Jeremy Saklad
b4319464a1
This skull is unique for requiring a specific torso style, and for adding additional limb slots.
164 lines
5.0 KiB
Python
164 lines
5.0 KiB
Python
__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)
|