def new_boots_of_sneaking(game_state): """ A composite component representing a Boots Armor item. """ boots = Composite() set_item_components(boots, game_state) set_armor_components(boots) boots.set_child( Description("Boots of sneaking", "A smooth pair of boots, they make you more stealthy.")) boots.set_child(DataPoint(DataTypes.WEIGHT, 2)) boots.set_child(GraphicChar(None, colors.BLUE, icon.BOOTS)) boots.set_child(StatBonusEquipEffect("armor", 0)) boots.set_child(StatBonusEquipEffect(DataTypes.STEALTH, 3)) boots.set_child(EquipmentType(equipment.EquipmentTypes.BOOTS)) return boots
def new_boots_of_running(game_state): """ A composite component representing a Boots Armor item. """ boots = Composite() set_item_components(boots, game_state) set_armor_components(boots) boots.set_child( Description( "Boots of Running", "A light pair of boots, they make your movement speed faster.")) boots.set_child(DataPoint(DataTypes.WEIGHT, 2)) boots.set_child(GraphicChar(None, colors.GREEN, icon.BOOTS)) boots.set_child(StatBonusEquipEffect("armor", 0)) boots.set_child(EquipmentType(equipment.EquipmentTypes.BOOTS)) boots.set_child( StatBonusEquipEffect(DataTypes.MOVEMENT_SPEED, -gametime.quarter_turn)) return boots
def new_ring_of_strength(game_state): ring = Composite() set_item_components(ring, game_state) set_ring_components(ring) ring.set_child(GraphicChar(None, colors.ORANGE, icon.RING)) ring.set_child(StatBonusEquipEffect("strength", 3)) ring.set_child( Description( "Ring of Strength", "The ring feels unnaturally heavy, " "Its magic powers makes you stronger.")) return ring
def new_ring_of_stealth(game_state): ring = Composite() set_item_components(ring, game_state) set_ring_components(ring) ring.set_child(GraphicChar(None, colors.BLUE, icon.RING)) ring.set_child(StatBonusEquipEffect("stealth", 3)) ring.set_child( Description( "Ring of Stealth", "The ring is smooth to your skin, " "Its magic powers makes it easier for you to sneak past enemies.")) return ring
def new_ring_of_evasion(game_state): ring = Composite() set_item_components(ring, game_state) set_ring_components(ring) ring.set_child(GraphicChar(None, colors.GREEN, icon.RING)) ring.set_child(StatBonusEquipEffect("evasion", 3)) ring.set_child( Description( "Ring of Evasion", "The ring is light on your finger, " "Its magic powers makes it easier for you to dodge attacks.")) return ring
def new_leather_boots(game_state): """ A composite component representing a Boots Armor item. """ boots = Composite() set_item_components(boots, game_state) set_armor_components(boots) boots.set_child( Description( "Leather Boots", "A worn pair of boots, dry mud covers most of the leather.")) boots.set_child(DataPoint(DataTypes.WEIGHT, 4)) boots.set_child(GraphicChar(None, colors.ORANGE_D, icon.BOOTS)) boots.set_child(StatBonusEquipEffect("armor", 1)) boots.set_child(EquipmentType(equipment.EquipmentTypes.BOOTS)) return boots
def new_leather_cap(game_state): """ A composite component representing a Armor item. """ cap = Composite() set_item_components(cap, game_state) set_armor_components(cap) cap.set_child( Description( "Leather Cap", "An old cap made out of leather, this should keep some harm away.") ) cap.set_child(DataPoint(DataTypes.WEIGHT, 4)) cap.set_child(GraphicChar(None, colors.ORANGE_D, icon.HELM)) cap.set_child(StatBonusEquipEffect("armor", 1)) cap.set_child(EquipmentType(equipment.EquipmentTypes.HEADGEAR)) return cap
def new_leather_armor(game_state): """ A composite component representing a Armor item. """ armor = Composite() set_item_components(armor, game_state) set_armor_components(armor) armor.set_child( Description( "Leather Armor", "A worn leather armor. It's old, but should still protect you from some damage." )) armor.set_child(GraphicChar(None, colors.ORANGE_D, icon.ARMOR)) armor.set_child(StatBonusEquipEffect("armor", 2)) armor.set_child(EquipmentType(equipment.EquipmentTypes.ARMOR)) armor.set_child(DataPoint(DataTypes.WEIGHT, 10)) return armor