__all__ = ['Skull'] __author__ = "Jeremy Saklad" from enum import Enum from .costs import Cost from ..objects.action import Action class Skull(Enum): """An action that is taken immediately after starting a skeleton.""" __slots__ = '_value_', '_name_', '__objclass__' BAPTIST_SKULL = Action( "Duplicate the skull of John the Baptist, if you can call that a skull", cost = Cost.ACTION.value + 500*Cost.BONE_FRAGMENT.value + 10*Cost.PEPPERCAPS.value, value = 1250, skulls_needed = -1, skulls = 1, counter_church = 1 ) BRASS_SKULL = Action( "Affix a Bright Brass Skull to your (Skeleton Type)", cost = Cost.ACTION.value + Cost.BRASS_SKULL.value + 200*Cost.NEVERCOLD_BRASS.value, value = 6500, skulls_needed = -1, skulls = 1, implausibility = 2 ) CORAL_SKULL = Action( "Affix a Skull in Coral to your (Skeleton Type)", cost = Cost.ACTION.value + Cost.CORAL_SKULL.value + Cost.SCINTILLACK.value, value = 1750, skulls_needed = -1, skulls = 1, amalgamy = 2 ) DOUBLED_SKULL = Action( "Affix a Doubled Skull to your (Skeleton Type)", cost = Cost.ACTION.value + Cost.DOUBLED_SKULL.value, value = 6250, skulls_needed = -1, skulls = 2, amalgamy = 1, antiquity = 2 ) # Adds Exhaustion ENGRAVED_SKULL = Action( "Affix a Custom-Engraved Skull to your (Skeleton Type)", cost = Cost.ACTION.value + Cost.ENGRAVED_SKULL.value, value = 10000, skulls_needed = -1, skulls = 1, exhaustion = 2 ) EYELESS_SKULL = Action( "Affix an Eyeless Skull to your (Skeleton Type)", cost = Cost.ACTION.value + Cost.EYELESS_SKULL.value, value = 3000, skulls_needed = -1, skulls = 1, menace = 2 ) HORNED_SKULL = Action( "Affix a Horned Skull to your (Skeleton Type)", cost = Cost.ACTION.value + Cost.HORNED_SKULL.value, value = 1250, skulls_needed = -1, skulls = 1, antiquity = 1, menace = 2 ) # Seeking the Name of Mr. Eaten OWN_SKULL = Action( "Duplicate your own skull and affix it here", cost = Cost.ACTION.value + 1000*Cost.BONE_FRAGMENT.value, value = -250, skulls_needed = -1, skulls = 1 ) PENTAGRAMMIC_SKULL = Action( "Affix a Pentagrammic Skull to your (Skeleton Type)", cost = Cost.ACTION.value + Cost.PENTAGRAMMIC_SKULL.value, value = 1250, skulls_needed = -1, skulls = 1, amalgamy = 2, menace = 1 ) PLATED_SKULL = Action( "Affix a Plated Skull to your (Skeleton Type)", cost = Cost.ACTION.value + Cost.PLATED_SKULL.value, value = 2500, skulls_needed = -1, skulls = 1, menace = 2 ) RUBBERY_SKULL = Action( "Affix a Rubbery Skull to your (Skeleton Type)", cost = Cost.ACTION.value + Cost.RUBBERY_SKULL.value, value = 600, skulls_needed = -1, skulls = 1, amalgamy = 1 ) SABRE_TOOTHED_SKULL = Action( "Affix a Sabre-toothed Skull to your (Skeleton Type)", cost = Cost.ACTION.value + Cost.SABRE_TOOTHED_SKULL.value, value = 6250, skulls_needed = -1, skulls = 1, antiquity = 1, menace = 1 ) # Requires Torso Style 110 SEGMENTED_RIBCAGE = Action( 'Affix a Segmented Ribcage as the "skull"', cost = Cost.ACTION.value + Cost.SEGMENTED_RIBCAGE.value, value = 250, skulls_needed = -1, limbs_needed = 4, segments = 1 ) STYGIAN_IVORY = Action( "Use a Carved Ball of Stygian Ivory to cap off your (Skeleton Type)", cost = Cost.ACTION.value + Cost.STYGIAN_IVORY.value, value = 250, skulls_needed = -1 ) # Value, implausibility, and partially menace scale with repetition and are implemented separately VAKE_SKULL = Action( "Duplicate the Vake's skull and use it to decorate your (Skeleton Type)", cost = Cost.ACTION.value + 6000*Cost.BONE_FRAGMENT.value, skulls_needed = -1, skulls = 1, menace = 1 ) # Licentiate VICTIM_SKULL = Action( "Cap this with a victim’s skull", cost = Cost.ACTION.value, value = 250, skulls_needed = -1, skulls = 1 ) def __str__(self): return str(self.value)