def boots_gen(cls, level): name = ae.bootsmakename() type = ae.armormaketype() armor = ae.makearmor(level, type) perks = p.Perks(level, type) return cls(name, level, type, armor, perks)
def getleggingsinventory(self): for x in self.leggingsinventory: ae.armorprint(x)
def getbootsinventory(self): for x in self.bootsinventory: ae.armorprint(x)
def getarmsinventory(self): for x in self.armsinventory: ae.armorprint(x)
def getchestinventory(self): for x in self.chestinventory: ae.armorprint(x)
def printequipedboots(self): if self.boots != None: ae.armorprint(self.boots)
def gethelmetinventory(self): for x in self.helmetinventory: ae.armorprint(x)
def printequipedleggings(self): if self.leggings != None: ae.armorprint(self.leggings)
def printequipedchest(self): if self.chest != None: ae.armorprint(self.chest)
def printequipedarms(self): if self.arms != None: ae.armorprint(self.arms)
def printequipedhelmet(self): if self.helmet != None: ae.armorprint(self.helmet)
def print_loot(loot): if loot.gear == 'weapon': we.weaponprint(loot) elif loot.gear in ['helmet', 'arms', 'chest', 'leggings', 'boots']: ae.armorprint(loot)