def dagger(x, y): equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=2) return Entity(0, 0, '-', libtcod.sky, 'Dagger', equippable=equippable_component, render_order=RenderOrder.ITEM)
def sword(x, y): equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=3) return Entity(x, y, '/', libtcod.sky, 'Sword', equippable=equippable_component, render_order=RenderOrder.ITEM)
def iron_ring_force(x, y): equippable_component = Equippable(EquipmentSlots.FINGER, power_bonus=2) return Entity(x, y, 'o', libtcod.darker_orange, 'Iron ring of force', equippable=equippable_component, render_order=RenderOrder.ITEM)
def axe(x, y): equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=4) return Entity(x, y, 'p', libtcod.sky, 'Axe', equippable=equippable_component, render_order=RenderOrder.ITEM)
def iron_ring_life(x, y): equippable_component = Equippable(EquipmentSlots.FINGER, max_hp_bonus=15) return Entity(x, y, 'o', libtcod.darker_orange, 'Iron ring of life', equippable=equippable_component, render_order=RenderOrder.ITEM)
def shield(x, y): equippable_component = Equippable(EquipmentSlots.OFF_HAND, defense_bonus=1) return Entity(x, y, '[', libtcod.darker_orange, 'Shield', equippable=equippable_component, render_order=RenderOrder.ITEM)
def leather_helmet(x, y): equippable_component = Equippable(EquipmentSlots.HEAD, defense_bonus=1) return Entity(x, y, 'h', libtcod.dark_amber, 'Leather helmet', equippable=equippable_component, render_order=RenderOrder.ITEM)
def leather_armor(x, y): equippable_component = Equippable(EquipmentSlots.BODY, defense_bonus=2, max_hp_bonus=25) return Entity(x, y, 'a', libtcod.dark_amber, 'Leather armor', equippable=equippable_component, render_order=RenderOrder.ITEM)
def iron_armor(x, y): equippable_component = Equippable(EquipmentSlots.BODY, defense_bonus=4, max_hp_bonus=50) return Entity(x, y, 'a', libtcod.dark_amber, 'Iron armor', equippable=equippable_component, render_order=RenderOrder.ITEM)