=[[equipment.Missile, 0, 100]], + Weakness=["Ultimate Weapon"], + Sprite="the_new_link", + Level=21, + EXP=450, + Gold=5000, + ATK=50000, + MAG=50000, + HLG=999999, + DEF=9999999, + RES=9999999, + Max_HP=999999, + Current_SP=999999, + Max_SP=999999, + Bio="The New Link.", + Effects=[], + Max_Action_Count=2, ) New_Link_No_Shield = Enemy( - DisplayName = "The New Link", - Moves = [[equipment.Slash,90,100],[equipment.Pierce,90,100],[equipment.Snipe,90,100],[equipment.Holy_Staff,90,100],[equipment.Torrent,90,100],[equipment.Soul_Banishment,80,90],[equipment.Plus,45,90],[equipment.Minus,45,90],[equipment.Drain,45,90],[equipment.Revitalize,45,79],[equipment.Bombard,0,80],[equipment.Soul_Banishment,20,44],[equipment.Gigaboost,0,50]], - Weakness = ["Fists","Bow","Fire","Ice","Ultimate Weapon"], - Sprite = "the_new_link", - Level = 21, - EXP = 1000, - Gold = 25000, - ATK = 12000, - MAG = 12000, - HLG = 30, - DEF = 2750, - RES = 2750, - Max_HP = 100000, - Current_SP = 5000, - Max_SP = 5000, - Bio = "The New Link.", - Effects = [], - Max_Action_Count = 8 + DisplayName="The New Link", + Moves=[ + [equipment.Slash, 90, 100], + [equipment.Pierce, 90, 100], + [equipment.Snipe, 90, 100], + [equipment.Holy_Staff, 90, 100], + [equipment.Torrent, 90, 100], + [equipment.Soul_Banishment, 80, 90], + [equipment.Plus, 45, 90], + [equipment.Minus, 45, 90], + [equipment.Drain, 45, 90], + [equipment.Revitalize, 45, 79], + [equipment.Bombard, 0, 80], + [equipment.Soul_Banishment, 20, 44], + [equipment.Gigaboost, 0, 50], + ], + Weakness=["Fists", "Bow", "Fire", "Ice", "Ultimate Weapon"], + Sprite="the_new_link", + Level=21, + EXP=1000, + Gold=25000, + ATK=12000, + MAG=12000, + HLG=30, + DEF=2750, + RES=2750, + Max_HP=100000, + Current_SP=5000, + Max_SP=5000, + Bio="The New Link.", + Effects=[], + Max_Action_Count=8, ) -if True: #Metalimnion Encounters - mboss1 = [[Radical_Warper,Picky_Jimmy,Gunman_Greg],"Normal"] - new_link_boss1 = [[New_Link_Shielded],"Big"] - new_link_boss2 = [[New_Link_No_Shield],"Big"] +if True: # Metalimnion Encounters + mboss1 = [[Radical_Warper, Picky_Jimmy, Gunman_Greg], "Normal"] + new_link_boss1 = [[New_Link_Shielded], "Big"] + new_link_boss2 = [[New_Link_No_Shield], "Big"] -if True: #Labyrinth of Binding Enemies: +if True: # Labyrinth of Binding Enemies: Skeleton_Soldier_A = Enemy( - DisplayName = "Skeleton Soldier A", - Moves = [[equipment.Pierce,0,100]], - Weakness = ["Bow","Staff","Fire"], - Sprite = "skeleton_soldier", - Level = 13, - EXP = 350, - Gold = 525, - ATK = 4750, - MAG = 3275, - HLG = 9, - DEF = 850, - RES = 900, - Max_HP = 3000, - Max_SP = 1000, - Max_Action_Count = 1, - Bio = "A skeleton that was reanimated to\nbe a soldier guarding something.", - Effects = [] + DisplayName="Skeleton Soldier A", + Moves=[[equipment.Pierce, 0, 100]], + Weakness=["Bow", "Staff", "Fire"], + Sprite="skeleton_soldier", + Level=13, + EXP=350, + Gold=525, + ATK=4750, + MAG=3275, + HLG=9, + DEF=850, + RES=900, + Max_HP=3000, + Max_SP=1000, + Max_Action_Count=1, + Bio="A skeleton that was reanimated to\nbe a soldier guarding something.", + Effects=[], ) Skel_Floater_A = Enemy( - DisplayName = "Skel-Floater A", - Moves = [[equipment.Inferno,0,100],[equipment.Skull_Flame,0,100],[equipment.Skel_Boost,0,100],[equipment.Healing_Aura,0,75]], - Weakness = ["Fists","Lance","Gun"], - Sprite = "skel-floater", - Level = 13, - EXP = 325, - Gold = 500, - ATK = 3250, - MAG = 3550, - HLG = 12, - DEF = 725, - RES = 775, - Max_HP = 2000, - Max_SP = 1500, - Max_Action_Count = 2, - Bio = "A reanimated skull that's flying in the air.", - Effects = [] + DisplayName="Skel-Floater A", + Moves=[ + [equipment.Inferno, 0, 100], + [equipment.Skull_Flame, 0, 100], + [equipment.Skel_Boost, 0, 100], + [equipment.Healing_Aura, 0, 75], + ], + Weakness=["Fists", "Lance", "Gun"], + Sprite="skel-floater", + Level=13, + EXP=325, + Gold=500, + ATK=3250, + MAG=3550, + HLG=12, + DEF=725, + RES=775, + Max_HP=2000, + Max_SP=1500, + Max_Action_Count=2, + Bio="A reanimated skull that's flying in the air.", + Effects=[], ) Skel_Floater_B = Enemy( - DisplayName = "Skel-Floater A", - Moves = [[equipment.Inferno,0,100],[equipment.Skull_Flame,0,100],[equipment.Skel_Boost,0,100],[equipment.Healing_Aura,0,75]], - Weakness = ["Fists","Lance","Gun"], - Sprite = "skel-floater", - Level = 13, - EXP = 325, - Gold = 500, - ATK = 3250, - MAG = 3550, - HLG = 12, - DEF = 725, - RES = 775, - Max_HP = 2000, - Max_SP = 1500, - Max_Action_Count = 2, - Bio = "A reanimated skull that's flying in the air.", - Effects = [] + DisplayName="Skel-Floater A", + Moves=[ + [equipment.Inferno, 0, 100], + [equipment.Skull_Flame, 0, 100], + [equipment.Skel_Boost, 0, 100], + [equipment.Healing_Aura, 0, 75], + ], + Weakness=["Fists", "Lance", "Gun"], + Sprite="skel-floater", + Level=13, + EXP=325, + Gold=500, + ATK=3250, + MAG=3550, + HLG=12, + DEF=725, + RES=775, + Max_HP=2000, + Max_SP=1500, + Max_Action_Count=2, + Bio="A reanimated skull that's flying in the air.", + Effects=[], ) Skulsorer_A = Enemy( - DisplayName = "Skulsorer A", - Moves = [[equipment.Cryoablate,0,100],[equipment.Skull_Frost,0,100],[equipment.Necrobsorber,0,100],[equipment.Healing_Aura,0,75]], - Weakness = ["Lance","Staff","Bow","Fire"], - Sprite = "skulsorer", - Level = 13, - EXP = 425, - Gold = 625, - ATK = 3425, - MAG = 3575, - HLG = 13, - DEF = 725, - RES = 800, - Max_HP = 7500, - Max_SP = 7500, - Max_Action_Count = 2, - Bio = "A sorcerer skeleton. Kind of cool.", - Effects = [] + DisplayName="Skulsorer A", + Moves=[ + [equipment.Cryoablate, 0, 100], + [equipment.Skull_Frost, 0, 100], + [equipment.Necrobsorber, 0, 100], + [equipment.Healing_Aura, 0, 75], + ], + Weakness=["Lance", "Staff", "Bow", "Fire"], + Sprite="skulsorer", + Level=13, + EXP=425, + Gold=625, + ATK=3425, + MAG=3575, + HLG=13, + DEF=725, + RES=800, + Max_HP=7500, + Max_SP=7500, + Max_Action_Count=2, + Bio="A sorcerer skeleton. Kind of cool.", + Effects=[], ) Shield_Skelly_A = Enemy( - DisplayName = "Shield Skelly A", - Moves = [[equipment.Slash,0,100]], - Weakness = ["Lance","Staff","Fire","Ice","Gun"], - Sprite = "shield_skelly", - Level = 13, - EXP = 350, - Gold = 525, - ATK = 4750, - MAG = 3275, - HLG = 9, - DEF = 3750, - RES = 600, - Max_HP = 3000, - Max_SP = 1000, - Max_Action_Count = 1, - Bio = "It has a very strong shield, trust me.", - Effects = [] + DisplayName="Shield Skelly A", + Moves=[[equipment.Slash, 0, 100]], + Weakness=["Lance", "Staff", "Fire", "Ice", "Gun"], + Sprite="shield_skelly", + Level=13, + EXP=350, + Gold=525, + ATK=4750, + MAG=3275, + HLG=9, + DEF=3750, + RES=600, + Max_HP=3000, + Max_SP=1000, + Max_Action_Count=1, + Bio="It has a very strong shield, trust me.", + Effects=[], ) Shield_Skelly_B = Enemy( - DisplayName = "Shield Skelly B", - Moves = [[equipment.Slash,0,100]], - Weakness = ["Lance","Fire","Water","Gun"], - Sprite = "shield_skelly", - Level = 13, - EXP = 350, - Gold = 525, - ATK = 5250, - MAG = 2500, - HLG = 9, - DEF = 15250, - RES = 600, - Max_HP = 3000, - Max_SP = 1000, - Max_Action_Count = 1, - Bio = "It has a very strong shield, trust me.", - Effects = [] + DisplayName="Shield Skelly B", + Moves=[[equipment.Slash, 0, 100]], + Weakness=["Lance", "Fire", "Water", "Gun"], + Sprite="shield_skelly", + Level=13, + EXP=350, + Gold=525, + ATK=5250, + MAG=2500, + HLG=9, + DEF=15250, + RES=600, + Max_HP=3000, + Max_SP=1000, + Max_Action_Count=1, + Bio="It has a very strong shield, trust me.", + Effects=[], ) Eidola = Enemy( - DisplayName = "Eidola", - Moves = [[equipment.Skull_Flame,50,100],[equipment.Skull_Frost,50,100],[equipment.Necrobsorber,50,100],[equipment.Soul_Banishment,0,50]], - Weakness = ["Fist","Sword","Gun"], - Sprite = "eidola", - Level = 16, - EXP = 1200, - Gold = 4500, - ATK = 17500, - MAG = 17500, - HLG = 16, - DEF = 2500, - RES = 12500, - Max_HP = 25000, - Max_SP = 5000, - Max_Action_Count = 2, - Bio = "Eidola is an extremely powerful\nnecromancer that took control of\nthe Labyrinth of Binding.", - Effects = [] + DisplayName="Eidola", + Moves=[ + [equipment.Skull_Flame, 50, 100], + [equipment.Skull_Frost, 50, 100], + [equipment.Necrobsorber, 50, 100], + [equipment.Soul_Banishment, 0, 50], + ], + Weakness=["Fist", "Sword", "Gun"], + Sprite="eidola", + Level=16, + EXP=1200, + Gold=4500, + ATK=17500, + MAG=17500, + HLG=16, + DEF=2500, + RES=12500, + Max_HP=25000, + Max_SP=5000, + Max_Action_Count=2, + Bio="Eidola is an extremely powerful\nnecromancer that took control of\nthe Labyrinth of Binding.", + Effects=[], ) Raidiole = Enemy( - DisplayName = "Raidiole", - Moves = [[equipment.Piercing_Shot,75,100],[equipment.Spikey_Spray,75,100],[equipment.Incite_Fear,0,90],[equipment.Metaphysical_Bullet,0,75],[equipment.Flaming_Shot,0,75],[equipment.Magic_Shot,0,75],[equipment.Staves_Spray,0,75]], - Weakness = ["Sword","Ice","Gun"], - Sprite = "raidiole", - Level = 16, - EXP = 1200, - Gold = 4500, - ATK = 17500, - MAG = 17500, - HLG = 18, - DEF = 3250, - RES = 3250, - Max_HP = 25000, - Max_SP = 15000, - Max_Action_Count = 3.5, - Bio = "Raidiole is a commander in the Empire\nof Eviole, and wishes to obtain\nthe Holy Cards before Protipole, probably\nfor evil reasons.", - Effects = [] + DisplayName="Raidiole", + Moves=[ + [equipment.Piercing_Shot, 75, 100], + [equipment.Spikey_Spray, 75, 100], + [equipment.Incite_Fear, 0, 90], + [equipment.Metaphysical_Bullet, 0, 75], + [equipment.Flaming_Shot, 0, 75], + [equipment.Magic_Shot, 0, 75], + [equipment.Staves_Spray, 0, 75], + ], + Weakness=["Sword", "Ice", "Gun"], + Sprite="raidiole", + Level=16, + EXP=1200, + Gold=4500, + ATK=17500, + MAG=17500, + HLG=18, + DEF=3250, + RES=3250, + Max_HP=25000, + Max_SP=15000, + Max_Action_Count=3.5, + Bio="Raidiole is a commander in the Empire\nof Eviole, and wishes to obtain\nthe Holy Cards before Protipole, probably\nfor evil reasons.", + Effects=[], ) -if True: #Labyrinth of Binding Encounters - lob_encounter1 = [[Skeleton_Soldier_A,Skel_Floater_A,Skel_Floater_B],"Normal"] - lob_encounter2 = [[Skulsorer_A,Shield_Skelly_A,Shield_Skelly_B],"Normal"] - lob_boss1 = [[Eidola,Shield_Skelly_A,Shield_Skelly_B],"Normal"] - lob_boss2 = [[Raidiole],"Big"] +if True: # Labyrinth of Binding Encounters + lob_encounter1 = [[Skeleton_Soldier_A, Skel_Floater_A, Skel_Floater_B], "Normal"] + lob_encounter2 = [[Skulsorer_A, Shield_Skelly_A, Shield_Skelly_B], "Normal"] + lob_boss1 = [[Eidola, Shield_Skelly_A, Shield_Skelly_B], "Normal"] + lob_boss2 = [[Raidiole], "Big"] -if True: #Alter Realm Enemies: +if True: # Alter Realm Enemies: Aqua = Enemy( - DisplayName = "Mirrored A", - Moves = [[equipment.Torrent,0,100],[equipment.Slash,0,100],[equipment.Flood,0,100]], - Weakness = ["Lance","Bow","Ice","Gun"], - Sprite = "aqua", - Level = 17, - EXP = 400, - Gold = 750, - ATK = 9500, - MAG = 9500, - HLG = 75, - DEF = 2500, - RES = 1750, - Max_HP = 2500, - Current_SP = 5000, - Max_SP = 5000, - Bio = "The Tale of the Infinity Realm: Expedition.", - Effects = [], - Max_Action_Count = 3 + DisplayName="Mirrored A", + Moves=[ + [equipment.Torrent, 0, 100], + [equipment.Slash, 0, 100], + [equipment.Flood, 0, 100], + ], + Weakness=["Lance", "Bow", "Ice", "Gun"], + Sprite="aqua", + Level=17, + EXP=400, + Gold=750, + ATK=9500, + MAG=9500, + HLG=75, + DEF=2500, + RES=1750, + Max_HP=2500, + Current_SP=5000, + Max_SP=5000, + Bio="The Tale of the Infinity Realm: Expedition.", + Effects=[], + Max_Action_Count=3, ) Lead = Enemy( - DisplayName = "Mirrored B", - Moves = [[equipment.Fire_Card,0,100],[equipment.Water_Card,0,100],[equipment.Ice_Card,0,100]], - Weakness = ["Fists","Staff","Water","Gun"], - Sprite = "lead", - Level = 17, - EXP = 300, - Gold = 750, - ATK = 19000, - MAG = 19000, - HLG = 175, - DEF = 2000, - RES = 2000, - Max_HP = 3000, - Current_SP = 7500, - Max_SP = 7500, - Bio = "Bipole III: Conspiracy of the Mechanical Entity.", - Effects = [], - Max_Action_Count = 5 + DisplayName="Mirrored B", + Moves=[ + [equipment.Fire_Card, 0, 100], + [equipment.Water_Card, 0, 100], + [equipment.Ice_Card, 0, 100], + ], + Weakness=["Fists", "Staff", "Water", "Gun"], + Sprite="lead", + Level=17, + EXP=300, + Gold=750, + ATK=19000, + MAG=19000, + HLG=175, + DEF=2000, + RES=2000, + Max_HP=3000, + Current_SP=7500, + Max_SP=7500, + Bio="Bipole III: Conspiracy of the Mechanical Entity.", + Effects=[], + Max_Action_Count=5, ) Fael = Enemy( - DisplayName = "Mirrored C", - Moves = [[equipment.Snipe,0,100],[equipment.Recover,0,100]], - Weakness = ["Fists","Sword","Lance","Staff","Fire"], - Sprite = "fael", - Level = 17, - EXP = 300, - Gold = 750, - ATK = 9500, - MAG = 9500, - HLG = 100, - DEF = 1500, - RES = 2000, - Max_HP = 2500, - Current_SP = 5000, - Max_SP = 5000, - Bio = "Bipole IV: Liberation of Xuir.", - Effects = [], - Max_Action_Count = 3 + DisplayName="Mirrored C", + Moves=[[equipment.Snipe, 0, 100], [equipment.Recover, 0, 100]], + Weakness=["Fists", "Sword", "Lance", "Staff", "Fire"], + Sprite="fael", + Level=17, + EXP=300, + Gold=750, + ATK=9500, + MAG=9500, + HLG=100, + DEF=1500, + RES=2000, + Max_HP=2500, + Current_SP=5000, + Max_SP=5000, + Bio="Bipole IV: Liberation of Xuir.", + Effects=[], + Max_Action_Count=3, ) Neville_ZX = Enemy( - DisplayName = "Mirrored A", - Moves = [[equipment.Hot_Glue_Gun,0,100],[equipment.Nolmech_Blast,0,100],[equipment.ZXer,0,100]], - Weakness = ["Fists","Sword","Staff","Water"], - Sprite = "neville_zx", - Level = 17, - EXP = 400, - Gold = 750, - ATK = 9500, - MAG = 9500, - HLG = 125, - DEF = 2750, - RES = 1500, - Max_HP = 3000, - Current_SP = 5000, - Max_SP = 5000, - Bio = "The Hand of the Neville Prophecy.", - Effects = [], - Max_Action_Count = 3 + DisplayName="Mirrored A", + Moves=[ + [equipment.Hot_Glue_Gun, 0, 100], + [equipment.Nolmech_Blast, 0, 100], + [equipment.ZXer, 0, 100], + ], + Weakness=["Fists", "Sword", "Staff", "Water"], + Sprite="neville_zx", + Level=17, + EXP=400, + Gold=750, + ATK=9500, + MAG=9500, + HLG=125, + DEF=2750, + RES=1500, + Max_HP=3000, + Current_SP=5000, + Max_SP=5000, + Bio="The Hand of the Neville Prophecy.", + Effects=[], + Max_Action_Count=3, ) Protag = Enemy( - DisplayName = "Mirrored B", - Moves = [[equipment.Red_Card,0,100],[equipment.Question,0,100]], - Weakness = ["Sword","Bow","Fire","Ice","Gun"], - Sprite = "protag", - Level = 17, - EXP = 300, - Gold = 750, - ATK = 11000, - MAG = 11000, - HLG = 75, - DEF = 1750, - RES = 1750, - Max_HP = 2500, - Current_SP = 5000, - Max_SP = 5000, - Bio = "Bipole R-XXI: Trials The First Chapter.", - Effects = [], - Max_Action_Count = 4 + DisplayName="Mirrored B", + Moves=[[equipment.Red_Card, 0, 100], [equipment.Question, 0, 100]], + Weakness=["Sword", "Bow", "Fire", "Ice", "Gun"], + Sprite="protag", + Level=17, + EXP=300, + Gold=750, + ATK=11000, + MAG=11000, + HLG=75, + DEF=1750, + RES=1750, + Max_HP=2500, + Current_SP=5000, + Max_SP=5000, + Bio="Bipole R-XXI: Trials The First Chapter.", + Effects=[], + Max_Action_Count=4, ) Erif = Enemy( - DisplayName = "Mirrored C", - Moves = [[equipment.Flame_Blade,0,100],[equipment.Fire_Blast,0,100],[equipment.Recover,0,100]], - Weakness = ["Fists","Bow","Staff","Water","Gun"], - Sprite = "erif", - Level = 17, - EXP = 300, - Gold = 750, - ATK = 10250, - MAG = 10250, - HLG = 25, - DEF = 1500, - RES = 1500, - Max_HP = 2500, - Current_SP = 5000, - Max_SP = 5000, - Bio = "Bipole IV: Liberation of Xuir.", - Effects = [], - Max_Action_Count = 4 + DisplayName="Mirrored C", + Moves=[ + [equipment.Flame_Blade, 0, 100], + [equipment.Fire_Blast, 0, 100], + [equipment.Recover, 0, 100], + ], + Weakness=["Fists", "Bow", "Staff", "Water", "Gun"], + Sprite="erif", + Level=17, + EXP=300, + Gold=750, + ATK=10250, + MAG=10250, + HLG=25, + DEF=1500, + RES=1500, + Max_HP=2500, + Current_SP=5000, + Max_SP=5000, + Bio="Bipole IV: Liberation of Xuir.", + Effects=[], + Max_Action_Count=4, ) Egam = Enemy( - DisplayName = "Mirrored A", - Moves = [[equipment.Attack_Shield,0,100],[equipment.Magic_Shield,0,100],[equipment.Fire_Blast,0,100],[equipment.Congeal,0,100],[equipment.Hydro,0,100]], - Weakness = ["Fists","Sword","Lance","Gun"], - Sprite = "egam", - Level = 17, - EXP = 400, - Gold = 750, - ATK = 9750, - MAG = 10250, - HLG = 25, - DEF = 1500, - RES = 2250, - Max_HP = 2750, - Current_SP = 7500, - Max_SP = 7500, - Bio = "Bipole R-XV: Battle Simple.", - Effects = [], - Max_Action_Count = 5 + DisplayName="Mirrored A", + Moves=[ + [equipment.Attack_Shield, 0, 100], + [equipment.Magic_Shield, 0, 100], + [equipment.Fire_Blast, 0, 100], + [equipment.Congeal, 0, 100], + [equipment.Hydro, 0, 100], + ], + Weakness=["Fists", "Sword", "Lance", "Gun"], + Sprite="egam", + Level=17, + EXP=400, + Gold=750, + ATK=9750, + MAG=10250, + HLG=25, + DEF=1500, + RES=2250, + Max_HP=2750, + Current_SP=7500, + Max_SP=7500, + Bio="Bipole R-XV: Battle Simple.", + Effects=[], + Max_Action_Count=5, ) Infinity = Enemy( - DisplayName = "Mirrored C", - Moves = [[equipment.Infinite_Blade,50,100],[equipment.Infinite_Blade_X,0,100],[equipment.Infinite_Blade_Y,0,50]], - Weakness = ["Fists","Lance","Bow","Staff","Gun"], - Sprite = "infinity", - Level = 17, - EXP = 300, - Gold = 750, - ATK = 9750, - MAG = 9750, - HLG = 20, - DEF = 1500, - RES = 1500, - Max_HP = 2500, - Current_SP = 5000, - Max_SP = 5000, - Bio = "The Tale of the Infinity Realm: Expedition.", - Effects = [], - Max_Action_Count = 4 + DisplayName="Mirrored C", + Moves=[ + [equipment.Infinite_Blade, 50, 100], + [equipment.Infinite_Blade_X, 0, 100], + [equipment.Infinite_Blade_Y, 0, 50], + ], + Weakness=["Fists", "Lance", "Bow", "Staff", "Gun"], + Sprite="infinity", + Level=17, + EXP=300, + Gold=750, + ATK=9750, + MAG=9750, + HLG=20, + DEF=1500, + RES=1500, + Max_HP=2500, + Current_SP=5000, + Max_SP=5000, + Bio="The Tale of the Infinity Realm: Expedition.", + Effects=[], + Max_Action_Count=4, ) Quest = Enemy( - DisplayName = "Mirrored B", - Moves = [[equipment.Inferno,0,100],[equipment.Cryoablate,0,100],[equipment.Torrent,0,100],[equipment.Healing_Aura,0,100]], - Weakness = ["Fists","Lance","Bow","Staff","Gun"], - Sprite = "quest", - Level = 17, - EXP = 300, - Gold = 750, - ATK = 12500, - MAG = 12500, - HLG = 20, - DEF = 1250, - RES = 1750, - Max_HP = 2250, - Current_SP = 5000, - Max_SP = 5000, - Bio = "Neville OS/Bipole R-XIX: Quest.", - Effects = [], - Max_Action_Count = 3 + DisplayName="Mirrored B", + Moves=[ + [equipment.Inferno, 0, 100], + [equipment.Cryoablate, 0, 100], + [equipment.Torrent, 0, 100], + [equipment.Healing_Aura, 0, 100], + ], + Weakness=["Fists", "Lance", "Bow", "Staff", "Gun"], + Sprite="quest", + Level=17, + EXP=300, + Gold=750, + ATK=12500, + MAG=12500, + HLG=20, + DEF=1250, + RES=1750, + Max_HP=2250, + Current_SP=5000, + Max_SP=5000, + Bio="Neville OS/Bipole R-XIX: Quest.", + Effects=[], + Max_Action_Count=3, ) -if True: #Alter Realm Encounters - ar_encounter1 = [[Aqua,Lead,Fael],"Normal"] - ar_encounter2 = [[Neville_ZX,Protag,Erif],"Normal"] - ar_encounter3 = [[Egam,Quest,Infinity],"Normal"] - +if True: # Alter Realm Encounters + ar_encounter1 = [[Aqua, Lead, Fael], "Normal"] + ar_encounter2 = [[Neville_ZX, Protag, Erif], "Normal"] + ar_encounter3 = [[Egam, Quest, Infinity], "Normal"] diff --git a/equipment.py b/equipment.py index 0244126..56c0903 100644 --- a/equipment.py +++ b/equipment.py @@ -1,23 +1,23 @@ - from argparse import Action class Equipment: - def __init__(self, - Display_Name = "DISPLAY NAME", - Equip_Type = "Fists", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fists", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies, Self - SP_Cost = 10, #Deducted - Priority = 100, #Added - PWR = 150, - Purchasing_Price = 500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "HP", #The stat to heal, - Multi_Effect = False, - Inflict = ["ATK",1.2,3], #Stat to boost, amount to boost by, turns to last - Description = "test", - Action_Count = 1 + def __init__( + self, + Display_Name="DISPLAY NAME", + Equip_Type="Fists", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fists", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies, Self + SP_Cost=10, # Deducted + Priority=100, # Added + PWR=150, + Purchasing_Price=500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="HP", # The stat to heal, + Multi_Effect=False, + Inflict=["ATK", 1.2, 3], # Stat to boost, amount to boost by, turns to last + Description="test", + Action_Count=1, ): self.DisplayName = Display_Name self.Equip_Type = Equip_Type @@ -34,2925 +34,2989 @@ def __init__(self, self.Description = Description self.Action_Count = Action_Count -if True: #Fists +if True: # Fists Bronze_Gauntlets = Equipment( - Display_Name = "Bronze Gauntlets", - Equip_Type = "Fists", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fists", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 100, - Purchasing_Price = 500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Perform a weak punch." + Display_Name="Bronze Gauntlets", + Equip_Type="Fists", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fists", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=100, + Purchasing_Price=500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Perform a weak punch.", ) Iron_Gauntlets = Equipment( - Display_Name = "Iron Gauntlets", - Equip_Type = "Fists", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fists", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 175, #Added - PWR = 150, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Perform an average punch." + Display_Name="Iron Gauntlets", + Equip_Type="Fists", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fists", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=175, # Added + PWR=150, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Perform an average punch.", ) Silver_Gauntlets = Equipment( - Display_Name = "Silver Gauntlets", - Equip_Type = "Fists", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fists", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 250, #Added - PWR = 200, - Purchasing_Price = 1500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Perform a strong punch." + Display_Name="Silver Gauntlets", + Equip_Type="Fists", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fists", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=250, # Added + PWR=200, + Purchasing_Price=1500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Perform a strong punch.", ) Fire_Card = Equipment( - Display_Name = "Fire Card", - Equip_Type = "Fists", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 25, - Purchasing_Price = 750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Perform an extremely weak punch\nthat deals fire damage." + Display_Name="Fire Card", + Equip_Type="Fists", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=25, + Purchasing_Price=750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Perform an extremely weak punch\nthat deals fire damage.", ) Water_Card = Equipment( - Display_Name = "Water Card", - Equip_Type = "Fists", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Water", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 25, - Purchasing_Price = 750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Perform an extremely weak punch\nthat deals water damage." + Display_Name="Water Card", + Equip_Type="Fists", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Water", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=25, + Purchasing_Price=750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Perform an extremely weak punch\nthat deals water damage.", ) Ice_Card = Equipment( - Display_Name = "Ice Card", - Equip_Type = "Fists", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Ice", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 25, - Purchasing_Price = 750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Perform an extremely weak punch\nthat deals ice damage." + Display_Name="Ice Card", + Equip_Type="Fists", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Ice", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=25, + Purchasing_Price=750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Perform an extremely weak punch\nthat deals ice damage.", ) Slam = Equipment( - Display_Name = "Slam", - Equip_Type = "Slime", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 100, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "The slimes are formed of Magica created\nby the Nexters following the\nFinis Event." + Display_Name="Slam", + Equip_Type="Slime", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=100, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="The slimes are formed of Magica created\nby the Nexters following the\nFinis Event.", ) Uppercut = Equipment( - Display_Name = "Uppercut", - Equip_Type = "Enemy", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 125, #Added - PWR = 150, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "632(x)" + Display_Name="Uppercut", + Equip_Type="Enemy", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=125, # Added + PWR=150, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="632(x)", ) Sine = Equipment( - Display_Name = "Sine", - Equip_Type = "Nynety", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fists", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 250, - Action_Count = 0.5, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "In another timeline in which the Nexters\nreformed the world, many territories were\nnamed after aspects of the holy Truthes." + Display_Name="Sine", + Equip_Type="Nynety", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fists", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=250, + Action_Count=0.5, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="In another timeline in which the Nexters\nreformed the world, many territories were\nnamed after aspects of the holy Truthes.", ) Spinning_Chair = Equipment( - Display_Name = "Spinning Chair", - Equip_Type = "Gangipole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fists", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 150, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Gangipole rams the party with his chair.", - Action_Count = 0.5 + Display_Name="Spinning Chair", + Equip_Type="Gangipole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fists", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=150, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Gangipole rams the party with his chair.", + Action_Count=0.5, ) Heavy_Punch = Equipment( - Display_Name = "Heavy Punch", - Equip_Type = "Farmer", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fists", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 250, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "He's a farmer, he's got the muscle\nto punch." + Display_Name="Heavy Punch", + Equip_Type="Farmer", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fists", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=250, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="He's a farmer, he's got the muscle\nto punch.", ) Speedy_Punch = Equipment( - Display_Name = "Speedy Punch", - Equip_Type = "Farmer", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fists", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 210, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A very speedy punch.", - Action_Count = 0.65, + Display_Name="Speedy Punch", + Equip_Type="Farmer", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fists", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=210, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A very speedy punch.", + Action_Count=0.65, ) Red_Card = Equipment( - Display_Name = "Red Card", - Equip_Type = "Investigator from Isle", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fists", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 150, #Deducted - Priority = 0, #Added - PWR = 250, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Objection!" - ) - -if True: #Swords - + Display_Name="Red Card", + Equip_Type="Investigator from Isle", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fists", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=150, # Deducted + Priority=0, # Added + PWR=250, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Objection!", + ) + +if True: # Swords Dagger = Equipment( - Display_Name = "Dagger", - Equip_Type = "Sword", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 50, #Added - PWR = 75, - Purchasing_Price = 350, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Deals very weak sword damage and\ngain minimal priority." + Display_Name="Dagger", + Equip_Type="Sword", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=50, # Added + PWR=75, + Purchasing_Price=350, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Deals very weak sword damage and\ngain minimal priority.", ) Cut = Equipment( - Display_Name = "Cut", - Equip_Type = "Sword", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 100, - Purchasing_Price = 500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Cut the opponent with a weak strike." + Display_Name="Cut", + Equip_Type="Sword", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=100, + Purchasing_Price=500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Cut the opponent with a weak strike.", ) Slice = Equipment( - Display_Name = "Slice", - Equip_Type = "Sword", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 175, #Added - PWR = 150, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Cut the opponent with an average strike." + Display_Name="Slice", + Equip_Type="Sword", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=175, # Added + PWR=150, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Cut the opponent with an average strike.", ) Slash = Equipment( - Display_Name = "Slash", - Equip_Type = "Sword", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 250, #Added - PWR = 200, - Purchasing_Price = 1500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Cut the opponent with a strong strike." + Display_Name="Slash", + Equip_Type="Sword", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=250, # Added + PWR=200, + Purchasing_Price=1500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Cut the opponent with a strong strike.", ) Wrath_of_the_Ultimate_Shareholder = Equipment( - Display_Name = "Wrath of the Ultimate Shareholder", - Equip_Type = "Sword", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = 425, #Added - PWR = 250, - Purchasing_Price = 50000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A legendary katana, the strongest\nsword you can get in the game." + Display_Name="Wrath of the Ultimate Shareholder", + Equip_Type="Sword", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=425, # Added + PWR=250, + Purchasing_Price=50000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A legendary katana, the strongest\nsword you can get in the game.", ) Sweep = Equipment( - Display_Name = "Sweep", - Equip_Type = "Sword", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 40, #Deducted - Priority = 250, #Added - PWR = 80, - Purchasing_Price = 750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Deals sword damage to all enemies" + Display_Name="Sweep", + Equip_Type="Sword", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=40, # Deducted + Priority=250, # Added + PWR=80, + Purchasing_Price=750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Deals sword damage to all enemies", ) Flame_Blade = Equipment( - Display_Name = "Flame Blade", - Equip_Type = "Archle", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 45, #Deducted - Priority = 130, #Added - PWR = 125, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Deals magic-sword damage, Archle only" + Display_Name="Flame Blade", + Equip_Type="Archle", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=45, # Deducted + Priority=130, # Added + PWR=125, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Deals magic-sword damage, Archle only", ) Sword_Lance = Equipment( - Display_Name = "Sword-Lance", - Equip_Type = "Sword", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Lance", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 65, - Purchasing_Price = 750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A sword that deals lance damage" + Display_Name="Sword-Lance", + Equip_Type="Sword", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Lance", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=65, + Purchasing_Price=750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A sword that deals lance damage", ) Lumio_Sword = Equipment( - Display_Name = "Lumio Sword", - Equip_Type = "Protipole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 175, #Added - PWR = 150, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A glowing sword that deals magic damage." + Display_Name="Lumio Sword", + Equip_Type="Protipole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=175, # Added + PWR=150, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A glowing sword that deals magic damage.", ) Quick_Slice = Equipment( - Display_Name = "Quick Slice", - Equip_Type = "Bipouge", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 85, #Added - PWR = 150, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "An average strike with lower priority." + Display_Name="Quick Slice", + Equip_Type="Bipouge", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=85, # Added + PWR=150, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="An average strike with lower priority.", ) Swipe = Equipment( - Display_Name = "Swipe", - Equip_Type = "Bipouge", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 40, #Deducted - Priority = 125, #Added - PWR = 80, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Deals sword damage to all enemies\nwith a lower priority." + Display_Name="Swipe", + Equip_Type="Bipouge", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=40, # Deducted + Priority=125, # Added + PWR=80, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Deals sword damage to all enemies\nwith a lower priority.", ) Rapid_Slice = Equipment( - Display_Name = "Swipe", - Equip_Type = "Bipouge", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 80, #Deducted - Priority = 300, #Added - PWR = 150, - Purchasing_Price = 1500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Quickly slice all enemies." + Display_Name="Swipe", + Equip_Type="Bipouge", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=80, # Deducted + Priority=300, # Added + PWR=150, + Purchasing_Price=1500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Quickly slice all enemies.", ) Bite = Equipment( - Display_Name = "Bite", - Equip_Type = "Enemy", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 100, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A weak bite from a wild creature." + Display_Name="Bite", + Equip_Type="Enemy", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=100, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A weak bite from a wild creature.", ) Tangent = Equipment( - Display_Name = "Tangent", - Equip_Type = "Nynety", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 300, - Action_Count = 0.4, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "The Algorithm was designed to generate\nRealmers based off of the Nexters. However, the\nAlgorithm becomes less stable as it expands\nfurther out in the realm." + Display_Name="Tangent", + Equip_Type="Nynety", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=300, + Action_Count=0.4, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="The Algorithm was designed to generate\nRealmers based off of the Nexters. However, the\nAlgorithm becomes less stable as it expands\nfurther out in the realm.", ) Pocket_Knife = Equipment( - Display_Name = "Pocket Knife", - Equip_Type = "Farmer", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 250, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "He's a farmer, he's also got a\npocket knife." + Display_Name="Pocket Knife", + Equip_Type="Farmer", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=250, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="He's a farmer, he's also got a\npocket knife.", ) Burst_Slash_X = Equipment( - Display_Name = "Burst Slash X", - Equip_Type = "HFAU", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 175, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "HFAU wields the Sanguineous Blade: a\npowerful blade powered by the Reliquary\nof Souls, a crystal containing the Life\nEnergy of his slain enemies, embedded\ninto the blade's handle.", - Action_Count = 0.1 + Display_Name="Burst Slash X", + Equip_Type="HFAU", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=175, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="HFAU wields the Sanguineous Blade: a\npowerful blade powered by the Reliquary\nof Souls, a crystal containing the Life\nEnergy of his slain enemies, embedded\ninto the blade's handle.", + Action_Count=0.1, ) Burst_Slash_Y = Equipment( - Display_Name = "Burst Slash Y", - Equip_Type = "HFAU", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 125, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "In 654 RT, HFAU slayed and absorbed a\nShadow Entity formed from The Shadow that\nhad escaped from the Dark Tome in\n605 RT, prior to The Shadow being resealed\nby Bizard in 685 RT.", - Action_Count = 0.1 + Display_Name="Burst Slash Y", + Equip_Type="HFAU", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=125, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="In 654 RT, HFAU slayed and absorbed a\nShadow Entity formed from The Shadow that\nhad escaped from the Dark Tome in\n605 RT, prior to The Shadow being resealed\nby Bizard in 685 RT.", + Action_Count=0.1, ) Burst_Slash_Z = Equipment( - Display_Name = "Burst Slash Z", - Equip_Type = "HFAU", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 750, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "HFAU has used some of the Reliquary\nof Souls's absorbed Life Energy on himself,\nallowing him to live for centuries.", - Action_Count = 0.5 + Display_Name="Burst Slash Z", + Equip_Type="HFAU", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=750, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="HFAU has used some of the Reliquary\nof Souls's absorbed Life Energy on himself,\nallowing him to live for centuries.", + Action_Count=0.5, ) Burst_Slash_A = Equipment( - Display_Name = "Burst Slash A", - Equip_Type = "HFAU", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 375, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "After The Shadow escaped from the\nDark Tome in 605 RT, most of it\nwas resealed by Magiole. However, some\nof it escaped and gew in power until it\nattacked the Bieace Counsel of Magic again in\n685, in which it was sealed by Bizard using\nthe Holy Cards passed down to him from\nLengenro.", - Action_Count = 0.5 + Display_Name="Burst Slash A", + Equip_Type="HFAU", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=375, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="After The Shadow escaped from the\nDark Tome in 605 RT, most of it\nwas resealed by Magiole. However, some\nof it escaped and gew in power until it\nattacked the Bieace Counsel of Magic again in\n685, in which it was sealed by Bizard using\nthe Holy Cards passed down to him from\nLengenro.", + Action_Count=0.5, ) Infinite_Blade = Equipment( - Display_Name = "Infinite Blade", - Equip_Type = "Infinity", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Magic", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = 0, #Added - PWR = 210, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Infinity's Unique Spell." + Display_Name="Infinite Blade", + Equip_Type="Infinity", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Magic", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=0, # Added + PWR=210, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Infinity's Unique Spell.", ) Infinite_Blade_Y = Equipment( - Display_Name = "Infinite Blade Y", - Equip_Type = "Infinity", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Magic", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 350, #Deducted - Priority = 0, #Added - PWR = 300, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Infinity's Unique Spell, activated to\nit's third form." - ) - -if True: #Lances - + Display_Name="Infinite Blade Y", + Equip_Type="Infinity", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Magic", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=350, # Deducted + Priority=0, # Added + PWR=300, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Infinity's Unique Spell, activated to\nit's third form.", + ) + +if True: # Lances Jab = Equipment( - Display_Name = "Jab", - Equip_Type = "Lance", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Lance", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 100, - Purchasing_Price = 500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A weak attack using a lance." + Display_Name="Jab", + Equip_Type="Lance", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Lance", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=100, + Purchasing_Price=500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A weak attack using a lance.", ) Stab = Equipment( - Display_Name = "Stab", - Equip_Type = "Lance", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Lance", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 175, #Added - PWR = 150, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "An average attack using a lance." + Display_Name="Stab", + Equip_Type="Lance", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Lance", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=175, # Added + PWR=150, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="An average attack using a lance.", ) Pierce = Equipment( - Display_Name = "Pierce", - Equip_Type = "Lance", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Lance", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 250, #Added - PWR = 200, - Purchasing_Price = 1500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A strong attack using a lance." + Display_Name="Pierce", + Equip_Type="Lance", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Lance", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=250, # Added + PWR=200, + Purchasing_Price=1500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A strong attack using a lance.", ) Lance_Sword = Equipment( - Display_Name = "Lance-Sword", - Equip_Type = "Lance", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 100, - Purchasing_Price = 750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A lance that deals sword damage." + Display_Name="Lance-Sword", + Equip_Type="Lance", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=100, + Purchasing_Price=750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A lance that deals sword damage.", ) Beryl_Javelin = Equipment( - Display_Name = "Beryl Javelin", - Equip_Type = "Startole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Lance", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = 400, #Added - PWR = 150, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A special lance with a distractingly\ninteresting aquamarine material." + Display_Name="Beryl Javelin", + Equip_Type="Startole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Lance", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=400, # Added + PWR=150, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A special lance with a distractingly\ninteresting aquamarine material.", ) Spear_of_Staves = Equipment( - Display_Name = "Spear of Staves", - Equip_Type = "Bipouge", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Staff", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 200, #Added - PWR = 150, - Purchasing_Price = 750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A lance that deals staff damage." + Display_Name="Spear of Staves", + Equip_Type="Bipouge", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Staff", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=200, # Added + PWR=150, + Purchasing_Price=750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A lance that deals staff damage.", ) Pitchfork = Equipment( - Display_Name = "Pitchfork", - Equip_Type = "Farmer", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Lance", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 225, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "It's a very pointy pitchfork.\n(Haha get it? Point? Like Point Farmer? No?)" + Display_Name="Pitchfork", + Equip_Type="Farmer", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Lance", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=225, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="It's a very pointy pitchfork.\n(Haha get it? Point? Like Point Farmer? No?)", ) Fungal_Thorns = Equipment( - Display_Name = "Fungal Thorns", - Equip_Type = "Lance", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Lance", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 80, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "The weak thorns of a fungus\n(Do fungi even have thorns? Well, they do now!)" + Display_Name="Fungal Thorns", + Equip_Type="Lance", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Lance", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=80, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="The weak thorns of a fungus\n(Do fungi even have thorns? Well, they do now!)", ) Prime_Sieve = Equipment( - Display_Name = "Prime Sieve", - Equip_Type = "Eratosthenesoid", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Lance", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 165, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Extermination of the unworthy must\nbe enacted upon synthesization.\nWe must approach ascention." + Display_Name="Prime Sieve", + Equip_Type="Eratosthenesoid", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Lance", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=165, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Extermination of the unworthy must\nbe enacted upon synthesization.\nWe must approach ascention.", ) Mana_Thurst = Equipment( - Display_Name = "Mana Thrust", - Equip_Type = "ERSTAX HUMPHREY", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Lance", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 175, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A CELL-tech weapon that channels mana\nenergy becomes progressively more powerful the more \ncapable its user is.", - Action_Count = 0.5 + Display_Name="Mana Thrust", + Equip_Type="ERSTAX HUMPHREY", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Lance", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=175, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A CELL-tech weapon that channels mana\nenergy becomes progressively more powerful the more \ncapable its user is.", + Action_Count=0.5, ) Comically_Large_Pick = Equipment( - Display_Name = "Comically Large Pick", - Equip_Type = "Picky Jimmy", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Lance", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 225, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "The Comically Large Pick is forged\nfrom the bone arrow of over\nten different ostriches." + Display_Name="Comically Large Pick", + Equip_Type="Picky Jimmy", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Lance", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=225, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="The Comically Large Pick is forged\nfrom the bone arrow of over\nten different ostriches.", ) Spikey_Spray = Equipment( - Display_Name = "Spikey Spray", - Equip_Type = "Raidiole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Lance", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 0, #Added - PWR = 145, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A spray of spikey bullets.", - Action_Count = 1 - ) - -if True: #Staves - + Display_Name="Spikey Spray", + Equip_Type="Raidiole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Lance", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=0, # Added + PWR=145, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A spray of spikey bullets.", + Action_Count=1, + ) + +if True: # Staves Wooden_Staff = Equipment( - Display_Name = "Wooden Staff", - Equip_Type = "Staff", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Staff", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 100, - Purchasing_Price = 500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A weak staff." + Display_Name="Wooden Staff", + Equip_Type="Staff", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Staff", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=100, + Purchasing_Price=500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A weak staff.", ) Stone_Staff = Equipment( - Display_Name = "Stone Staff", - Equip_Type = "Staff", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Staff", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 175, #Added - PWR = 150, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "An average staff." + Display_Name="Stone Staff", + Equip_Type="Staff", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Staff", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=175, # Added + PWR=150, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="An average staff.", ) Holy_Staff = Equipment( - Display_Name = "Holy Staff", - Equip_Type = "Staff", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Staff", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 250, #Added - PWR = 200, - Purchasing_Price = 1500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A powerful staff." + Display_Name="Holy Staff", + Equip_Type="Staff", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Staff", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=250, # Added + PWR=200, + Purchasing_Price=1500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A powerful staff.", ) Shining_Staff = Equipment( - Display_Name = "Shining Staff", - Equip_Type = "Staff", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Staff", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 250, #Added - PWR = 200, - Purchasing_Price = 1500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A powerful staff that deals magic damage." + Display_Name="Shining Staff", + Equip_Type="Staff", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Staff", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=250, # Added + PWR=200, + Purchasing_Price=1500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A powerful staff that deals magic damage.", ) Enrage = Equipment( - Display_Name = "Enrage", - Equip_Type = "Staff", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Staff", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 100, - Purchasing_Price = 750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",1.4,2],["DEF",0.5,2]], - Description = "Decreases DEF but increases\nATK." + Display_Name="Enrage", + Equip_Type="Staff", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Staff", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=100, + Purchasing_Price=750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["ATK", 1.4, 2], ["DEF", 0.5, 2]], + Description="Decreases DEF but increases\nATK.", ) Grassroots = Equipment( - Display_Name = "Grassroots", - Equip_Type = "Enemy", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Staff", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 175, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Prior to the Finis Event, human settlements\non Luna have led to a division of humanity.\nThe Manarians of the Earth and the Lunarians\nof the moon." + Display_Name="Grassroots", + Equip_Type="Enemy", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Staff", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=175, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Prior to the Finis Event, human settlements\non Luna have led to a division of humanity.\nThe Manarians of the Earth and the Lunarians\nof the moon.", ) Geom_Strike = Equipment( - Display_Name = "Geom Strike", - Equip_Type = "The Lesser Truths", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Staff", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 150, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Topological? HUH!?!?\nIt was in the Finis Event in which The Realmer\nFormation occured once again.\nPartially, we experienced rebirth.\nRemenents of The Algorith... is this Geom Energy?\nIs the true path to ascendancy revealed upon us?\nMay we go beyond The Creators..." + Display_Name="Geom Strike", + Equip_Type="The Lesser Truths", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Staff", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=150, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Topological? HUH!?!?\nIt was in the Finis Event in which The Realmer\nFormation occured once again.\nPartially, we experienced rebirth.\nRemenents of The Algorith... is this Geom Energy?\nIs the true path to ascendancy revealed upon us?\nMay we go beyond The Creators...", ) Screwdriver_of_Fate = Equipment( - Display_Name = "Screwdriver of Fate", - Equip_Type = "ERSTAX HUMPHREY", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Staff", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 175, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A special screwdriver that can channel\nmana energy from the user. It was developed\nby Erstax Humphrey after he parted from\nHumphrey Fallen." + Display_Name="Screwdriver of Fate", + Equip_Type="ERSTAX HUMPHREY", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Staff", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=175, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A special screwdriver that can channel\nmana energy from the user. It was developed\nby Erstax Humphrey after he parted from\nHumphrey Fallen.", ) Skateboard = Equipment( - Display_Name = "Skateboard", - Equip_Type = "Radical Warper", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Staff", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 250, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "BONK!" + Display_Name="Skateboard", + Equip_Type="Radical Warper", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Staff", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=250, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="BONK!", ) Staves_Spray = Equipment( - Display_Name = "Staves Spray", - Equip_Type = "Raidiole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Staff", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 0, #Added - PWR = 145, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A spray of bullets that somehow\ndeal staff damage.", - Action_Count = 1 - ) - -if True: #Bows - + Display_Name="Staves Spray", + Equip_Type="Raidiole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Staff", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=0, # Added + PWR=145, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A spray of bullets that somehow\ndeal staff damage.", + Action_Count=1, + ) + +if True: # Bows Bow = Equipment( - Display_Name = "Bow", - Equip_Type = "Bow", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Bow", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 75, #Added - PWR = 85, - Purchasing_Price = 500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A weak bow." + Display_Name="Bow", + Equip_Type="Bow", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Bow", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=75, # Added + PWR=85, + Purchasing_Price=500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A weak bow.", ) Long_Bow = Equipment( - Display_Name = "Long Bow", - Equip_Type = "Bow", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Bow", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 110, #Added - PWR = 130, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "An average bow." + Display_Name="Long Bow", + Equip_Type="Bow", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Bow", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=110, # Added + PWR=130, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="An average bow.", ) Snipe = Equipment( - Display_Name = "Snipe", - Equip_Type = "Bow", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Bow", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 175, #Added - PWR = 175, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A powerful bow attack." + Display_Name="Snipe", + Equip_Type="Bow", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Bow", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=175, # Added + PWR=175, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A powerful bow attack.", ) Magic_Bow = Equipment( - Display_Name = "Magic Bow", - Equip_Type = "Bow", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Bow", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 75, #Added - PWR = 85, - Purchasing_Price = 500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A weak bow that deals magic damage" + Display_Name="Magic Bow", + Equip_Type="Bow", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Bow", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=75, # Added + PWR=85, + Purchasing_Price=500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A weak bow that deals magic damage", ) LP_Throw = Equipment( - Display_Name = "LP Throw", - Equip_Type = "Bow", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Bow", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 1000, #Deducted - Priority = 2500, #Added - PWR = 125, - Purchasing_Price = 7500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "What the hell is going on!?!?!?" + Display_Name="LP Throw", + Equip_Type="Bow", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Bow", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=1000, # Deducted + Priority=2500, # Added + PWR=125, + Purchasing_Price=7500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="What the hell is going on!?!?!?", ) Airstrike = Equipment( - Display_Name = "Airstrike", - Equip_Type = "Bow", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Bow", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 350, #Added - PWR = 130, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Obligatory Bipole Retro: Empires reference.\nDeals bow damage to all enemies." + Display_Name="Airstrike", + Equip_Type="Bow", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Bow", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=350, # Added + PWR=130, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Obligatory Bipole Retro: Empires reference.\nDeals bow damage to all enemies.", ) Convex_Polytope = Equipment( - Display_Name = "Convex Polytope", - Equip_Type = "Dodecahedron", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Bow", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 25, #Deducted - Priority = 0, #Added - PWR = 115, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "The Algorithm becomes progressively more\ncomplex as it forms the world. The\ntruth of the universe and its beginning is\nsimplicity." + Display_Name="Convex Polytope", + Equip_Type="Dodecahedron", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Bow", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=25, # Deducted + Priority=0, # Added + PWR=115, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="The Algorithm becomes progressively more\ncomplex as it forms the world. The\ntruth of the universe and its beginning is\nsimplicity.", ) Solution = Equipment( - Display_Name = "Solution", - Equip_Type = "Nynety", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Bow", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 300, - Action_Count = 0.2, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "The Creators strived to create or discover an\nexistence above them, thus creating the\nCreations: demi-gods to the Creators. Many\nother demi-gods to different hierachies\nwere formed through various means, such\nas the Nexters creating the Dimensionals:\ndemi-gods to the Realmers." + Display_Name="Solution", + Equip_Type="Nynety", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Bow", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=300, + Action_Count=0.2, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="The Creators strived to create or discover an\nexistence above them, thus creating the\nCreations: demi-gods to the Creators. Many\nother demi-gods to different hierachies\nwere formed through various means, such\nas the Nexters creating the Dimensionals:\ndemi-gods to the Realmers.", ) Piercing_Shot = Equipment( - Display_Name = "Piercing Shot", - Equip_Type = "Raidiole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Bow", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 0, #Added - PWR = 175, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A powerful, piercing bullet.", - Action_Count = 0.75 - ) - -if True: #Fire - + Display_Name="Piercing Shot", + Equip_Type="Raidiole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Bow", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=0, # Added + PWR=175, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A powerful, piercing bullet.", + Action_Count=0.75, + ) + +if True: # Fire Fireball = Equipment( - Display_Name = "Fireball", - Equip_Type = "Fire", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 35, #Deducted - Priority = 75, #Added - PWR = 100, - Purchasing_Price = 500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A weak fire attack." + Display_Name="Fireball", + Equip_Type="Fire", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=35, # Deducted + Priority=75, # Added + PWR=100, + Purchasing_Price=500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A weak fire attack.", ) Fire_Blast = Equipment( - Display_Name = "Fire Blast", - Equip_Type = "Fire", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 62, #Deducted - Priority = 130, #Added - PWR = 150, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "An average fire attack." + Display_Name="Fire Blast", + Equip_Type="Fire", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=62, # Deducted + Priority=130, # Added + PWR=150, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="An average fire attack.", ) Inferno = Equipment( - Display_Name = "Inferno", - Equip_Type = "Fire", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 110, #Deducted - Priority = 190, #Added - PWR = 200, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A strong fire attack." + Display_Name="Inferno", + Equip_Type="Fire", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=110, # Deducted + Priority=190, # Added + PWR=200, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A strong fire attack.", ) Signal_Flare = Equipment( - Display_Name = "Signal Flare", - Equip_Type = "Fire", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 20, #Deducted - Priority = 300, #Added - PWR = 0, - Purchasing_Price = 750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict= ["ATK",0.9,2], - Description = "Increases your priority and slightly\ndecreases your ATK for 2 turns." + Display_Name="Signal Flare", + Equip_Type="Fire", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=20, # Deducted + Priority=300, # Added + PWR=0, + Purchasing_Price=750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["ATK", 0.9, 2], + Description="Increases your priority and slightly\ndecreases your ATK for 2 turns.", ) Spark_Potion = Equipment( - Display_Name = "Spark Potion", - Equip_Type = "Bithecary", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 75, - Purchasing_Price = 350, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Deals very weak fire damage." + Display_Name="Spark Potion", + Equip_Type="Bithecary", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=75, + Purchasing_Price=350, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Deals very weak fire damage.", ) Abyssal_Inferno = Equipment( - Display_Name = "Abyssal Inferno", - Equip_Type = "Fire", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = 300, #Added - PWR = 175, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Burning fire from the hatred of the\nRaging Soul." + Display_Name="Abyssal Inferno", + Equip_Type="Fire", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=300, # Added + PWR=175, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Burning fire from the hatred of the\nRaging Soul.", ) Fire_Breath = Equipment( - Display_Name = "Fire Breath", - Equip_Type = "Slime", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = 100, #Added - PWR = 100, - Purchasing_Price = 500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Like Manarians, the generation of Mana energy differs\nbetween species of monsters. The\nRaging Soul has the ability to copy the Mana properties\nof its recent victims, currently using Fire Mana\nfrom absorbing a Manarian soul." + Display_Name="Fire Breath", + Equip_Type="Slime", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=100, # Added + PWR=100, + Purchasing_Price=500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Like Manarians, the generation of Mana energy differs\nbetween species of monsters. The\nRaging Soul has the ability to copy the Mana properties\nof its recent victims, currently using Fire Mana\nfrom absorbing a Manarian soul.", ) CigaretteLighter = Equipment( - Display_Name = "Cigarette Lighter", - Equip_Type = "Fire", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 85, #Added - PWR = 45, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "\"KIDS! DO NOT SMOKE!\nSmoking very dangerous for your lungs\nand your safety. If someone offers\nyou a cigarette, make sure to decline!\"\n-the back of the lighter" + Display_Name="Cigarette Lighter", + Equip_Type="Fire", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=85, # Added + PWR=45, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description='"KIDS! DO NOT SMOKE!\nSmoking very dangerous for your lungs\nand your safety. If someone offers\nyou a cigarette, make sure to decline!"\n-the back of the lighter', ) Global_Projection = Equipment( - Display_Name = "Global Projection", - Equip_Type = "Eratosthenesoid", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 25, #Deducted - Priority = 0, #Added - PWR = 125, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Stop projecting." + Display_Name="Global Projection", + Equip_Type="Eratosthenesoid", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=25, # Deducted + Priority=0, # Added + PWR=125, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Stop projecting.", ) Dimensional_Reaction = Equipment( - Display_Name = "Dimensional Reaction", - Equip_Type = "Nynety", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 250, - Action_Count = 0.1, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "In some places, the barrier between\ndifferent realms and timelines may thin..." + Display_Name="Dimensional Reaction", + Equip_Type="Nynety", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=250, + Action_Count=0.1, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="In some places, the barrier between\ndifferent realms and timelines may thin...", ) Nontotient = Equipment( - Display_Name = "Nontotient", - Equip_Type = "Nynety", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 200, - Action_Count = 0.4, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "The highest entities to exist are\nthe Creators, who created a layer of lower\nentities. Those entities would then advance\nenough to create their own lower entities,\nand the process repeated. Eventually, the\nNexters were created. Afterwards, the Realmers\nwere created by the Nexters." + Display_Name="Nontotient", + Equip_Type="Nynety", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=200, + Action_Count=0.4, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="The highest entities to exist are\nthe Creators, who created a layer of lower\nentities. Those entities would then advance\nenough to create their own lower entities,\nand the process repeated. Eventually, the\nNexters were created. Afterwards, the Realmers\nwere created by the Nexters.", ) Fire_Trick = Equipment( - Display_Name = "Fire Trick", - Equip_Type = "Farmer", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 150, #Deducted - Priority = 0, #Added - PWR = 100, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Being at The Shadow Market and\nThe Point Casino, you'll learn a\nfew things. Like fire tricks.\nDon't play with fire, kids." + Display_Name="Fire Trick", + Equip_Type="Farmer", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=150, # Deducted + Priority=0, # Added + PWR=100, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Being at The Shadow Market and\nThe Point Casino, you'll learn a\nfew things. Like fire tricks.\nDon't play with fire, kids.", ) Epic_Guitar_Riff = Equipment( - Display_Name = "Epic Guitar Riff", - Equip_Type = "Picky Jimmy", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 145, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Fire damage bc you know it's fire.", - Action_Count = 0.1 + Display_Name="Epic Guitar Riff", + Equip_Type="Picky Jimmy", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=145, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Fire damage bc you know it's fire.", + Action_Count=0.1, ) Skull_Flame = Equipment( - Display_Name = "Skull Flame", - Equip_Type = "Undead", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 110, #Deducted - Priority = 190, #Added - PWR = 175, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A powerful wave of flames\nemitted by the floating skull." + Display_Name="Skull Flame", + Equip_Type="Undead", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=110, # Deducted + Priority=190, # Added + PWR=175, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A powerful wave of flames\nemitted by the floating skull.", ) Flaming_Shot = Equipment( - Display_Name = "Flaming Shot", - Equip_Type = "Raidiole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 0, #Added - PWR = 175, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A powerful bullet that's literally\non fire.", - Action_Count = 0.75 + Display_Name="Flaming Shot", + Equip_Type="Raidiole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=0, # Added + PWR=175, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A powerful bullet that's literally\non fire.", + Action_Count=0.75, ) Nolmech_Blast = Equipment( - Display_Name = "Nolmech Blast", - Equip_Type = "Neville ZX", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 250, #Deducted - Priority = 0, #Added - PWR = 150, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Nolmech is an empty shell of a mechanical.\nNeville ZX's tractor possesses mechanical bodies\nand allows him to control them." + Display_Name="Nolmech Blast", + Equip_Type="Neville ZX", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=250, # Deducted + Priority=0, # Added + PWR=150, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Nolmech is an empty shell of a mechanical.\nNeville ZX's tractor possesses mechanical bodies\nand allows him to control them.", ) Bombard = Equipment( - Display_Name = "Bombard", - Equip_Type = "Fire", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 150, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "..." - ) - -if True: #Water + Display_Name="Bombard", + Equip_Type="Fire", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=150, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="...", + ) + +if True: # Water Aqua = Equipment( - Display_Name = "Aqua", - Equip_Type = "Water", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Water", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 35, #Deducted - Priority = 75, #Added - PWR = 100, - Purchasing_Price = 500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A weak water attack." + Display_Name="Aqua", + Equip_Type="Water", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Water", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=35, # Deducted + Priority=75, # Added + PWR=100, + Purchasing_Price=500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A weak water attack.", ) Hydro = Equipment( - Display_Name = "Hydro", - Equip_Type = "Water", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Water", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 62, #Deducted - Priority = 130, #Added - PWR = 150, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "An average water attack." + Display_Name="Hydro", + Equip_Type="Water", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Water", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=62, # Deducted + Priority=130, # Added + PWR=150, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="An average water attack.", ) Torrent = Equipment( - Display_Name = "Torrent", - Equip_Type = "Water", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Water", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 110, #Deducted - Priority = 190, #Added - PWR = 200, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A strong water attack." + Display_Name="Torrent", + Equip_Type="Water", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Water", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=110, # Deducted + Priority=190, # Added + PWR=200, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A strong water attack.", ) Flood = Equipment( - Display_Name = "Flood", - Equip_Type = "Water", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Water", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 200, #Deducted - Priority = 300, #Added - PWR = 25, - Purchasing_Price = 1250, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",0.8,2],["MAG",0.8,2]], - Description = "Deals slight water damage and decreases\nATK/MAG for 2 turns to all enemies" + Display_Name="Flood", + Equip_Type="Water", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Water", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=200, # Deducted + Priority=300, # Added + PWR=25, + Purchasing_Price=1250, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["ATK", 0.8, 2], ["MAG", 0.8, 2]], + Description="Deals slight water damage and decreases\nATK/MAG for 2 turns to all enemies", ) Drown = Equipment( - Display_Name = "Drown", - Equip_Type = "Water", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 175, #Added - PWR = -3, - Purchasing_Price = 750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "SP", #The stat to heal, - Description = "Decreases enemy SP." + Display_Name="Drown", + Equip_Type="Water", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=175, # Added + PWR=-3, + Purchasing_Price=750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="SP", # The stat to heal, + Description="Decreases enemy SP.", ) Splash_Potion = Equipment( - Display_Name = "Splash Potion", - Equip_Type = "Bithecary", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Water", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 75, - Purchasing_Price = 350, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Deals very weak water damage." + Display_Name="Splash Potion", + Equip_Type="Bithecary", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Water", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=75, + Purchasing_Price=350, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Deals very weak water damage.", ) Irrigation = Equipment( - Display_Name = "Irrigation", - Equip_Type = "Farmer", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Water", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 300, #Deducted - Priority = 0, #Added - PWR = 200, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [], - Description = "Do points even need irrigation?\nWell, he also needs to farm food to eat." + Display_Name="Irrigation", + Equip_Type="Farmer", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Water", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=300, # Deducted + Priority=0, # Added + PWR=200, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[], + Description="Do points even need irrigation?\nWell, he also needs to farm food to eat.", ) Cosine = Equipment( - Display_Name = "Cosine", - Equip_Type = "Nynety", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fire", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 250, - Action_Count = 0.5, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "In territories named after the\nholy Truthes, the origins of their\nnames have largely been forgotten to\nthe passage of time." + Display_Name="Cosine", + Equip_Type="Nynety", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fire", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=250, + Action_Count=0.5, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="In territories named after the\nholy Truthes, the origins of their\nnames have largely been forgotten to\nthe passage of time.", ) Douse = Equipment( - Display_Name = "Douse", - Equip_Type = "Farmer", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Water", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 150, #Deducted - Priority = 0, #Added - PWR = 200, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Always carry a bucket on you." + Display_Name="Douse", + Equip_Type="Farmer", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Water", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=150, # Deducted + Priority=0, # Added + PWR=200, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Always carry a bucket on you.", ) Magic_Shot = Equipment( - Display_Name = "Magic Shot", - Equip_Type = "Raidiole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Water", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 0, #Added - PWR = 175, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A powerful, magical bullet.", - Action_Count = 0.75 - ) - -if True: #Ice + Display_Name="Magic Shot", + Equip_Type="Raidiole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Water", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=0, # Added + PWR=175, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A powerful, magical bullet.", + Action_Count=0.75, + ) + +if True: # Ice Freeze = Equipment( - Display_Name = "Freeze", - Equip_Type = "Ice", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Ice", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 35, #Deducted - Priority = 75, #Added - PWR = 100, - Purchasing_Price = 500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A weak ice attack." + Display_Name="Freeze", + Equip_Type="Ice", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Ice", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=35, # Deducted + Priority=75, # Added + PWR=100, + Purchasing_Price=500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A weak ice attack.", ) Congeal = Equipment( - Display_Name = "Congeal", - Equip_Type = "Ice", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Ice", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 62, #Deducted - Priority = 130, #Added - PWR = 150, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "An average ice attack." + Display_Name="Congeal", + Equip_Type="Ice", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Ice", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=62, # Deducted + Priority=130, # Added + PWR=150, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="An average ice attack.", ) Cryoablate = Equipment( - Display_Name = "Cryoablate", - Equip_Type = "Ice", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Ice", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 110, #Deducted - Priority = 190, #Added - PWR = 200, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A strong ice attack." + Display_Name="Cryoablate", + Equip_Type="Ice", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Ice", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=110, # Deducted + Priority=190, # Added + PWR=200, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A strong ice attack.", ) Blizzard = Equipment( - Display_Name = "Blizzard", - Equip_Type = "Ice", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Ice", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 180, #Added - PWR = 95, - Purchasing_Price = 1250, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Deals ice damage to all enemies" + Display_Name="Blizzard", + Equip_Type="Ice", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Ice", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=180, # Added + PWR=95, + Purchasing_Price=1250, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Deals ice damage to all enemies", ) Shatter = Equipment( - Display_Name = "Shatter", - Equip_Type = "Ice", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Ice", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 90, #Added - PWR = 100, - Purchasing_Price = 750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["DEF",0.5,1],["RES",0.5,1]], - Description = "0.5x DEF/RES for the rest of the turn." + Display_Name="Shatter", + Equip_Type="Ice", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Ice", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=90, # Added + PWR=100, + Purchasing_Price=750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["DEF", 0.5, 1], ["RES", 0.5, 1]], + Description="0.5x DEF/RES for the rest of the turn.", ) Rime_Potion = Equipment( - Display_Name = "Rime Potion", - Equip_Type = "Bithecary", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Ice", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 75, - Purchasing_Price = 350, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Deals very weak ice damage." + Display_Name="Rime Potion", + Equip_Type="Bithecary", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Ice", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=75, + Purchasing_Price=350, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Deals very weak ice damage.", ) Stop = Equipment( - Display_Name = "Stop", - Equip_Type = "Ice", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Ice", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 500, #Deducted - Priority = 225, #Added - PWR = 0, - Purchasing_Price = 750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["ATK",0.15,1], - Description = "Inflict 0.15x ATK for 1 turn." + Display_Name="Stop", + Equip_Type="Ice", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Ice", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=500, # Deducted + Priority=225, # Added + PWR=0, + Purchasing_Price=750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["ATK", 0.15, 1], + Description="Inflict 0.15x ATK for 1 turn.", ) Pause = Equipment( - Display_Name = "Pause", - Equip_Type = "Ice", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Ice", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 500, #Deducted - Priority = 225, #Added - PWR = 0, - Purchasing_Price = 750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["MAG",0.15,1], - Description = "Inflict 0.15x MAG for 1 turn." + Display_Name="Pause", + Equip_Type="Ice", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Ice", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=500, # Deducted + Priority=225, # Added + PWR=0, + Purchasing_Price=750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["MAG", 0.15, 1], + Description="Inflict 0.15x MAG for 1 turn.", ) Three_Space = Equipment( - Display_Name = "Eclidean 3-Space", - Equip_Type = "Gyrobifastigium", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Ice", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 25, #Deducted - Priority = 0, #Added - PWR = 115, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Though the Nexters and Realmers may reside\nas three-dimensional entities, many higher\nentities have much more different forms." + Display_Name="Eclidean 3-Space", + Equip_Type="Gyrobifastigium", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Ice", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=25, # Deducted + Priority=0, # Added + PWR=115, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Though the Nexters and Realmers may reside\nas three-dimensional entities, many higher\nentities have much more different forms.", ) Ice_Cube = Equipment( - Display_Name = "Ice_Cube", - Equip_Type = "Farmer", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Ice", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = 0, #Added - PWR = 100, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "It doesn't hurt much to get\nhit by an ice cube, but it\nis very quick.", - Action_Count = 0.7 + Display_Name="Ice_Cube", + Equip_Type="Farmer", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Ice", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=0, # Added + PWR=100, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="It doesn't hurt much to get\nhit by an ice cube, but it\nis very quick.", + Action_Count=0.7, ) Skull_Frost = Equipment( - Display_Name = "Skull Frost", - Equip_Type = "Undead", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Ice", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 110, #Deducted - Priority = 0, #Added - PWR = 175, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "A powerful wave of frost\nemitted by a skulsorer." + Display_Name="Skull Frost", + Equip_Type="Undead", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Ice", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=110, # Deducted + Priority=0, # Added + PWR=175, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="A powerful wave of frost\nemitted by a skulsorer.", ) Soul_Banishment = Equipment( - Display_Name = "Soul Banishment", - Equip_Type = "Necromancer", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Ice", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 250, #Deducted - Priority = 0, #Added - PWR = 9999999, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "The absorbing of a soul\nfrom a powerful necromancer." + Display_Name="Soul Banishment", + Equip_Type="Necromancer", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Ice", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=250, # Deducted + Priority=0, # Added + PWR=9999999, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="The absorbing of a soul\nfrom a powerful necromancer.", ) -if True: #Healing +if True: # Healing Heal = Equipment( - Display_Name = "Heal", - Equip_Type = "Healing", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Single Ally", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 30, #Deducted - Priority = 150, #Added - PWR = 15, - Purchasing_Price = 500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "HP", #The stat to heal, - Description = "A weak healing spell with a small cost." + Display_Name="Heal", + Equip_Type="Healing", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Single Ally", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=30, # Deducted + Priority=150, # Added + PWR=15, + Purchasing_Price=500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="HP", # The stat to heal, + Description="A weak healing spell with a small cost.", ) Recover = Equipment( - Display_Name = "Recover", - Equip_Type = "Healing", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Single Ally", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 75, #Deducted - Priority = 315, #Added - PWR = 30, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "HP", #The stat to heal, - Description = "An average healing spell with an average cost." + Display_Name="Recover", + Equip_Type="Healing", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Single Ally", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=75, # Deducted + Priority=315, # Added + PWR=30, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="HP", # The stat to heal, + Description="An average healing spell with an average cost.", ) Mend = Equipment( - Display_Name = "Mend", - Equip_Type = "Healing", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Single Ally", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 165, #Deducted - Priority = 650, #Added - PWR = 45, - Purchasing_Price = 1500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "HP", #The stat to heal, - Description = "A strong healing spell with an expensive cost." + Display_Name="Mend", + Equip_Type="Healing", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Single Ally", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=165, # Deducted + Priority=650, # Added + PWR=45, + Purchasing_Price=1500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="HP", # The stat to heal, + Description="A strong healing spell with an expensive cost.", ) Long_Heal = Equipment( - Display_Name = "Long Heal", - Equip_Type = "Healing", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Single Ally", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 60, #Deducted - Priority = 75, #Added - PWR = 15, - Purchasing_Price = 500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "HP", #The stat to heal, - Description = "A weak healing spell with lower priority\nbut a higher cost." + Display_Name="Long Heal", + Equip_Type="Healing", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Single Ally", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=60, # Deducted + Priority=75, # Added + PWR=15, + Purchasing_Price=500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="HP", # The stat to heal, + Description="A weak healing spell with lower priority\nbut a higher cost.", ) Far_Heal = Equipment( - Display_Name = "Far Heal", - Equip_Type = "Healing", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Single Ally", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 145, #Deducted - Priority = 160, #Added - PWR = 30, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "HP", #The stat to heal, - Description = "An average healing spell with lower priority\nbut a higher cost." + Display_Name="Far Heal", + Equip_Type="Healing", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Single Ally", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=145, # Deducted + Priority=160, # Added + PWR=30, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="HP", # The stat to heal, + Description="An average healing spell with lower priority\nbut a higher cost.", ) Distance_Heal = Equipment( - Display_Name = "Distance Heal", - Equip_Type = "Healing", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Single Ally", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 350, #Deducted - Priority = 345, #Added - PWR = 45, - Purchasing_Price = 1500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "HP", #The stat to heal, - Description = "A strong healing spell with lower priority\nbut a higher cost." + Display_Name="Distance Heal", + Equip_Type="Healing", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Single Ally", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=350, # Deducted + Priority=345, # Added + PWR=45, + Purchasing_Price=1500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="HP", # The stat to heal, + Description="A strong healing spell with lower priority\nbut a higher cost.", ) Healing_Aura = Equipment( - Display_Name = "Healing Aura", - Equip_Type = "Healing", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 130, #Deducted - Priority = 500, #Added - PWR = 15, - Purchasing_Price = 1250, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "HP", #The stat to heal, - Description = "A weak healing spell that affects\nthe entire party." + Display_Name="Healing Aura", + Equip_Type="Healing", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=130, # Deducted + Priority=500, # Added + PWR=15, + Purchasing_Price=1250, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="HP", # The stat to heal, + Description="A weak healing spell that affects\nthe entire party.", ) Holy_Light = Equipment( - Display_Name = "Holy Light", - Equip_Type = "Healing", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 400, #Deducted - Priority = 950, #Added - PWR = 15, - Purchasing_Price = 1750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "HP", #The stat to heal, - Description = "An average healing spell that affects\nthe entire party." + Display_Name="Holy Light", + Equip_Type="Healing", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=400, # Deducted + Priority=950, # Added + PWR=15, + Purchasing_Price=1750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="HP", # The stat to heal, + Description="An average healing spell that affects\nthe entire party.", ) Equivalent_Exchange_V = Equipment( - Display_Name = "Equivalent Exchange V", - Equip_Type = "Alls Ros", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Single Ally", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 3500, #Deducted - Priority = 450, #Added - PWR = 8, - Purchasing_Price = 1500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "SP", #The stat to heal, - Inflict = [], - Description = "Every timeline has its correspondents,\nyou too." + Display_Name="Equivalent Exchange V", + Equip_Type="Alls Ros", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Single Ally", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=3500, # Deducted + Priority=450, # Added + PWR=8, + Purchasing_Price=1500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="SP", # The stat to heal, + Inflict=[], + Description="Every timeline has its correspondents,\nyou too.", ) Point_Harvest = Equipment( - Display_Name = "Point Harvest", - Equip_Type = "Farmer", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 333, #Deducted - Priority = 0, #Added - PWR = 20, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "HP", #The stat to heal, - Description = "What even are \"points\"?." + Display_Name="Point Harvest", + Equip_Type="Farmer", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=333, # Deducted + Priority=0, # Added + PWR=20, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="HP", # The stat to heal, + Description='What even are "points"?.', ) Healing_Spores = Equipment( - Display_Name = "Healing Spores", - Equip_Type = "Healing", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 20, #Deducted - Priority = 150, #Added - PWR = 15, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "HP", #The stat to heal, - Description = "WHY DO THE ENEMIES GET AOE HEALING!?!?!?\nWHY DO THE ENEMIES GET AOE HEALING!?!?!?\nWHY DO THE ENEMIES GET AOE HEALING!?!?!?" - ) - + Display_Name="Healing Spores", + Equip_Type="Healing", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=20, # Deducted + Priority=150, # Added + PWR=15, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="HP", # The stat to heal, + Description="WHY DO THE ENEMIES GET AOE HEALING!?!?!?\nWHY DO THE ENEMIES GET AOE HEALING!?!?!?\nWHY DO THE ENEMIES GET AOE HEALING!?!?!?", + ) + Hyperbolic = Equipment( - Display_Name = "Hyperbolic", - Equip_Type = "Healing", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 75, #Deducted - Priority = 0, #Added - PWR = 30, - Action_Count = 0.3, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "HP", #The stat to heal, - Description = "As more time passes from a creation or a\nreformation, the residual Lesser Truthes\nwill reduced more and more." + Display_Name="Hyperbolic", + Equip_Type="Healing", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=75, # Deducted + Priority=0, # Added + PWR=30, + Action_Count=0.3, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="HP", # The stat to heal, + Description="As more time passes from a creation or a\nreformation, the residual Lesser Truthes\nwill reduced more and more.", ) Expensive_Cigar = Equipment( - Display_Name = "Expensive Cigar", - Equip_Type = "Gangole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 999, #Added - PWR = 30, - Purchasing_Price = 99999, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "HP", #The stat to heal, - Description = "An expensive, custom ordered luxury cigar\nfrom the late Apothipole.", - Action_Count = 0.5 + Display_Name="Expensive Cigar", + Equip_Type="Gangole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=999, # Added + PWR=30, + Purchasing_Price=99999, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="HP", # The stat to heal, + Description="An expensive, custom ordered luxury cigar\nfrom the late Apothipole.", + Action_Count=0.5, ) Huffin = Equipment( - Display_Name = "Huffin", - Equip_Type = "Gangole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 999, #Added - PWR = 350, - Purchasing_Price = 99999, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "HP", #The stat to heal, - Description = "Gangole rapidly inhales his cigar.", - Action_Count = 0.3 + Display_Name="Huffin", + Equip_Type="Gangole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=999, # Added + PWR=350, + Purchasing_Price=99999, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="HP", # The stat to heal, + Description="Gangole rapidly inhales his cigar.", + Action_Count=0.3, ) Umbral_Vociferation = Equipment( - Display_Name = "Umbral Vociferation", - Equip_Type = "HFAU", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Single Ally", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 500, #Deducted - Priority = 0, #Added - PWR = -5, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "SP", #The stat to heal, - Inflict = [], - Description = "The Sanguineous Blade was forged\nprior to the Finis Event by a scientist\nknown as Vlud First in 2994 AN. It uses\nCELL technology to not only harness Mana,\nbut also the Life Energy those it strikes while\nactivated. The wielder of the blade can activate\nthe LE absorption by sending a signal of Mana\nenergy through parts of the hilt.", - Action_Count = 0.5 + Display_Name="Umbral Vociferation", + Equip_Type="HFAU", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Single Ally", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=500, # Deducted + Priority=0, # Added + PWR=-5, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="SP", # The stat to heal, + Inflict=[], + Description="The Sanguineous Blade was forged\nprior to the Finis Event by a scientist\nknown as Vlud First in 2994 AN. It uses\nCELL technology to not only harness Mana,\nbut also the Life Energy those it strikes while\nactivated. The wielder of the blade can activate\nthe LE absorption by sending a signal of Mana\nenergy through parts of the hilt.", + Action_Count=0.5, ) Metaphysical_Bullet = Equipment( - Display_Name = "Metaphysical Bullet", - Equip_Type = "Raidiole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Gun", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 300, #Deducted - Priority = 0, #Added - PWR = -5, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "SP", #The stat to heal, - Inflict = [], - Description = "A bullet that deals damage\nto the metaphysical.", - Action_Count = 1 + Display_Name="Metaphysical Bullet", + Equip_Type="Raidiole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Gun", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=300, # Deducted + Priority=0, # Added + PWR=-5, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="SP", # The stat to heal, + Inflict=[], + Description="A bullet that deals damage\nto the metaphysical.", + Action_Count=1, ) Infinite_Blade_X = Equipment( - Display_Name = "Infinite Blade X", - Equip_Type = "Infinity", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Sword", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 150, #Deducted - Priority = 0, #Added - PWR = -35, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "SP", #The stat to heal, - Inflict = [], - Description = "Infinity's Unique Spell, activated to\nit's second form.", - Action_Count = 1 + Display_Name="Infinite Blade X", + Equip_Type="Infinity", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Sword", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=150, # Deducted + Priority=0, # Added + PWR=-35, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="SP", # The stat to heal, + Inflict=[], + Description="Infinity's Unique Spell, activated to\nit's second form.", + Action_Count=1, ) Absorb = Equipment( - Display_Name = "Absorb", - Equip_Type = "Dyad", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Absorb", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = -100, #Deducted - Priority = 0, #Added - PWR = -18, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "SP", #The stat to heal, - Inflict = [], - Description = "Dyad has the ability to conduct Life\nEnergy from both others and himself.", - Action_Count = 1 + Display_Name="Absorb", + Equip_Type="Dyad", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Absorb", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=-100, # Deducted + Priority=0, # Added + PWR=-18, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="SP", # The stat to heal, + Inflict=[], + Description="Dyad has the ability to conduct Life\nEnergy from both others and himself.", + Action_Count=1, ) Drain = Equipment( - Display_Name = "Drain", - Equip_Type = "The New Link", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Drain", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = -18, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "SP", #The stat to heal, - Inflict = [], - Description = "...", - Action_Count = 1 + Display_Name="Drain", + Equip_Type="The New Link", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Drain", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=-18, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="SP", # The stat to heal, + Inflict=[], + Description="...", + Action_Count=1, ) Revitalize = Equipment( - Display_Name = "Revitalize", - Equip_Type = "The New Link", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Revitalize", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 20, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "SP", #The stat to heal, - Inflict = [], - Description = "...", - Action_Count = 0.5 - ) - - -if True: #Guns + Display_Name="Revitalize", + Equip_Type="The New Link", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Revitalize", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=20, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="SP", # The stat to heal, + Inflict=[], + Description="...", + Action_Count=0.5, + ) + + +if True: # Guns The_22XX = Equipment( - Display_Name = "The 22XX", - Equip_Type = "Protipole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Gun", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 700, #Added - PWR = 100, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "An ancient weapon from a previous civilization.\nThe side of the gun reads \"22XX\"." + Display_Name="The 22XX", + Equip_Type="Protipole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Gun", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=700, # Added + PWR=100, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description='An ancient weapon from a previous civilization.\nThe side of the gun reads "22XX".', ) Enderscope_X = Equipment( - Display_Name = "Enderscope X", - Equip_Type = "Archle", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Gun", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 250, #Deducted - Priority = 50, #Added - PWR = 225, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "The Enderscope X ultilizes human Mana\ngeneration using CELL technology. The rifle was\ninvented by scientist Criz Zzir, and was used\nto arm the Bastion rebels." + Display_Name="Enderscope X", + Equip_Type="Archle", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Gun", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=250, # Deducted + Priority=50, # Added + PWR=225, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="The Enderscope X ultilizes human Mana\ngeneration using CELL technology. The rifle was\ninvented by scientist Criz Zzir, and was used\nto arm the Bastion rebels.", ) Boat = Equipment( - Display_Name = "Boat", - Equip_Type = "Water Tile", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Gun", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 1, #Deducted - Priority = 100, #Added - PWR = 1000000000, - Purchasing_Price = 15, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "1000000000 attack and 1 defense.\nCan only attack or move on water\n(there aren’t any water tiles)." + Display_Name="Boat", + Equip_Type="Water Tile", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Gun", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=1, # Deducted + Priority=100, # Added + PWR=1000000000, + Purchasing_Price=15, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="1000000000 attack and 1 defense.\nCan only attack or move on water\n(there aren’t any water tiles).", ) Rubber_Bullets = Equipment( - Display_Name = "Rubber Bullets", - Equip_Type = "Bow", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Gun", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 100, #Added - PWR = 75, - Purchasing_Price = 500, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Deals very weak gun damage." + Display_Name="Rubber Bullets", + Equip_Type="Bow", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Gun", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=100, # Added + PWR=75, + Purchasing_Price=500, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Deals very weak gun damage.", ) Assault_Rifle = Equipment( - Display_Name = "Assault Rifle", - Equip_Type = "Birowth", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Gun", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 375, #Added - PWR = 200, - Purchasing_Price = 2250, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Deal strong gun damage." + Display_Name="Assault Rifle", + Equip_Type="Birowth", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Gun", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=375, # Added + PWR=200, + Purchasing_Price=2250, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Deal strong gun damage.", ) Shotgun = Equipment( - Display_Name = "Shotgun", - Equip_Type = "Birowth", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Gun", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 500, #Added - PWR = 135, - Purchasing_Price = 2250, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Deals gun damage to all enemies." + Display_Name="Shotgun", + Equip_Type="Birowth", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Gun", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=500, # Added + PWR=135, + Purchasing_Price=2250, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Deals gun damage to all enemies.", ) Branching = Equipment( - Display_Name = "Branching", - Equip_Type = "Nynety", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Gun", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 250, - Action_Count = 0.1, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "The universe ever expands, with The Algorithm\nendlessly stemming from the singularity\npoint of the Creators." + Display_Name="Branching", + Equip_Type="Nynety", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Gun", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=250, + Action_Count=0.1, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="The universe ever expands, with The Algorithm\nendlessly stemming from the singularity\npoint of the Creators.", ) Pew = Equipment( - Display_Name = "Pew!", - Equip_Type = "Gangipole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Gun", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 200, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Gangipole shoots you with the 22XX." + Display_Name="Pew!", + Equip_Type="Gangipole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Gun", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=200, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Gangipole shoots you with the 22XX.", ) Spray = Equipment( - Display_Name = "Spray!", - Equip_Type = "Gangipole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Gun", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 150, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Gangipole rapidly shoots the party." + Display_Name="Spray!", + Equip_Type="Gangipole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Gun", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=150, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Gangipole rapidly shoots the party.", ) Desperation_Shot = Equipment( - Display_Name = "Desperation Shot", - Equip_Type = "Gangole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Gun", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 175, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Gangole desperately shoots you.", - Action_Count = 0.25, + Display_Name="Desperation Shot", + Equip_Type="Gangole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Gun", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=175, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Gangole desperately shoots you.", + Action_Count=0.25, ) Pew_Pew = Equipment( - Display_Name = "Pew Pew", - Equip_Type = "Gunman Greg", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Gun", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 500, #Added - PWR = 150, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Greg shoots his gun (the gun\nis called the Pew Pewer)." - ) + Display_Name="Pew Pew", + Equip_Type="Gunman Greg", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Gun", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=500, # Added + PWR=150, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Greg shoots his gun (the gun\nis called the Pew Pewer).", + ) ZXer = Equipment( - Display_Name = "ZXer", - Equip_Type = "Neville ZX", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Gun", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 200, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "The ZXer is Neville ZX's signature gun.\nIt was originally the gun of a Sazuichian\nsoldier, but Neville ZX found in the ruins\nafter the Nidus Assault. He has carved \"ZXer\"\non the side of the gun." + Display_Name="ZXer", + Equip_Type="Neville ZX", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Gun", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=200, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description='The ZXer is Neville ZX\'s signature gun.\nIt was originally the gun of a Sazuichian\nsoldier, but Neville ZX found in the ruins\nafter the Nidus Assault. He has carved "ZXer"\non the side of the gun.', ) Bullet_Spread = Equipment( - Display_Name = "Bullet Spread", - Equip_Type = "Dyad", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Gun", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 125, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Dyad has many pre-Finis weapons\nand technology." + Display_Name="Bullet Spread", + Equip_Type="Dyad", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Gun", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=125, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Dyad has many pre-Finis weapons\nand technology.", ) Missile = Equipment( - Display_Name = "Missile", - Equip_Type = "The New Link", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Gun", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 250, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "..." - ) - -if True: #Boosts - + Display_Name="Missile", + Equip_Type="The New Link", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Gun", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=250, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="...", + ) + +if True: # Boosts Weakening_Taunt = Equipment( - Display_Name = "Weakening Taunt", - Equip_Type = "Fists", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Fists", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 25, #Deducted - Priority = 125, #Added - PWR = 0, - Purchasing_Price = 750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["WKN",1.25,7], - Description = "Inflict 1.25 WKN for 7 turns." + Display_Name="Weakening Taunt", + Equip_Type="Fists", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Fists", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=25, # Deducted + Priority=125, # Added + PWR=0, + Purchasing_Price=750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["WKN", 1.25, 7], + Description="Inflict 1.25 WKN for 7 turns.", ) Strength_Potion = Equipment( - Display_Name = "Strength Potion", - Equip_Type = "Bithecary", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Single Ally", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 300, #Deducted - Priority = 175, #Added - PWR = 0, - Purchasing_Price = 750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["ATK",1.5,4], - Description = "Inflict 1.5x ATK for 4 turns." + Display_Name="Strength Potion", + Equip_Type="Bithecary", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Single Ally", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=300, # Deducted + Priority=175, # Added + PWR=0, + Purchasing_Price=750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["ATK", 1.5, 4], + Description="Inflict 1.5x ATK for 4 turns.", ) Mentality_Potion = Equipment( - Display_Name = "Mentality Potion", - Equip_Type = "Bithecary", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Single Ally", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 300, #Deducted - Priority = 175, #Added - PWR = 0, - Purchasing_Price = 750, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["MAG",1.5,4], - Description = "Inflict 1.5x MAG for 4 turns." + Display_Name="Mentality Potion", + Equip_Type="Bithecary", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Single Ally", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=300, # Deducted + Priority=175, # Added + PWR=0, + Purchasing_Price=750, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["MAG", 1.5, 4], + Description="Inflict 1.5x MAG for 4 turns.", ) Power_Flag = Equipment( - Display_Name = "Power Flag", - Equip_Type = "Startole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Multiboost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 225, #Added - PWR = 0, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",1.25,3],["MAG",1.25,3]], - Description = "1.25x ATK and 1.5x MAG for 3 turns." + Display_Name="Power Flag", + Equip_Type="Startole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Multiboost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=225, # Added + PWR=0, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["ATK", 1.25, 3], ["MAG", 1.25, 3]], + Description="1.25x ATK and 1.5x MAG for 3 turns.", ) Disarm = Equipment( - Display_Name = "Disarm", - Equip_Type = "Protipole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Multiboost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 125, #Deducted - Priority = 250, #Added - PWR = 0, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",0.8,4],["MAG",0.8,4],["DEF",0.7,3],["RES",0.7,3]], - Description = "Inflict 0.8x ATK/MAG for 4 turns\nand 0.7x DEF/RES for 3 turns." + Display_Name="Disarm", + Equip_Type="Protipole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Multiboost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=125, # Deducted + Priority=250, # Added + PWR=0, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["ATK", 0.8, 4], ["MAG", 0.8, 4], ["DEF", 0.7, 3], ["RES", 0.7, 3]], + Description="Inflict 0.8x ATK/MAG for 4 turns\nand 0.7x DEF/RES for 3 turns.", ) Daunt = Equipment( - Display_Name = "Daunt", - Equip_Type = "Protipole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Multiboost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 150, #Deducted - Priority = 350, #Added - PWR = 0, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",0.85,3],["MAG",0.85,3],["DEF",0.85,3],["RES",0.85,3]], - Description = "Inflict 0.85x ATK/MAG/DEF/RES for 3 turns." + Display_Name="Daunt", + Equip_Type="Protipole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Multiboost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=150, # Deducted + Priority=350, # Added + PWR=0, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[ + ["ATK", 0.85, 3], + ["MAG", 0.85, 3], + ["DEF", 0.85, 3], + ["RES", 0.85, 3], + ], + Description="Inflict 0.85x ATK/MAG/DEF/RES for 3 turns.", ) Mana_Aura = Equipment( - Display_Name = "Mana Aura", - Equip_Type = "Wicole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 400, #Deducted - Priority = 150, #Added - PWR = 0, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["MAG",1.45,3], - Description = "Inflict 1.45x MAG for 3 turns." + Display_Name="Mana Aura", + Equip_Type="Wicole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=400, # Deducted + Priority=150, # Added + PWR=0, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["MAG", 1.45, 3], + Description="Inflict 1.45x MAG for 3 turns.", ) Equivalent_Exchange_I = Equipment( - Display_Name = "Equivalent Exchange I", - Equip_Type = "Alls Ros", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Multiboost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = 200, #Added - PWR = 0, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",1.5,3],["MAG",0.5,3]], - Description = "1.5x ATK for 0.5x MAG (3 turns)\nEvery timeline has its correspondents,\nyou too." + Display_Name="Equivalent Exchange I", + Equip_Type="Alls Ros", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Multiboost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=200, # Added + PWR=0, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["ATK", 1.5, 3], ["MAG", 0.5, 3]], + Description="1.5x ATK for 0.5x MAG (3 turns)\nEvery timeline has its correspondents,\nyou too.", ) Equivalent_Exchange_II = Equipment( - Display_Name = "Equivalent Exchange II", - Equip_Type = "Alls Ros", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Multiboost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = 200, #Added - PWR = 0, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["MAG",1.5,3],["ATK",0.5,3]], - Description = "1.5x MAG for 0.5x ATK (3 turns)\nEvery timeline has its correspondents,\nyou too." + Display_Name="Equivalent Exchange II", + Equip_Type="Alls Ros", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Multiboost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=200, # Added + PWR=0, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["MAG", 1.5, 3], ["ATK", 0.5, 3]], + Description="1.5x MAG for 0.5x ATK (3 turns)\nEvery timeline has its correspondents,\nyou too.", ) Equivalent_Exchange_III = Equipment( - Display_Name = "Equivalent Exchange III", - Equip_Type = "Alls Ros", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Multiboost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = 200, #Added - PWR = 0, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["DEF",1.5,3],["RES",0.5,3]], - Description = "1.5x DEF for 0.5x RES (3 turns)\nEvery timeline has its correspondents,\nyou too." + Display_Name="Equivalent Exchange III", + Equip_Type="Alls Ros", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Multiboost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=200, # Added + PWR=0, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["DEF", 1.5, 3], ["RES", 0.5, 3]], + Description="1.5x DEF for 0.5x RES (3 turns)\nEvery timeline has its correspondents,\nyou too.", ) Equivalent_Exchange_IV = Equipment( - Display_Name = "Equivalent Exchange IV", - Equip_Type = "Alls Ros", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Multiboost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = 200, #Added - PWR = 0, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["RES",1.5,3],["DEF",0.5,3]], - Description = "1.5x RES for 0.5x DEF (3 turns)\nEvery timeline has its correspondents,\nyou too." - ) - + Display_Name="Equivalent Exchange IV", + Equip_Type="Alls Ros", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Multiboost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=200, # Added + PWR=0, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["RES", 1.5, 3], ["DEF", 0.5, 3]], + Description="1.5x RES for 0.5x DEF (3 turns)\nEvery timeline has its correspondents,\nyou too.", + ) + Mana_Charge = Equipment( - Display_Name = "Mana Charge", - Equip_Type = "Wicole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Single Ally", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 400, #Deducted - Priority = 150, #Added - PWR = 0, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["MAG",1.75,3], - Description = "Inflict 1.75x MAG for 3 turns." + Display_Name="Mana Charge", + Equip_Type="Wicole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Single Ally", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=400, # Deducted + Priority=150, # Added + PWR=0, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["MAG", 1.75, 3], + Description="Inflict 1.75x MAG for 3 turns.", ) Mana_Overcharge = Equipment( - Display_Name = "Mana Overcharge", - Equip_Type = "Wicole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 600, #Deducted - Priority = 250, #Added - PWR = 0, - Purchasing_Price = 1250, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["MAG",2,3], - Description = "Gain 2x MAG for 3 turns." + Display_Name="Mana Overcharge", + Equip_Type="Wicole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=600, # Deducted + Priority=250, # Added + PWR=0, + Purchasing_Price=1250, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["MAG", 2, 3], + Description="Gain 2x MAG for 3 turns.", ) Burst_Plant = Equipment( - Display_Name = "Burst Plant", - Equip_Type = "Fire", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 150, #Deducted - Priority = 300, #Added - PWR = 0, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["DEF",0.7,3], - Description = "Obligatory Bipole Retro: Empires reference.\nInflict 0.7x DEF for 3 turns." + Display_Name="Burst Plant", + Equip_Type="Fire", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=150, # Deducted + Priority=300, # Added + PWR=0, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["DEF", 0.7, 3], + Description="Obligatory Bipole Retro: Empires reference.\nInflict 0.7x DEF for 3 turns.", ) Knife_Rain = Equipment( - Display_Name = "Knife Rain", - Equip_Type = "Fire", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 375, #Added - PWR = 0, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["DEF",0.5,1], - Description = "Obligatory Bipole Retro: Empires reference.\nInflict 0.5x DEF for 1 turn." + Display_Name="Knife Rain", + Equip_Type="Fire", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=375, # Added + PWR=0, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["DEF", 0.5, 1], + Description="Obligatory Bipole Retro: Empires reference.\nInflict 0.5x DEF for 1 turn.", ) Phalanx = Equipment( - Display_Name = "Phalanx", - Equip_Type = "Fists", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 150, #Deducted - Priority = 300, #Added - PWR = 0, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["DEF",1.3,3], - Description = "Obligatory Bipole Retro: Empires reference.\nInflict 1.3x DEF for 3 turns." + Display_Name="Phalanx", + Equip_Type="Fists", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=150, # Deducted + Priority=300, # Added + PWR=0, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["DEF", 1.3, 3], + Description="Obligatory Bipole Retro: Empires reference.\nInflict 1.3x DEF for 3 turns.", ) Altar = Equipment( - Display_Name = "Altar", - Equip_Type = "Staff", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 150, #Deducted - Priority = 300, #Added - PWR = 0, - Purchasing_Price = 1000, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["ATK",1.3,3], - Description = "Obligatory Bipole Retro: Empires reference.\nInflict 1.3x ATK for 3 turns." + Display_Name="Altar", + Equip_Type="Staff", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=150, # Deducted + Priority=300, # Added + PWR=0, + Purchasing_Price=1000, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["ATK", 1.3, 3], + Description="Obligatory Bipole Retro: Empires reference.\nInflict 1.3x ATK for 3 turns.", ) Really_Cool_Monkey_Picture = Equipment( - Display_Name = "Really Cool Monkey Picture", - Equip_Type = "Bithecary", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 750, #Deducted - Priority = 0, #Added - PWR = 0, - Action_Count = 1, - Purchasing_Price = 100, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["MAG",0.5,2], - Description = "It's a really cool picture of a monkey.\n0.5x MAG for 2 turns." + Display_Name="Really Cool Monkey Picture", + Equip_Type="Bithecary", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=750, # Deducted + Priority=0, # Added + PWR=0, + Action_Count=1, + Purchasing_Price=100, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["MAG", 0.5, 2], + Description="It's a really cool picture of a monkey.\n0.5x MAG for 2 turns.", ) Energize = Equipment( - Display_Name = "Energize", - Equip_Type = "Mana Fungus", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = 250, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["ATK",1.6,2], - Description = "Many monsters can convert their physical\nMagica into Mana for use in spells.\n1.6x ATK for 2 turns." + Display_Name="Energize", + Equip_Type="Mana Fungus", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=250, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["ATK", 1.6, 2], + Description="Many monsters can convert their physical\nMagica into Mana for use in spells.\n1.6x ATK for 2 turns.", ) Bountiful = Equipment( - Display_Name = "Bountiful", - Equip_Type = "Farmer", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Multiboost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 225, #Deducted - Priority = 0, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",1.15,4],["MAG",1.15,4],["HLG",1.15,4]], - Description = "Points are sort of like an energy\nthing, if you think about it.\n1.15x ATK/MAG/HLG for 4 turns.", - Action_Count = 0.5 + Display_Name="Bountiful", + Equip_Type="Farmer", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Multiboost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=225, # Deducted + Priority=0, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["ATK", 1.15, 4], ["MAG", 1.15, 4], ["HLG", 1.15, 4]], + Description="Points are sort of like an energy\nthing, if you think about it.\n1.15x ATK/MAG/HLG for 4 turns.", + Action_Count=0.5, ) Bingus_Energy_Wave = Equipment( - Display_Name = "Energy Wave", - Equip_Type = "Enemy", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = 250, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["RES",0.6,2], - Description = "Despite being made up of Magica,\nmonsters still have the capability to\ngenerate their own Mana and Magica.\n0.6x RES for 2 turns." + Display_Name="Energy Wave", + Equip_Type="Enemy", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=250, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["RES", 0.6, 2], + Description="Despite being made up of Magica,\nmonsters still have the capability to\ngenerate their own Mana and Magica.\n0.6x RES for 2 turns.", ) Cursed_Prayer = Equipment( - Display_Name = "Cursed Prayer", - Equip_Type = "enemy", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = 250, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["DEF",0.3,3],["RES",0.3,3]], - Description = "An evil prayer chanted upon the\nenemies of the Raging Soul.\n0.3x DEF/RES for 3 turns." + Display_Name="Cursed Prayer", + Equip_Type="enemy", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=250, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["DEF", 0.3, 3], ["RES", 0.3, 3]], + Description="An evil prayer chanted upon the\nenemies of the Raging Soul.\n0.3x DEF/RES for 3 turns.", ) War_Cry = Equipment( - Display_Name = "War Cry", - Equip_Type = "Enemy", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 25, #Deducted - Priority = 250, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["ATK",3,3], - Description = "wqejoiwjeoiuwqjeoiwqjeoiwqjeoiwqjeiowqjeiowqjoiewqjeoiwqjqwefqasfeewrsddaqaweqafwfqefewrsfewffeqfqewgewqgweqgefqwedsaewqedwqefewioewqjoiewjqi\nwejiowqjeiowjiewqfeqwfqdewfqweoewqjioewqjioewjoiewqjioewqjieowqwqijewoiejwqiejwqiejwioej\niwqjeoiwqjeiowqjeiowqjioewqjeiowqjeiowqjeiowqjeiowqjeoiwqjeiowqjeiowqewjiq\n3x ATK for 3 turns." + Display_Name="War Cry", + Equip_Type="Enemy", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=25, # Deducted + Priority=250, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["ATK", 3, 3], + Description="wqejoiwjeoiuwqjeoiwqjeoiwqjeoiwqjeiowqjeiowqjoiewqjeoiwqjqwefqasfeewrsddaqaweqafwfqefewrsfewffeqfqewgewqgweqgefqwedsaewqedwqefewioewqjoiewjqi\nwejiowqjeiowjiewqfeqwfqdewfqweoewqjioewqjioewjoiewqjioewqjieowqwqijewoiejwqiejwqiejwioej\niwqjeoiwqjeiowqjeiowqjioewqjeiowqjeiowqjeiowqjeiowqjeoiwqjeiowqjeiowqewjiq\n3x ATK for 3 turns.", ) Funky_Dance = Equipment( - Display_Name = "Funky Dance", - Equip_Type = "Funky Fungus", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 250, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["DEF",1.2,5], - Description = "Fear the funk.\n1.2x DEF for 5 turns." + Display_Name="Funky Dance", + Equip_Type="Funky Fungus", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=250, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["DEF", 1.2, 5], + Description="Fear the funk.\n1.2x DEF for 5 turns.", ) Prismatic_Honeycomb = Equipment( - Display_Name = "Pri. Honeycomb", - Equip_Type = "Gyrobifastigium", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 150, #Deducted - Priority = 250, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["DEF",1.25,2],["ATK",1.25,2]], - Description = "When creating realms, something known as\nThe Algorithm was used by many Nexters,\nnotably Azure.\n1.25x ATK/DEF for 2 turns." + Display_Name="Pri. Honeycomb", + Equip_Type="Gyrobifastigium", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=150, # Deducted + Priority=250, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["DEF", 1.25, 2], ["ATK", 1.25, 2]], + Description="When creating realms, something known as\nThe Algorithm was used by many Nexters,\nnotably Azure.\n1.25x ATK/DEF for 2 turns.", ) Stellation = Equipment( - Display_Name = "Stellation", - Equip_Type = "Dodecahedron", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 150, #Deducted - Priority = 250, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["DEF",1.5,2], - Description = "Shifts among the structures of Realms are\nespecially common following creations or\nreformations.\n1.5x DEF for 2 turns." + Display_Name="Stellation", + Equip_Type="Dodecahedron", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=150, # Deducted + Priority=250, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["DEF", 1.5, 2], + Description="Shifts among the structures of Realms are\nespecially common following creations or\nreformations.\n1.5x DEF for 2 turns.", ) Polymath = Equipment( - Display_Name = "Polymath", - Equip_Type = "Eratosthenesoid", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["DEF",1.25,3],["RES",1.25,3],["ATK",1.25,3],["HLG",1.25,3],["MAG",1.25,3]], - Description = "The Lesser Truths... residues of the\nfull and holy truth: creation.\n1.25x DEF/RES/ATK/HLG/MAG for 3 turns." + Display_Name="Polymath", + Equip_Type="Eratosthenesoid", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[ + ["DEF", 1.25, 3], + ["RES", 1.25, 3], + ["ATK", 1.25, 3], + ["HLG", 1.25, 3], + ["MAG", 1.25, 3], + ], + Description="The Lesser Truths... residues of the\nfull and holy truth: creation.\n1.25x DEF/RES/ATK/HLG/MAG for 3 turns.", ) Nuclear_Fission = Equipment( - Display_Name = "Nuclear Fission", - Equip_Type = "Nynety", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Nynety", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 0, - Action_Count = 0.05, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["DEF",1.5,2],["RES",1.5,2],["ATK",1.5,2],["MAG",1.5,2],["HLG",1.5,2]], - Description = "Nuclear warfare proved further\ndangerous with the advent of CELL\ntechnology, a notable factor in Evan's\nplans of triggering a Time of Judgement.\n1.5x DEF/RES/ATK/MAG/HLG for 2 turns." - ) - - Reciprocal = Equipment( - Display_Name = "Reciprocal", - Equip_Type = "Nynety", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Nynety", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 0, - Action_Count = 0.4, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",1.4,2],["MAG",1.4,2],["DEF",1.25,2],["RES",1.25,2],["HLG",1.1,2]], - Description = "All entities in a given have an alternate\nuniverse correspondent in another timeline,\nwith the exception being some certain entities\ngranted existence beyond the confines of a\nsingle timeline. However, these entities still\nhave correspondent in different time clusters,\nthe collective of multiple timelines.\n1.4x ATK/MAG for 2 turns.\n1.25x DEF/RES for 2 turns.\n1.1x HLG for 2 turns." + Display_Name="Nuclear Fission", + Equip_Type="Nynety", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Nynety", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=0, + Action_Count=0.05, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[ + ["DEF", 1.5, 2], + ["RES", 1.5, 2], + ["ATK", 1.5, 2], + ["MAG", 1.5, 2], + ["HLG", 1.5, 2], + ], + Description="Nuclear warfare proved further\ndangerous with the advent of CELL\ntechnology, a notable factor in Evan's\nplans of triggering a Time of Judgement.\n1.5x DEF/RES/ATK/MAG/HLG for 2 turns.", + ) + + Reciprocal = Equipment( + Display_Name="Reciprocal", + Equip_Type="Nynety", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Nynety", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=0, + Action_Count=0.4, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[ + ["ATK", 1.4, 2], + ["MAG", 1.4, 2], + ["DEF", 1.25, 2], + ["RES", 1.25, 2], + ["HLG", 1.1, 2], + ], + Description="All entities in a given have an alternate\nuniverse correspondent in another timeline,\nwith the exception being some certain entities\ngranted existence beyond the confines of a\nsingle timeline. However, these entities still\nhave correspondent in different time clusters,\nthe collective of multiple timelines.\n1.4x ATK/MAG for 2 turns.\n1.25x DEF/RES for 2 turns.\n1.1x HLG for 2 turns.", ) Fold = Equipment( - Display_Name = "Fold", - Equip_Type = "Nynety", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Nynety", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 0, - Action_Count = 0.4, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",0.9,2],["MAG",0.9,2],["DEF",0.85,2],["RES",0.85,2],["HLG",0.8,2]], - Description = "Every realm has a 'border', the end of\nwhere reality functions properly.\n0.9x ATK/MAG for 2 turns.\n0.85x DEF/RES for 2 turns.\n0.8x HLG for 2 turns." + Display_Name="Fold", + Equip_Type="Nynety", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Nynety", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=0, + Action_Count=0.4, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[ + ["ATK", 0.9, 2], + ["MAG", 0.9, 2], + ["DEF", 0.85, 2], + ["RES", 0.85, 2], + ["HLG", 0.8, 2], + ], + Description="Every realm has a 'border', the end of\nwhere reality functions properly.\n0.9x ATK/MAG for 2 turns.\n0.85x DEF/RES for 2 turns.\n0.8x HLG for 2 turns.", ) Impair = Equipment( - Display_Name = "Impair", - Equip_Type = "ERSTAX HUMPHREY", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 150, #Deducted - Priority = 250, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["WKN",1.3,3], - Description = "A disrupting signal sent from the\ncybernetic body of a genetically modified human.\n1.3x WKN for 3 turns.", - Action_Count= 0.5 + Display_Name="Impair", + Equip_Type="ERSTAX HUMPHREY", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=150, # Deducted + Priority=250, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["WKN", 1.3, 3], + Description="A disrupting signal sent from the\ncybernetic body of a genetically modified human.\n1.3x WKN for 3 turns.", + Action_Count=0.5, ) Life_Transfer = Equipment( - Display_Name = "Life Transfer", - Equip_Type = "CELL", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "CELL", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 0, - Action_Count = 1, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["DEF",1.25,3],["RES",1.25,3],["ATK",1.25,3],["MAG",1.25,3],["HLG",1.25,3]], - Description = "Humans obtained the power to manipulate\nlife energy through the use of CELL technology, though\ndevelopment on this department was not as explored\nas the use of mana and magica.\n1.25x ATK/MAG/HLG/DEF/RES for 3 turns." + Display_Name="Life Transfer", + Equip_Type="CELL", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="CELL", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=0, + Action_Count=1, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[ + ["DEF", 1.25, 3], + ["RES", 1.25, 3], + ["ATK", 1.25, 3], + ["MAG", 1.25, 3], + ["HLG", 1.25, 3], + ], + Description="Humans obtained the power to manipulate\nlife energy through the use of CELL technology, though\ndevelopment on this department was not as explored\nas the use of mana and magica.\n1.25x ATK/MAG/HLG/DEF/RES for 3 turns.", ) Arrgh = Equipment( - Display_Name = "Arrgh!", - Equip_Type = "Farmer", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Single Ally", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 200, #Deducted - Priority = 0, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["ATK",2.5,2], - Description = "Arrgh!\n2.5x ATK for 2 turns." + Display_Name="Arrgh!", + Equip_Type="Farmer", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Single Ally", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=200, # Deducted + Priority=0, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["ATK", 2.5, 2], + Description="Arrgh!\n2.5x ATK for 2 turns.", ) Bet = Equipment( - Display_Name = "Bet", - Equip_Type = "Farmer", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 0, - Action_Count = 1, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",1.25,4],["MAG",1.25,4],["HLG",1.25,4]], - Description = "Yes! Yes! Yes!\n1.25x ATK/MAG/HLG for 4 turns." + Display_Name="Bet", + Equip_Type="Farmer", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=0, + Action_Count=1, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["ATK", 1.25, 4], ["MAG", 1.25, 4], ["HLG", 1.25, 4]], + Description="Yes! Yes! Yes!\n1.25x ATK/MAG/HLG for 4 turns.", ) Raise = Equipment( - Display_Name = "Raise", - Equip_Type = "Farmer", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 0, - Action_Count = 0.6, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",1.2,5],["MAG",1.2,5],["HLG",1.2,5],["DEF",1.1,3],["RES",1.1,3]], - Description = "No! No! No!\n1.2x ATK/MAG/HLG for 5 turns.\n1.1x DEF/RES for 3 turns." + Display_Name="Raise", + Equip_Type="Farmer", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=0, + Action_Count=0.6, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[ + ["ATK", 1.2, 5], + ["MAG", 1.2, 5], + ["HLG", 1.2, 5], + ["DEF", 1.1, 3], + ["RES", 1.1, 3], + ], + Description="No! No! No!\n1.2x ATK/MAG/HLG for 5 turns.\n1.1x DEF/RES for 3 turns.", ) Await = Equipment( - Display_Name = "Await...", - Equip_Type = "HFAU", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 0, - Action_Count = 1, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",1.1,5],["DEF",1.1,5],["RES",1.1,5]], - Description = "HFAU is a patient man. He does not\nrush things or do things uncompleted.\n1.1x ATK/DEF/RES for 5 turns." + Display_Name="Await...", + Equip_Type="HFAU", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=0, + Action_Count=1, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["ATK", 1.1, 5], ["DEF", 1.1, 5], ["RES", 1.1, 5]], + Description="HFAU is a patient man. He does not\nrush things or do things uncompleted.\n1.1x ATK/DEF/RES for 5 turns.", ) Boombox = Equipment( - Display_Name = "Boombox", - Equip_Type = "Radical Warper", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 0, #Added - PWR = 0, - Action_Count = 0.6, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",1.5,4],["MAG",1.5,4],["HLG",1.5,4]], - Description = "1.5x ATK/MAG/HLG for 4 turns." + Display_Name="Boombox", + Equip_Type="Radical Warper", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=0, # Added + PWR=0, + Action_Count=0.6, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["ATK", 1.5, 4], ["MAG", 1.5, 4], ["HLG", 1.5, 4]], + Description="1.5x ATK/MAG/HLG for 4 turns.", ) Skel_Boost = Equipment( - Display_Name = "Skel-Boost", - Equip_Type = "Skeleton", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 0, - Action_Count = 1, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",1.15,4],["MAG",1.15,4],["HLG",1.15,4]], - Description = "Skeletons.\n1.15x ATK/MAG/HLG for 4 turns." + Display_Name="Skel-Boost", + Equip_Type="Skeleton", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=0, + Action_Count=1, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["ATK", 1.15, 4], ["MAG", 1.15, 4], ["HLG", 1.15, 4]], + Description="Skeletons.\n1.15x ATK/MAG/HLG for 4 turns.", ) Necrobsorber = Equipment( - Display_Name = "Necrobsorber", - Equip_Type = "Skeleton", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 0, - Action_Count = 1, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",0.85,4],["MAG",0.85,4],["HLG",0.85,4]], - Description = "The power of a skulsorer is not\nto be underestimated. They have\nthe ability to manipulate both Mana\nEnergy and Life Energy without external aid.\n0.85x ATK/MAG/HLG for 4 turns." + Display_Name="Necrobsorber", + Equip_Type="Skeleton", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=0, + Action_Count=1, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["ATK", 0.85, 4], ["MAG", 0.85, 4], ["HLG", 0.85, 4]], + Description="The power of a skulsorer is not\nto be underestimated. They have\nthe ability to manipulate both Mana\nEnergy and Life Energy without external aid.\n0.85x ATK/MAG/HLG for 4 turns.", ) Incite_Fear = Equipment( - Display_Name = "Incite Fear", - Equip_Type = "Skeleton", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 0, #Added - PWR = 0, - Action_Count = 1, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",0.85,3],["MAG",0.85,3],["DEF",0.9,3],["RES",0.9,3]], - Description = "Raidiole danced crazy!\n0.85x ATK/MAG for 3 turns\nand 0.9x DEF/RES for 3 turns." + Display_Name="Incite Fear", + Equip_Type="Skeleton", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=0, # Added + PWR=0, + Action_Count=1, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["ATK", 0.85, 3], ["MAG", 0.85, 3], ["DEF", 0.9, 3], ["RES", 0.9, 3]], + Description="Raidiole danced crazy!\n0.85x ATK/MAG for 3 turns\nand 0.9x DEF/RES for 3 turns.", ) Hot_Glue_Gun = Equipment( - Display_Name = "Hot Glue Gun", - Equip_Type = "Neville ZX", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["DEF",0.9,3],["RES",0.9,3],["ATK",0.9,3],["MAG",0.9,3]], - Description = "Nani!?\n0.9x DEF/RES/ATK/MAG for 3 turns." + Display_Name="Hot Glue Gun", + Equip_Type="Neville ZX", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["DEF", 0.9, 3], ["RES", 0.9, 3], ["ATK", 0.9, 3], ["MAG", 0.9, 3]], + Description="Nani!?\n0.9x DEF/RES/ATK/MAG for 3 turns.", ) Question = Equipment( - Display_Name = "Question", - Equip_Type = "Investigator from Isle", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 0, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["DEF",0.8,3],["RES",0.8,3]], - Description = "Hmmmm...?\n0.8x DEF/RES for 3 turns." + Display_Name="Question", + Equip_Type="Investigator from Isle", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=0, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["DEF", 0.8, 3], ["RES", 0.8, 3]], + Description="Hmmmm...?\n0.8x DEF/RES for 3 turns.", ) Magic_Shield = Equipment( - Display_Name = "Magic Shield", - Equip_Type = "Egam", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 200, #Deducted - Priority = 0, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["RES",1.2,3], - Description = "Inflict 1.2x RES for 3 turns." + Display_Name="Magic Shield", + Equip_Type="Egam", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=200, # Deducted + Priority=0, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["RES", 1.2, 3], + Description="Inflict 1.2x RES for 3 turns.", ) Attack_Shield = Equipment( - Display_Name = "Attack Shield", - Equip_Type = "Egam", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 200, #Deducted - Priority = 0, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["DEF",1.2,3], - Description = "Inflict 1.2x DEF for 3 turns." + Display_Name="Attack Shield", + Equip_Type="Egam", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=200, # Deducted + Priority=0, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["DEF", 1.2, 3], + Description="Inflict 1.2x DEF for 3 turns.", ) Minus = Equipment( - Display_Name = "Minus", - Equip_Type = "Dyad", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 0, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",0.93,3],["MAG",0.93,3],["DEF",0.93,3],["RES",0.93,3]], - Description = "0.93x ATK/MAG/DEF/RES for 3 turns." + Display_Name="Minus", + Equip_Type="Dyad", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=0, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[ + ["ATK", 0.93, 3], + ["MAG", 0.93, 3], + ["DEF", 0.93, 3], + ["RES", 0.93, 3], + ], + Description="0.93x ATK/MAG/DEF/RES for 3 turns.", ) Plus = Equipment( - Display_Name = "Plus", - Equip_Type = "Dyad", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 0, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",1.07,3],["MAG",1.07,3],["DEF",1.07,3],["RES",1.07,3]], - Description = "1.07x ATK/MAG/DEF/RES for 3 turns." + Display_Name="Plus", + Equip_Type="Dyad", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=0, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[ + ["ATK", 1.07, 3], + ["MAG", 1.07, 3], + ["DEF", 1.07, 3], + ["RES", 1.07, 3], + ], + Description="1.07x ATK/MAG/DEF/RES for 3 turns.", ) Minus_All = Equipment( - Display_Name = "Minus All", - Equip_Type = "Dyad", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 0, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",0.97,3],["MAG",0.97,3],["DEF",0.97,3],["RES",0.97,3]], - Description = "0.97x ATK/MAG/DEF/RES for 3 turns." + Display_Name="Minus All", + Equip_Type="Dyad", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=0, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[ + ["ATK", 0.97, 3], + ["MAG", 0.97, 3], + ["DEF", 0.97, 3], + ["RES", 0.97, 3], + ], + Description="0.97x ATK/MAG/DEF/RES for 3 turns.", ) Gigaboost = Equipment( - Display_Name = "Gigaboost", - Equip_Type = "The New Link", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Boost", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 0, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",1.5,3],["MAG",1.5,3],["DEF",1.75,3],["RES",1.75,3]], - Description = "1.5x ATK/MAG for 3 turns\nand 1.75x DEF/RES for 3 turns." - ) - -if True: #Other + Display_Name="Gigaboost", + Equip_Type="The New Link", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Boost", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=0, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["ATK", 1.5, 3], ["MAG", 1.5, 3], ["DEF", 1.75, 3], ["RES", 1.75, 3]], + Description="1.5x ATK/MAG for 3 turns\nand 1.75x DEF/RES for 3 turns.", + ) + +if True: # Other Finale = Equipment( - Display_Name = "Finale", - Equip_Type = "Protipole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Ultimate Weapon", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "Single Enemy", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 250, #Added - PWR = 325, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "The ultimate weapon forged by Livna." - ) - -if True: #Starting Uniques - + Display_Name="Finale", + Equip_Type="Protipole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Ultimate Weapon", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="Single Enemy", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=250, # Added + PWR=325, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="The ultimate weapon forged by Livna.", + ) + +if True: # Starting Uniques The_22XX = Equipment( - Display_Name = "The 22XX", - Equip_Type = "Protipole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Gun", - Move_Type = "Physical", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 150, #Deducted - Priority = 225, #Added - PWR = 150, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "An ancient weapon from a previous civilization.\nThe side of the gun reads \"22XX\"." + Display_Name="The 22XX", + Equip_Type="Protipole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Gun", + Move_Type="Physical", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=150, # Deducted + Priority=225, # Added + PWR=150, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description='An ancient weapon from a previous civilization.\nThe side of the gun reads "22XX".', ) Champion = Equipment( - Display_Name = "Champion", - Equip_Type = "Protipole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Protipole", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Single Ally", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = 250, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["ATK",1.4,3], - Description = "Protipole is a renowned warrior of the\nBieace Empire, having succeeded in multiple\nquests across his years of service.\n1.4x ATK for 3 turns to one ally." + Display_Name="Champion", + Equip_Type="Protipole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Protipole", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Single Ally", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=250, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["ATK", 1.4, 3], + Description="Protipole is a renowned warrior of the\nBieace Empire, having succeeded in multiple\nquests across his years of service.\n1.4x ATK for 3 turns to one ally.", ) Multiboost_Test = Equipment( - Display_Name = "Multiboost Test", - Equip_Type = "Protipole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Protipole", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "Single Ally", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 10, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",1.2,2],["MAG",1.2,2],["DEF",1.2,2],["RES",1.2,2],["WKN",1.2,2],["HLG",1.2,2]], - Description = "testing item, stop hacking" + Display_Name="Multiboost Test", + Equip_Type="Protipole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Protipole", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="Single Ally", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=10, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[ + ["ATK", 1.2, 2], + ["MAG", 1.2, 2], + ["DEF", 1.2, 2], + ["RES", 1.2, 2], + ["WKN", 1.2, 2], + ["HLG", 1.2, 2], + ], + Description="testing item, stop hacking", ) Guard = Equipment( - Display_Name = "Guard", - Equip_Type = "Startole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Startole", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = 500, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["DEF",1.1,2], - Description = "Distract enemies by making them more\nlikely to attack you.\nAlso gain 1.1x DEF for 2 turns." + Display_Name="Guard", + Equip_Type="Startole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Startole", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=500, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["DEF", 1.1, 2], + Description="Distract enemies by making them more\nlikely to attack you.\nAlso gain 1.1x DEF for 2 turns.", ) Power_Charge = Equipment( - Display_Name = "Power Charge", - Equip_Type = "Bipoanderer", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Bipoanderer", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 100, #Deducted - Priority = 325, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["ATK",2.5,2], - Description = "Give yourself 2.5x ATK for 2 turns." + Display_Name="Power Charge", + Equip_Type="Bipoanderer", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Bipoanderer", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=100, # Deducted + Priority=325, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["ATK", 2.5, 2], + Description="Give yourself 2.5x ATK for 2 turns.", ) Thunderstorm = Equipment( - Display_Name = "Thunderstorm", - Equip_Type = "Wicole", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Water", - Move_Type = "Magic", #Physical, Magic, Heal, Boost - Target = "All Enemies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = 150, #Added - PWR = 100, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Description = "Deals water damage to all enemies." + Display_Name="Thunderstorm", + Equip_Type="Wicole", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Water", + Move_Type="Magic", # Physical, Magic, Heal, Boost + Target="All Enemies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=150, # Added + PWR=100, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Description="Deals water damage to all enemies.", ) Concoction = Equipment( - Display_Name = "Concoction", - Equip_Type = "Bithecary", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun - Damage_Type = "Heal", - Move_Type = "Heal", #Physical, Magic, Heal, Boost - Target = "Single Ally", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 0, #Deducted - Priority = 250, #Added - PWR = 5, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = "SP", #The stat to heal, - Description = "Restore SP to a single ally." + Display_Name="Concoction", + Equip_Type="Bithecary", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Healing, Gun + Damage_Type="Heal", + Move_Type="Heal", # Physical, Magic, Heal, Boost + Target="Single Ally", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=0, # Deducted + Priority=250, # Added + PWR=5, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat="SP", # The stat to heal, + Description="Restore SP to a single ally.", ) Camoflauge = Equipment( - Display_Name = "Camoflauge", - Equip_Type = "Archle", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Archle", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 50, #Deducted - Priority = -350, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["ATK",1.1,2], - Description = "Reduce your priority and\ngain 1.1x ATK for 2 turns." + Display_Name="Camoflauge", + Equip_Type="Archle", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Archle", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=50, # Deducted + Priority=-350, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["ATK", 1.1, 2], + Description="Reduce your priority and\ngain 1.1x ATK for 2 turns.", ) Call_to_Arms = Equipment( - Display_Name = "Call to Arms", - Equip_Type = "Bipouge", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Bipouge", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "All Allies", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 450, #Deducted - Priority = 450, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",1.3,4],["MAG",1.3,4],["HLG",1.3,4],["DEF",1.2,3],["RES",1.2,3]], - Description = "Party gains 1.3x ATK/MAG/HLG for 4 turns\nand 1.2x DEF/RES for 3 turns." - ) - + Display_Name="Call to Arms", + Equip_Type="Bipouge", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Bipouge", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="All Allies", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=450, # Deducted + Priority=450, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[ + ["ATK", 1.3, 4], + ["MAG", 1.3, 4], + ["HLG", 1.3, 4], + ["DEF", 1.2, 3], + ["RES", 1.2, 3], + ], + Description="Party gains 1.3x ATK/MAG/HLG for 4 turns\nand 1.2x DEF/RES for 3 turns.", + ) + Razzion_Guiding = Equipment( - Display_Name = "Razzion Guiding", - Equip_Type = "Alls Ros", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Alls Ros", - Move_Type = "Multiboost", #Physical, Magic, Heal, Boost - Target = "Single Ally", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = 450, #Deducted - Priority = 400, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = [["ATK",1.15,15],["MAG",1.15,15],["HLG",1.15,15]], - Description = "Inflict 1.15x ATK/MAG/HLG for 15 turns." - ) + Display_Name="Razzion Guiding", + Equip_Type="Alls Ros", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Alls Ros", + Move_Type="Multiboost", # Physical, Magic, Heal, Boost + Target="Single Ally", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=450, # Deducted + Priority=400, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=[["ATK", 1.15, 15], ["MAG", 1.15, 15], ["HLG", 1.15, 15]], + Description="Inflict 1.15x ATK/MAG/HLG for 15 turns.", + ) Medkit = Equipment( - Display_Name = "Medkit", - Equip_Type = "Birowth", #Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun - Damage_Type = "Birowth", - Move_Type = "Boost", #Physical, Magic, Heal, Boost - Target = "Self", #Single Enemy, Single Ally, All Enemies, All Allies - SP_Cost = -500, #Deducted - Priority = 500, #Added - PWR = 0, - Purchasing_Price = 0, #Sells for half of the purchasing price, cannot be sold if 0 - Heal_Stat = None, #The stat to heal, - Inflict = ["RES",1.1,2], - Description = "Gain 500 SP and 1.1x RES for 2 turns." + Display_Name="Medkit", + Equip_Type="Birowth", # Fists, Sword, Lance, Staff, Bow, Fire, Water, Ice, Heal, Gun + Damage_Type="Birowth", + Move_Type="Boost", # Physical, Magic, Heal, Boost + Target="Self", # Single Enemy, Single Ally, All Enemies, All Allies + SP_Cost=-500, # Deducted + Priority=500, # Added + PWR=0, + Purchasing_Price=0, # Sells for half of the purchasing price, cannot be sold if 0 + Heal_Stat=None, # The stat to heal, + Inflict=["RES", 1.1, 2], + Description="Gain 500 SP and 1.1x RES for 2 turns.", ) equipment_inventory = [] + class Consumable_Item: - def __init__(self, - Display_Name = "DISPLAY NAME", - Purchasing_Price = 0, - Target = "Single", #Single or Full Party - Stat = "HP", - Percent_or_Static = "Static", - Amount = 50, - Description = "install bipole" + def __init__( + self, + Display_Name="DISPLAY NAME", + Purchasing_Price=0, + Target="Single", # Single or Full Party + Stat="HP", + Percent_or_Static="Static", + Amount=50, + Description="install bipole", ): self.DisplayName = Display_Name self.Purchasing_Price = Purchasing_Price @@ -2962,370 +3026,335 @@ def __init__(self, self.Amount = Amount self.Description = Description -if True: #Consumable_Items +if True: # Consumable_Items Water = Consumable_Item( - Display_Name = "Water", - Purchasing_Price = 10, - Target = "Single", #Single or Full Party - Stat = "HP", - Percent_or_Static = "Percent", - Amount = 1.05, - Description = "It's literally just water." + Display_Name="Water", + Purchasing_Price=10, + Target="Single", # Single or Full Party + Stat="HP", + Percent_or_Static="Percent", + Amount=1.05, + Description="It's literally just water.", ) Sparkling_Water = Consumable_Item( - Display_Name = "Sparkling Water", - Purchasing_Price = 50, - Target = "Single", #Single or Full Party - Stat = "HP", - Percent_or_Static = "Static", - Amount = 100, - Description = "It's like water but spicy." + Display_Name="Sparkling Water", + Purchasing_Price=50, + Target="Single", # Single or Full Party + Stat="HP", + Percent_or_Static="Static", + Amount=100, + Description="It's like water but spicy.", ) Bread = Consumable_Item( - Display_Name = "Bread", - Purchasing_Price = 125, - Target = "Single", #Single or Full Party - Stat = "HP", - Percent_or_Static = "Static", - Amount = 375, - Description = "It's a piece of bread." - ) - + Display_Name="Bread", + Purchasing_Price=125, + Target="Single", # Single or Full Party + Stat="HP", + Percent_or_Static="Static", + Amount=375, + Description="It's a piece of bread.", + ) + Ramen = Consumable_Item( - Display_Name = "Ramen", - Purchasing_Price = 450, - Target = "Single", #Single or Party - Stat = "HP", - Percent_or_Static = "Static", - Amount = 500, - Description = "\"nO tHiS bReAKs ThE mEdeViL eURoPeAn\nSEtTiNg yOu cAN't aDd rAMeN tO\nbIpOLe aHhHh...\" you're literally\nplaying a game in a series where a guy\nbecame a national hero for stealing an\nambulance, a teenager led multiple timelines\nto their destruction, an overweight\ncyclopse created a giant robot that\nlooks like Notre Dame to fight a god-like\nmitocondria, and an ultimate weapon called\nthe Physics Test Ball was created by\nthe gods to save the world. When was this\nseries ever realistic?" + Display_Name="Ramen", + Purchasing_Price=450, + Target="Single", # Single or Party + Stat="HP", + Percent_or_Static="Static", + Amount=500, + Description="\"nO tHiS bReAKs ThE mEdeViL eURoPeAn\nSEtTiNg yOu cAN't aDd rAMeN tO\nbIpOLe aHhHh...\" you're literally\nplaying a game in a series where a guy\nbecame a national hero for stealing an\nambulance, a teenager led multiple timelines\nto their destruction, an overweight\ncyclopse created a giant robot that\nlooks like Notre Dame to fight a god-like\nmitocondria, and an ultimate weapon called\nthe Physics Test Ball was created by\nthe gods to save the world. When was this\nseries ever realistic?", ) HealingLeaves = Consumable_Item( - Display_Name = "Healing Leaves", - Purchasing_Price = 250, - Target = "Single", #Single or Full Party - Stat = "HP", - Percent_or_Static = "Static", - Amount = 400, - Description = "Leaves that contain a natural\nhealing property." + Display_Name="Healing Leaves", + Purchasing_Price=250, + Target="Single", # Single or Full Party + Stat="HP", + Percent_or_Static="Static", + Amount=400, + Description="Leaves that contain a natural\nhealing property.", ) HealingHerbs = Consumable_Item( - Display_Name = "Healing Herbs", - Purchasing_Price = 500, - Target = "Full Party", #Single or Full Party - Stat = "HP", - Percent_or_Static = "Static", - Amount = 400, - Description = "Herbs that contain a natural\nhealing property." + Display_Name="Healing Herbs", + Purchasing_Price=500, + Target="Full Party", # Single or Full Party + Stat="HP", + Percent_or_Static="Static", + Amount=400, + Description="Herbs that contain a natural\nhealing property.", ) Water = Consumable_Item( - Display_Name = "Water", - Purchasing_Price = 10, - Target = "Single", #Single or Full Party - Stat = "HP", - Percent_or_Static = "Percent", - Amount = 1.05, - Description = "It's literally just water." + Display_Name="Water", + Purchasing_Price=10, + Target="Single", # Single or Full Party + Stat="HP", + Percent_or_Static="Percent", + Amount=1.05, + Description="It's literally just water.", ) Alcohol = Consumable_Item( - Display_Name = "Alcohol", - Purchasing_Price = 250, - Target = "Single", #Single or Full Party - Stat = "HP", - Percent_or_Static = "Static", - Amount = -100000, - Description = "Specifically cleaning alcohol.\nDon't drink it." + Display_Name="Alcohol", + Purchasing_Price=250, + Target="Single", # Single or Full Party + Stat="HP", + Percent_or_Static="Static", + Amount=-100000, + Description="Specifically cleaning alcohol.\nDon't drink it.", ) Nuts = Consumable_Item( - Display_Name = "Nuts", - Purchasing_Price = 200, - Target = "Full Party", #Single or Full Party - Stat = "HP", - Percent_or_Static = "Static", - Amount = 300, - Description = "Deez nu... actually, they're legumes." + Display_Name="Nuts", + Purchasing_Price=200, + Target="Full Party", # Single or Full Party + Stat="HP", + Percent_or_Static="Static", + Amount=300, + Description="Deez nu... actually, they're legumes.", ) Graham_Crackers = Consumable_Item( - Display_Name = "Graham Cracker", - Purchasing_Price = 500, - Target = "Single", #Single or Party - Stat = "HP", - Percent_or_Static = "Static", - Amount = 650, - Description = "Perfect for crashing the economy." + Display_Name="Graham Cracker", + Purchasing_Price=500, + Target="Single", # Single or Party + Stat="HP", + Percent_or_Static="Static", + Amount=650, + Description="Perfect for crashing the economy.", ) Not_Butter = Consumable_Item( - Display_Name = "Not Butter", - Purchasing_Price = 1000, - Target = "Party", #Single or Party - Stat = "HP", - Percent_or_Static = "Percent", - Amount = -999999, - Description = "cyanide" + Display_Name="Not Butter", + Purchasing_Price=1000, + Target="Party", # Single or Party + Stat="HP", + Percent_or_Static="Percent", + Amount=-999999, + Description="cyanide", ) J_Fuel = Consumable_Item( - Display_Name = "J-Fuel", - Purchasing_Price = 900, - Target = "Single", #Single or Party - Stat = "HP", - Percent_or_Static = "Percent", - Amount = 1.5, - Description = "the j!?" + Display_Name="J-Fuel", + Purchasing_Price=900, + Target="Single", # Single or Party + Stat="HP", + Percent_or_Static="Percent", + Amount=1.5, + Description="the j!?", ) Hzeroslashtwo = Consumable_Item( - Display_Name = "H(0/2)", - Purchasing_Price = 1250, - Target = "Party", #Single or Party - Stat = "HP", - Percent_or_Static = "Percent", - Amount = 1.3, - Description = "BONUS SHOP ITEM\n17.1324207031\n(Bipole 17 reference)" + Display_Name="H(0/2)", + Purchasing_Price=1250, + Target="Party", # Single or Party + Stat="HP", + Percent_or_Static="Percent", + Amount=1.3, + Description="BONUS SHOP ITEM\n17.1324207031\n(Bipole 17 reference)", ) e = Consumable_Item( - Display_Name = "E", - Purchasing_Price = 250, - Target = "Single", #Single or Party - Stat = "HP", - Percent_or_Static = "Percent", - Amount = 1.25, - Description = "BONUS SHOP ITEM\n17.1324207031\n(Bipole 17 reference)" + Display_Name="E", + Purchasing_Price=250, + Target="Single", # Single or Party + Stat="HP", + Percent_or_Static="Percent", + Amount=1.25, + Description="BONUS SHOP ITEM\n17.1324207031\n(Bipole 17 reference)", ) Zx = Consumable_Item( - Display_Name = "ZX", - Purchasing_Price = 1000, - Target = "Party", #Single or Party - Stat = "SP", - Percent_or_Static = "Percent", - Amount = 1.15, - Description = "BONUS SHOP ITEM\n17.1324207031\n(Bipole 17 reference)" + Display_Name="ZX", + Purchasing_Price=1000, + Target="Party", # Single or Party + Stat="SP", + Percent_or_Static="Percent", + Amount=1.15, + Description="BONUS SHOP ITEM\n17.1324207031\n(Bipole 17 reference)", ) TileXtwoAS = Consumable_Item( - Display_Name = "TileX2AS", - Purchasing_Price = 1000, - Target = "Single", #Single or Party - Stat = "SP", - Percent_or_Static = "Percent", - Amount = 1.5, - Description = "BONUS SHOP ITEM\n17.1324207031\n(Bipole 17 reference)" + Display_Name="TileX2AS", + Purchasing_Price=1000, + Target="Single", # Single or Party + Stat="SP", + Percent_or_Static="Percent", + Amount=1.5, + Description="BONUS SHOP ITEM\n17.1324207031\n(Bipole 17 reference)", ) Zx = Consumable_Item( - Display_Name = "ZX", - Purchasing_Price = 750, - Target = "Party", #Single or Party - Stat = "SP", - Percent_or_Static = "Percent", - Amount = 1.10, - Description = "BONUS SHOP ITEM\n17.1324207031\n(Bipole 17 reference)" + Display_Name="ZX", + Purchasing_Price=750, + Target="Party", # Single or Party + Stat="SP", + Percent_or_Static="Percent", + Amount=1.10, + Description="BONUS SHOP ITEM\n17.1324207031\n(Bipole 17 reference)", ) Soda = Consumable_Item( - Display_Name = "Soda", - Purchasing_Price = 250, - Target = "Single", #Single or Party - Stat = "SP", - Percent_or_Static = "Static", - Amount = 100, - Description = "It's like sparkling sparkling water." - ) - + Display_Name="Soda", + Purchasing_Price=250, + Target="Single", # Single or Party + Stat="SP", + Percent_or_Static="Static", + Amount=100, + Description="It's like sparkling sparkling water.", + ) + Rosskabob = Consumable_Item( - Display_Name = "Rosskabob", - Purchasing_Price = 750, - Target = "Single", #Single or Party - Stat = "SP", - Percent_or_Static = "Static", - Amount = 350, - Description = "How is this item in this timeline?" + Display_Name="Rosskabob", + Purchasing_Price=750, + Target="Single", # Single or Party + Stat="SP", + Percent_or_Static="Static", + Amount=350, + Description="How is this item in this timeline?", ) Hand_Sanitizer = Consumable_Item( - Display_Name = "Hand Sanitizer", - Purchasing_Price = 350, - Target = "Single", #Single or Party - Stat = "SP", - Percent_or_Static = "Percent", - Amount = -100, - Description = "Please do not drink hand sanitizer." + Display_Name="Hand Sanitizer", + Purchasing_Price=350, + Target="Single", # Single or Party + Stat="SP", + Percent_or_Static="Percent", + Amount=-100, + Description="Please do not drink hand sanitizer.", ) Oatmeal = Consumable_Item( - Display_Name = "Oatmeal", - Purchasing_Price = 500, - Target = "Single", #Single or Full Party - Stat = "SP", - Percent_or_Static = "Percent", - Amount = 1.3, - Description = "The holy Razzion delicacy." + Display_Name="Oatmeal", + Purchasing_Price=500, + Target="Single", # Single or Full Party + Stat="SP", + Percent_or_Static="Percent", + Amount=1.3, + Description="The holy Razzion delicacy.", ) item_inventory = [] + class Key_Item: - def __init__(self, - Display_Name = "DISPLAY NAME", - sprite = "", - text_file = "" - ): + def __init__(self, Display_Name="DISPLAY NAME", sprite="", text_file=""): self.DisplayName = Display_Name self.sprite = sprite self.text_file = text_file -if True: #Key Items - test_key = Key_Item( - Display_Name="test key", - sprite="nwap", - text_file="test_item" - ) +if True: # Key Items + test_key = Key_Item(Display_Name="test key", sprite="nwap", text_file="test_item") sussy_device = Key_Item( - Display_Name="Sussy Device", - sprite="sussy_device", - text_file="sussy_device" + Display_Name="Sussy Device", sprite="sussy_device", text_file="sussy_device" ) humphrey_lore = Key_Item( - Display_Name="HUMPHREY LORE", - sprite="humphrey_lore", - text_file="humphrey_lore" + Display_Name="HUMPHREY LORE", sprite="humphrey_lore", text_file="humphrey_lore" ) humphrey_lore_read = Key_Item( Display_Name="HUMPHREY LORE (read)", sprite="humphrey_lore", - text_file="humphrey_lore_READ" + text_file="humphrey_lore_READ", ) bonus_shop_pass = Key_Item( Display_Name="Bonus Shop Pass", sprite="bonus_shop_pass", - text_file="bonus_shop_pass" + text_file="bonus_shop_pass", ) mysterious_crystals = Key_Item( Display_Name="Mysterious Crystals", sprite="mysterious_crystals", - text_file="mysterious_crystals" + text_file="mysterious_crystals", ) ecochecker = Key_Item( - Display_Name="Eco-Checker", - sprite="ecochecker", - text_file="ecochecker" + Display_Name="Eco-Checker", sprite="ecochecker", text_file="ecochecker" ) bonus_shop_pass_ii = Key_Item( Display_Name="Bonus Shop Pass II", sprite="bonus_shop_pass_ii", - text_file="bonus_shop_pass_ii" + text_file="bonus_shop_pass_ii", ) ricefield_key = Key_Item( - Display_Name="Ricefield Key", - sprite="ricefield_key", - text_file="ricefield_key" + Display_Name="Ricefield Key", sprite="ricefield_key", text_file="ricefield_key" ) useless_award = Key_Item( - Display_Name="Useless Award", - sprite="useless_award", - text_file="useless_award" + Display_Name="Useless Award", sprite="useless_award", text_file="useless_award" ) - card1 = Key_Item( - Display_Name="Card 1", - sprite="card1", - text_file="card1" - ) + card1 = Key_Item(Display_Name="Card 1", sprite="card1", text_file="card1") - card2 = Key_Item( - Display_Name="Card 2", - sprite="card2", - text_file="card2" - ) + card2 = Key_Item(Display_Name="Card 2", sprite="card2", text_file="card2") neville_coin = Key_Item( - Display_Name="Neville Coin", - sprite="neville_coin", - text_file="neville_coin" + Display_Name="Neville Coin", sprite="neville_coin", text_file="neville_coin" ) virginity_hat = Key_Item( - Display_Name="Virginity Hat", - sprite="virginity_hat", - text_file="virginity_hat" + Display_Name="Virginity Hat", sprite="virginity_hat", text_file="virginity_hat" ) the_holy_cards = Key_Item( Display_Name="The Holy Cards", sprite="the_holy_cards", - text_file="the_holy_cards" + text_file="the_holy_cards", ) super_pure_diamond = Key_Item( Display_Name="Super Pure Diamond", sprite="super_pure_diamond", - text_file="super_pure_diamond" + text_file="super_pure_diamond", ) virginity_propaganda = Key_Item( Display_Name="Virginity Propaganda", sprite="virginity_propaganda", - text_file="virginity_propaganda" + text_file="virginity_propaganda", ) virginity_propaganda_signed = Key_Item( Display_Name="Virginity Prop. (signed)", sprite="virginity_propaganda_signed", - text_file="virginity_propaganda_signed" + text_file="virginity_propaganda_signed", ) the_power_of_self_respect = Key_Item( Display_Name="The Power of Self-Respect", sprite="the_power_of_self-respect", - text_file="the_power_of_self-respect" + text_file="the_power_of_self-respect", ) alter_key = Key_Item( - Display_Name="Alter Key", - sprite="ricefield_key", - text_file="alter_key" + Display_Name="Alter Key", sprite="ricefield_key", text_file="alter_key" ) surface_key = Key_Item( - Display_Name="Surface Key", - sprite="ricefield_key", - text_file="surface_key" + Display_Name="Surface Key", sprite="ricefield_key", text_file="surface_key" ) ultimate_energy_prism = Key_Item( Display_Name="Ultimate Energy Prism", sprite="ultimate_energy_prism", - text_file="ultimate_energy_prism" + text_file="ultimate_energy_prism", ) letter = Key_Item( - Display_Name="Mysterious Letter", - sprite="letter", - text_file="letter" + Display_Name="Mysterious Letter", sprite="letter", text_file="letter" ) -key_item_inventory = [] \ No newline at end of file +key_item_inventory = [] diff --git a/maps.py b/maps.py index 2d74e70..650bfc7 100644 --- a/maps.py +++ b/maps.py @@ -1,45 +1,1738 @@ import enemies + global player_cords global player_tracking -player_cords = [9,15] +player_cords = [9, 15] # player_cords = [9,18] player_tracking = [ - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],["Player"],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], - [[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + ["Player"], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], + [ + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + [], + ], ] # R = Recruit @@ -57,275 +1750,5409 @@ global castle_map castle_map = [ - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["D01"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["C04"],["---"],["T03"],["000"],["T04"],["---"],["C03"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["000"],["000"],["000"],["000"],["000"],["000"],["000"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["000"],["000"],["---"],["000"],["---"],["000"],["---"],["000"],["000"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["C02"],["---"],["---"],["000"],["000"],["000"],["---"],["---"],["C01"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["000"],["000"],["000"],["T05"],["000"],["000"],["000"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["000"],["000"],["---"],["000"],["000"],["000"],["---"],["000"],["000"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["T02"],["000"],["---"],["---"],["Q01"],["---"],["---"],["000"],["R01"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],## - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],### + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["D01"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["C04"], + ["---"], + ["T03"], + ["000"], + ["T04"], + ["---"], + ["C03"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["000"], + ["---"], + ["000"], + ["---"], + ["000"], + ["---"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["C02"], + ["---"], + ["---"], + ["000"], + ["000"], + ["000"], + ["---"], + ["---"], + ["C01"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["000"], + ["000"], + ["T05"], + ["000"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["000"], + ["---"], + ["000"], + ["000"], + ["000"], + ["---"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["T02"], + ["000"], + ["---"], + ["---"], + ["Q01"], + ["---"], + ["---"], + ["000"], + ["R01"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ## + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ### ] List_of_All_Maps.append(castle_map) castle_town_map = [ - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["Pn1"],["n00"],["n00"],["Tn8"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["Tn7"],["n00"],["Sn2"],["n00"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["Tn2"],["n00"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - 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+ ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["T05"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["---"], + ["000"], + ["---"], + ["000"], + ["000"], + ["000"], + ["T03"], + ["000"], + ["D02"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["n00"], + ["---"], + ["000"], + ["---"], + ["D03"], + ["---"], + ["000"], + ["000"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["n00"], + ["Hn1"], + ["Nn1"], + ["000"], + ["---"], + ["---"], + ["---"], + ["T01"], + ["000"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["n00"], + ["---"], + ["T04"], + ["---"], + ["000"], + ["---"], + ["000"], + ["---"], + ["Nn2"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["---"], + ["000"], + ["---"], + ["000"], + ["---"], + ["n00"], + ["n00"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["000"], + ["000"], + ["000"], + ["000"], + ["T06"], + ["000"], + ["000"], + ["---"], + ["n00"], + ["Sn1"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["000"], + ["---"], + ["000"], + ["000"], + ["000"], + ["---"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["C01"], + ["---"], + ["---"], + ["D01"], + ["---"], + ["---"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["C02"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ## + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ### ] List_of_All_Maps.append(castle_town_map) slime_forest_map = [ - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["C01"],["---"],["D01"],["---"],["000"],["000"],["000"],["---"],["000"],["000"],["C04"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["000"],["---"],["000"],["---"],["000"],["---"],["000"],["000"],["000"],["---"],["000"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["000"],["---"],["000"],["000"],["000"],["000"],["000"],["---"],["000"],["---"],["000"],["---"],["---"],["D02"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["000"],["000"],["000"],["---"],["---"],["000"],["---"],["---"],["000"],["---"],["000"],["---"],["---"],["C03"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["000"],["---"],["000"],["000"],["000"],["000"],["000"],["000"],["000"],["---"],["000"],["000"],["---"],["F01"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["000"],["000"],["000"],["---"],["000"],["---"],["000"],["---"],["---"],["000"],["---"],["000"],["---"],["000"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["000"],["---"],["000"],["---"],["000"],["000"],["000"],["000"],["000"],["000"],["---"],["000"],["---"],["N02"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["000"],["000"],["000"],["000"],["000"],["---"],["000"],["---"],["---"],["000"],["000"],["000"],["---"],["000"],["---"],["---"],["---"]], - 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["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["C05"], + ["---"], + ["000"], + ["000"], + ["---"], + ["000"], + ["---"], + ["000"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["000"], + ["---"], + ["Rn1"], + ["n00"], + ["---"], + ["000"], + ["---"], + ["000"], + ["---"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["000"], + ["---"], + ["n00"], + ["n00"], + ["---"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["---"], + ["---"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["000"], + ["---"], + ["---"], + ["Nn1"], + ["---"], + ["000"], + ["---"], + ["000"], + ["---"], + ["000"], + ["---"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["---"], + ["C02"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ## + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ### ] List_of_All_Maps.append(slime_forest_map) slime_forest_map2 = [ - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["D02"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["C05"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["F01"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],## - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["n00"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],## - 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["---"], + ], ## + [ + ["---"], + ["---"], + ["000"], + ["C04"], + ["---"], + ["---"], + ["000"], + ["000"], + ["---"], + ["D01"], + ["---"], + ["000"], + ["000"], + ["000"], + ["000"], + ["---"], + ["C02"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ## + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ### ] List_of_All_Maps.append(slime_forest_map2) 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["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["Nn1"], + ["---"], + ["000"], + ["000"], + ["---"], + ["n00"], + ["---"], + ["---"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["n00"], + ["n00"], + ["n00"], + ["---"], + ["000"], + ["Nn2"], + ["Hn1"], + ["n00"], + ["---"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["n00"], + ["n00"], + ["Rn1"], + ["---"], + ["N99"], + ["---"], + ["n00"], + ["---"], + ["---"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ## + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["n00"], + ["Sn1"], + ["n00"], + ["---"], + ["D01"], + ["---"], + ["---"], + ["R02"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ## + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ### ] List_of_All_Maps.append(passway_village_map) ruins_of_time_map1 = [ - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],## - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - [["---"],["---"],["E02"],["000"],["---"],["---"],["---"],["---"],["---"],["000"],["000"],["000"],["000"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - [["---"],["---"],["---"],["000"],["000"],["000"],["000"],["---"],["---"],["C02"],["---"],["---"],["000"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - 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["---"], + ["---"], + ["C02"], + ["---"], + ["---"], + ["---"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["C03"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["D01"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ## + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ### ] List_of_All_Maps.append(bandit_road_map) guardian_village_map = [ - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - 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["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ## + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ### ] List_of_All_Maps.append(metalimnion_map) @@ -334,42 +7161,870 @@ # s = send to r # r = receive from s ricefield_realm_map = [ - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - 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+ ["---"], + ], ### ] List_of_All_Maps.append(ricefield_realm_map) @@ -380,214 +8035,3582 @@ # - = inactive barrier # _ = active barrier labyrinth_of_binding_a1_map = [ - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - 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["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ### ] List_of_All_Maps.append(labyrinth_of_binding_a3_map) alter_realm_a1_map = [ - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]], - 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["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["000"], + ["---"], + ["n00"], + ["n00"], + ["---"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["---"], + ["---"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["000"], + ["---"], + ["---"], + ["n00"], + ["---"], + ["000"], + ["---"], + ["000"], + ["---"], + ["000"], + ["---"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["---"], + ["E04"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ], + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ## + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ### ] List_of_All_Maps.append(alter_realm_a1_map) final_area_map = [ - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - [["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"],["---"]],# - 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["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["000"], + ["000"], + ["T01"], + ["000"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["---"], + ["000"], + ["---"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["000"], + ["000"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["000"], + ["000"], + ["000"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["D01"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], # + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ## + [ + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ["---"], + ], ### ] List_of_All_Maps.append(final_area_map) List_of_All_Locations = [] -Bieace_Castle = ["Bieace Castle", castle_map, "stone", "brown","bieace_castle",False,[],0,[0,["no eco",0],[0,0,0,0,0]],"brown","safe"] +Bieace_Castle = [ + "Bieace Castle", + castle_map, + "stone", + "brown", + "bieace_castle", + False, + [], + 0, + [0, ["no eco", 0], [0, 0, 0, 0, 0]], + "brown", + "safe", +] List_of_All_Locations.append(Bieace_Castle) -Bieace_Castle_Town = ["Bieace Castle Town", castle_town_map, "stone", "green","bieace_castle_town",False,[],0,[100.00,["Neutral",1],[95.23,94.21,93.43,95.32,98.56]],"brown","safe"] +Bieace_Castle_Town = [ + "Bieace Castle Town", + castle_town_map, + "stone", + "green", + "bieace_castle_town", + False, + [], + 0, + [100.00, ["Neutral", 1], [95.23, 94.21, 93.43, 95.32, 98.56]], + "brown", + "safe", +] List_of_All_Locations.append(Bieace_Castle_Town) -Slime_Forest = ["Slime Forest A1", slime_forest_map, "stone", "dark_green","slime_forest",True,[enemies.sf1_encounter1,enemies.sf1_encounter2,enemies.sf1_encounter3],5,[0,["no eco",0],[0,0,0,0,0]],"brown","dangerous"] +Slime_Forest = [ + "Slime Forest A1", + slime_forest_map, + "stone", + "dark_green", + "slime_forest", + True, + [enemies.sf1_encounter1, enemies.sf1_encounter2, enemies.sf1_encounter3], + 5, + [0, ["no eco", 0], [0, 0, 0, 0, 0]], + "brown", + "dangerous", +] List_of_All_Locations.append(Slime_Forest) -Slime_Forest2 = ["Slime Forest A2", slime_forest_map2, "stone", "dark_green","slime_forest2",True,[enemies.sf2_encounter1,enemies.sf2_encounter2,enemies.sf2_encounter3],5,[0,["no eco",0],[0,0,0,0,0]],"dark_green","dangerous"] +Slime_Forest2 = [ + "Slime Forest A2", + slime_forest_map2, + "stone", + "dark_green", + "slime_forest2", + True, + [enemies.sf2_encounter1, enemies.sf2_encounter2, enemies.sf2_encounter3], + 5, + [0, ["no eco", 0], [0, 0, 0, 0, 0]], + "dark_green", + "dangerous", +] List_of_All_Locations.append(Slime_Forest2) -Passway_Village = ["Passway Village", passway_village_map, "stone", "green","passway_village",False,[],0,[100.00,["Neutral",1],[95.23,94.21,93.43,95.32,98.56]],"brown","safe"] +Passway_Village = [ + "Passway Village", + passway_village_map, + "stone", + "green", + "passway_village", + False, + [], + 0, + [100.00, ["Neutral", 1], [95.23, 94.21, 93.43, 95.32, 98.56]], + "brown", + "safe", +] List_of_All_Locations.append(Passway_Village) # Ruins_of_Time1 = ["Ruins of Time A1", ruins_of_time_map1, "stone", "ruins","ruins_of_time1",True,[enemies.rot1_encounter1,enemies.rot1_encounter2],2,[100,["Neutral",1],[95.23,94.21,93.43,95.32,98.56]],"green"] -Ruins_of_Time1 = ["Ruins of Time A1", ruins_of_time_map1, "stone", "ruins","ruins_of_time1",True,[enemies.rot1_encounter1,enemies.rot1_encounter2],2,[100,["Neutral",1],[95.23,94.21,93.43,95.32,98.56]],"green","dangerous"] +Ruins_of_Time1 = [ + "Ruins of Time A1", + ruins_of_time_map1, + "stone", + "ruins", + "ruins_of_time1", + True, + [enemies.rot1_encounter1, enemies.rot1_encounter2], + 2, + [100, ["Neutral", 1], [95.23, 94.21, 93.43, 95.32, 98.56]], + "green", + "dangerous", +] List_of_All_Locations.append(Ruins_of_Time1) -Ruins_of_Time2 = ["Ruins of Time A2", ruins_of_time_map2, "stone", "ruins","ruins_of_time2",True,[enemies.rot2_encounter1,enemies.rot2_encounter2,enemies.rot2_encounter3],2,[0,["no eco",0],[0,0,0,0,0]],"brown","dangerous"] +Ruins_of_Time2 = [ + "Ruins of Time A2", + ruins_of_time_map2, + "stone", + "ruins", + "ruins_of_time2", + True, + [enemies.rot2_encounter1, enemies.rot2_encounter2, enemies.rot2_encounter3], + 2, + [0, ["no eco", 0], [0, 0, 0, 0, 0]], + "brown", + "dangerous", +] List_of_All_Locations.append(Ruins_of_Time2) -Bandit_Road = ["Bandit Road", bandit_road_map, "stone", "lightgrey","bandit_road",True,[enemies.br_encounter3],5,[0,["no eco",0],[0,0,0,0,0]],"lightgrey","dangerous"] +Bandit_Road = [ + "Bandit Road", + bandit_road_map, + "stone", + "lightgrey", + "bandit_road", + True, + [enemies.br_encounter3], + 5, + [0, ["no eco", 0], [0, 0, 0, 0, 0]], + "lightgrey", + "dangerous", +] List_of_All_Locations.append(Bandit_Road) -Guardian_Village = ["Guardian Village", guardian_village_map, "stone", "green","guardian_village",False,[],0,[100.00,["Neutral",1],[95.23,94.21,93.43,95.32,98.56]],"brown","safe"] +Guardian_Village = [ + "Guardian Village", + guardian_village_map, + "stone", + "green", + "guardian_village", + False, + [], + 0, + [100.00, ["Neutral", 1], [95.23, 94.21, 93.43, 95.32, 98.56]], + "brown", + "safe", +] List_of_All_Locations.append(Guardian_Village) -Metalimnion = ["Metalimnion", metalimnion_map, "stone", "magic1","metalimnion",False,[],0,[100.00,["Rising",1],[95.23,94.21,93.43,95.32,98.56]],"brown","safe"] +Metalimnion = [ + "Metalimnion", + metalimnion_map, + "stone", + "magic1", + "metalimnion", + False, + [], + 0, + [100.00, ["Rising", 1], [95.23, 94.21, 93.43, 95.32, 98.56]], + "brown", + "safe", +] List_of_All_Locations.append(Metalimnion) -Ricefield_Realm = ["Ricefield Realm", ricefield_realm_map, "stone", "dark_green","ricefield_realm",True,[enemies.rr_encounter1,enemies.rr_encounter2,enemies.rr_encounter3],2,[0,["no eco",0],[0,0,0,0,0]],"brown","dangerous"] +Ricefield_Realm = [ + "Ricefield Realm", + ricefield_realm_map, + "stone", + "dark_green", + "ricefield_realm", + True, + [enemies.rr_encounter1, enemies.rr_encounter2, enemies.rr_encounter3], + 2, + [0, ["no eco", 0], [0, 0, 0, 0, 0]], + "brown", + "dangerous", +] List_of_All_Locations.append(Ricefield_Realm) -Labyrinth_of_Binding_A1 = ["Labyrinth of Binding A1", labyrinth_of_binding_a1_map, "stone", "magic2","labyrinth_of_binding_a1",True,[enemies.lob_encounter1,enemies.lob_encounter2],2,[0,["no eco",0],[0,0,0,0,0]],"magic2","dangerous"] +Labyrinth_of_Binding_A1 = [ + "Labyrinth of Binding A1", + labyrinth_of_binding_a1_map, + "stone", + "magic2", + "labyrinth_of_binding_a1", + True, + [enemies.lob_encounter1, enemies.lob_encounter2], + 2, + [0, ["no eco", 0], [0, 0, 0, 0, 0]], + "magic2", + "dangerous", +] List_of_All_Locations.append(Labyrinth_of_Binding_A1) -Labyrinth_of_Binding_A2 = ["Labyrinth of Binding A2", labyrinth_of_binding_a2_map, "stone", "magic2","labyrinth_of_binding_a2",False,[],0,[0,["no eco",0],[0,0,0,0,0]],"magic2","dangerous"] +Labyrinth_of_Binding_A2 = [ + "Labyrinth of Binding A2", + labyrinth_of_binding_a2_map, + "stone", + "magic2", + "labyrinth_of_binding_a2", + False, + [], + 0, + [0, ["no eco", 0], [0, 0, 0, 0, 0]], + "magic2", + "dangerous", +] List_of_All_Locations.append(Labyrinth_of_Binding_A2) -Labyrinth_of_Binding_A3 = ["Labyrinth of Binding A3", labyrinth_of_binding_a3_map, "stone", "magic2","labyrinth_of_binding_a3",False,[],0,[0,["no eco",0],[0,0,0,0,0]],"magic2","dangerous"] +Labyrinth_of_Binding_A3 = [ + "Labyrinth of Binding A3", + labyrinth_of_binding_a3_map, + "stone", + "magic2", + "labyrinth_of_binding_a3", + False, + [], + 0, + [0, ["no eco", 0], [0, 0, 0, 0, 0]], + "magic2", + "dangerous", +] List_of_All_Locations.append(Labyrinth_of_Binding_A3) -Alter_Realm = ["Alter Realm", alter_realm_a1_map, "stone", "alter2","alter_realm",True,[enemies.ar_encounter1,enemies.ar_encounter2,enemies.ar_encounter3],3,[0,["no eco",0],[0,0,0,0,0]],"alter2","dangerous"] +Alter_Realm = [ + "Alter Realm", + alter_realm_a1_map, + "stone", + "alter2", + "alter_realm", + True, + [enemies.ar_encounter1, enemies.ar_encounter2, enemies.ar_encounter3], + 3, + [0, ["no eco", 0], [0, 0, 0, 0, 0]], + "alter2", + "dangerous", +] List_of_All_Locations.append(Alter_Realm) -Final_Area = ["?????", final_area_map, "stone", "new_link_area","final_area",False,[],0,[0,["no eco",0],[0,0,0,0,0]],"new_link_area","dangerous"] +Final_Area = [ + "?????", + final_area_map, + "stone", + "new_link_area", + "final_area", + False, + [], + 0, + [0, ["no eco", 0], [0, 0, 0, 0, 0]], + "new_link_area", + "dangerous", +] List_of_All_Locations.append(Alter_Realm) current_location = Bieace_Castle @@ -596,6 +11619,7 @@ current_tile = "000" + def print_player_cords(): global player_tracking global player_cords @@ -606,7 +11630,7 @@ def print_player_cords(): for location in row: if "player" in location: contains_player = True - player_cords = [x_cord,y_cord] + player_cords = [x_cord, y_cord] else: x_cord += 1 if contains_player == False: @@ -614,6 +11638,7 @@ def print_player_cords(): y_cord += 1 print(player_cords) + def return_player_cords(): global player_tracking global player_cords @@ -624,34 +11649,38 @@ def return_player_cords(): for location in row: if "player" in location: contains_player = True - player_cords = [x_cord,y_cord] + player_cords = [x_cord, y_cord] else: x_cord += 1 if contains_player == False: x_cord = 0 y_cord += 1 print(player_cords) - return(player_cords) + return player_cords + def check_tile_on(): global current_tile - current_tile = current_location[1][player_cords[1]][player_cords[0]][0] + current_tile = current_location[1][player_cords[1]][player_cords[0]][0] print(current_tile) + def return_tile_on(): global current_tile - current_tile = current_location[1][player_cords[1]][player_cords[0]][0] - return(current_tile) - -def move_player(down,right): + current_tile = current_location[1][player_cords[1]][player_cords[0]][0] + return current_tile + + +def move_player(down, right): global player_cords global player_tracking - print("before:",player_tracking[player_cords[1]][player_cords[0]]) + print("before:", player_tracking[player_cords[1]][player_cords[0]]) player_tracking[player_cords[1]][player_cords[0]] = [""] - print("after:",player_tracking[player_cords[1]][player_cords[0]]) - player_tracking[player_cords[1]+down][player_cords[0]+right] = ["player"] + print("after:", player_tracking[player_cords[1]][player_cords[0]]) + player_tracking[player_cords[1] + down][player_cords[0] + right] = ["player"] print_player_cords() check_tile_on() + # print_player_cords() # check_tile_on()