Move tails to Appendage enumeration
This continues the transition away from a single action list.
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@ -847,6 +847,25 @@ class Appendage(enum.Enum):
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antiquity = -1
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)
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# Carpenter's Granddaughter, 2 at a time
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PLASTER_TAIL = Action("Apply Plaster Tail Bones to your (Skeleton Type)", cost = Value.ACTION.value*1.5 + Value.SURVEY.value*5, value = 250, tails_needed = -1, tails = 1, implausibility = 1)
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TOMB_LION_TAIL = Action("Apply a Tomb-Lion's Tail to your (Skeleton Type)", cost = 220 + Value.ACTION.value*2, value = 250, tails_needed = -1, tails = 1, antiquity = 1)
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# Geology of Winewound
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BLACK_STINGER = Action("Apply a Jet Black Stinger to your (Skeleton Type)", cost = Value.ACTION.value*2 + Value.SURVEY.value, value = 50, tails_needed = -1, tails = 1, menace = 2)
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# No consistent source
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# OBSIDIAN_TAIL = Action("Apply an Obsidian Chitin Tail to your (Skeleton Type)", cost = cp_model.INT32_MAX, value = 500, tails_needed = -1, tails = 1, amalgamy = 1)
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# Helicon House, 3 at a time
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WITHERED_TAIL = Action("Apply a Withered Tentacle as a tail on your (Skeleton Type)", cost = 50/3 + Value.ACTION.value*4/3, value = 250, tails_needed = -1, tails = 1, antiquity = -1)
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# This actually sets Skeleton: Tails Needed to 0
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SKIP_TAILS = Action("Decide your Tailless Animal needs no tail", cost = Value.ACTION.value, tails_needed = -1)
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REMOVE_TAIL = Action("Remove the tail from your (Skeleton Type)", cost = Value.ACTION.value, tails = -1)
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def __str__(self):
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return str(self.value)
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@ -885,19 +904,6 @@ def create_data_model():
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data['zoological_mania'] = Declaration.AMPHIBIAN
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data['actions'] = [torso.value for torso in Torso] + [skull.value for skull in Skull] + [appendage.value for appendage in Appendage] + [
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# Carpenter's Granddaughter, 2 at a time
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Action("Apply Plaster Tail Bones to your (Skeleton Type)", cost = Value.ACTION.value*1.5 + Value.SURVEY.value*5, value = 250, tails_needed = -1, tails = 1, implausibility = 1),
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Action("Apply a Tomb-Lion's Tail to your (Skeleton Type)", cost = 220 + Value.ACTION.value*2, value = 250, tails_needed = -1, tails = 1, antiquity = 1),
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# Geology of Winewound
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Action("Apply a Jet Black Stinger to your (Skeleton Type)", cost = Value.ACTION.value*2 + Value.SURVEY.value, value = 50, tails_needed = -1, tails = 1, menace = 2),
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# No consistent source
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# Action("Apply an Obsidian Chitin Tail to your (Skeleton Type)", cost = cp_model.INT32_MAX, value = 500, tails_needed = -1, tails = 1, amalgamy = 1),
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# Helicon House, 3 at a time
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Action("Apply a Withered Tentacle as a tail on your (Skeleton Type)", cost = 50/3 + Value.ACTION.value*4/3, value = 250, tails_needed = -1, tails = 1, antiquity = -1),
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# This actually sets Skeleton: Tails Needed to 0
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Action("Decide your Tailless Animal needs no tail", cost = Value.ACTION.value, tails_needed = -1),
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Action("Remove the tail from your (Skeleton Type)", cost = Value.ACTION.value, tails = -1),
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Action("Make your skeleton less dreadful", cost = Value.ACTION.value, menace = -2),
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Action("Disguise the amalgamy of this piece", cost = 25 + Value.ACTION.value, amalgamy = -2),
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Action("Carve away some evidence of age", cost = Value.ACTION.value, antiquity = -2)
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