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equipment.py
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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
):
self.DisplayName = Display_Name
self.Equip_Type = Equip_Type
self.Damage_Type = Damage_Type
self.Move_Type = Move_Type
self.Target = Target
self.SP_Cost = SP_Cost
self.PWR = PWR
self.Priority = Priority
self.Purchasing_Price = Purchasing_Price
self.Multi_Effect = Multi_Effect
self.Heal_Stat = Heal_Stat
self.Inflict = Inflict
self.Description = Description
self.Action_Count = Action_Count
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."
)
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."
)
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."
)
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."
)
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."
)
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."
)
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."
)
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)"
)
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."
)
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
)
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."
)
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,
)
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
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."
)
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."
)
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."
)
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."
)
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."
)
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"
)
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"
)
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"
)
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."
)
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."
)
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."
)
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."
)
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."
)
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."
)
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."
)
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
)
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
)
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
)
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
)
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."
)
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
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."
)
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."
)
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."
)
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."
)
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."
)
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."
)
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?)"
)
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!)"
)
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."
)
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
)
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."
)
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
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."
)
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."
)
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."
)
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."
)
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."
)
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."
)
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..."
)
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."
)
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!"
)
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
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."
)
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."
)
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."
)
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"
)
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!?!?!?"
)
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."
)
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."
)
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."
)
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
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."
)
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."
)
Inferno = Equipment(
Display_Name = "Inferno",