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-rwxr-xr-xevolved.py109
1 files changed, 75 insertions, 34 deletions
diff --git a/evolved.py b/evolved.py
index f293eb5..5acf5d0 100755
--- a/evolved.py
+++ b/evolved.py
@@ -441,38 +441,33 @@ IT_AMMO
# View
enum class ItemLook : uint16_t
{
- NONE = 0,
- BLADE = 1, // or some other common weapons
- SETZER_AND_SCYTHE = 3,
- STAFF = 10,
- BOW = 11,
- COUNT = 17,
+ W_FIST, // 0 Fist
+ W_DAGGER, // 1 Dagger
+ W_1HSWORD, // 2 Sword
+ W_2HSWORD, // 3 TwoHandSword
+ W_1HSPEAR, // 4 Spear
+ W_2HSPEAR, // 5 TwoHandSpear
+ W_1HAXE, // 6 Axe
+ W_2HAXE, // 7 TwoHandAxe
+ W_MACE, // 8 Mace
+ W_2HMACE, // 9 TwoHandMace
+ W_STAFF, // 10 Rod
+ W_BOW, // 11 Bow
+ W_KNUCKLE, // 12 Knuckle
+ W_MUSICAL, // 13 Instrument
+ W_WHIP, // 14 Whip
+ W_BOOK, // 15 Book
+ W_KATAR, // 16 Katar
+ W_REVOLVER, // 17 Revolver
+ W_RIFLE, // 18 Rifle
+ W_GATLING, // 19 GatlingGun
+ W_SHOTGUN, // 20 Shotgun
+ W_GRENADE, // 21 GrenadeLauncher
+ W_HUUMA, // 22 FuumaShuriken
+ W_2HSTAFF, // 23 TwoHandRod
+ COUNT,
};
-// coefficients for each weapon type
-// (not all used)
-static //const
-earray<interval_t, ItemLook, ItemLook::COUNT> aspd_base_0 //=
-{{
-650_ms, // 0 NONE
-700_ms, // 1 BLADE or some other common weapons
-750_ms, // 2
-610_ms, // 3 SETZER_AND_SCYTHE
-2000_ms, // 4
-2000_ms, // 5
-800_ms, // 6 Falchion
-2000_ms, // 7
-700_ms, // 8
-700_ms, // 9
-650_ms, //10 STAFF / Sandcutter
-900_ms, //11 BOW
-2000_ms, //12
-2000_ms, //13
-2000_ms, //14
-2000_ms, //15
-2000_ms, //16
-}};
-
# Loc
enum class EPOS : uint16_t
{
@@ -521,15 +516,61 @@ def write_item(i, f):
type="10"
## View
- if i.aegis == "Setzer" or i.aegis == "Scythe" or i.aegis == "DragonSword":
+ if i.subtype == "W_FIST":
+ view="0"
+ elif i.subtype == "W_DAGGER":
+ view="1"
+ elif i.subtype == "W_1HSWORD":
+ view="2"
+ elif i.subtype == "W_2HSWORD":
view="3"
- elif i.aegis == "Beheader":
+ elif i.subtype == "W_1HSPEAR":
view="4"
- elif i.aegis == "SandCutter" or i.aegis == "Jackal" or i.aegis == "WoodenStaff" or i.aegis == "SweetTooth":
+ elif i.subtype == "W_2HSPEAR":
+ view="5"
+ elif i.subtype == "W_1HAXE":
+ view="6"
+ elif i.subtype == "W_2HAXE":
+ view="7"
+ elif i.subtype == "W_MACE":
+ view="8"
+ elif i.subtype == "W_2HMACE":
+ view="9"
+ elif i.subtype == "W_STAFF":
view="10"
elif i.subtype == "W_BOW":
view="11"
- elif i.type == "IT_WEAPON":
+ elif i.subtype == "W_KNUCKLE":
+ view="12"
+ elif i.subtype == "W_MUSICAL":
+ view="13"
+ elif i.subtype == "W_WHIP":
+ view="14"
+ elif i.subtype == "W_BOOK":
+ view="15"
+ elif i.subtype == "W_KATAR":
+ view="16"
+ elif i.subtype == "W_REVOLVER":
+ view="17"
+ elif i.subtype == "W_RIFLE":
+ view="18"
+ elif i.subtype == "W_GATLING":
+ view="19"
+ elif i.subtype == "W_SHOTGUN":
+ view="20"
+ elif i.subtype == "W_GRENADE":
+ view="21"
+ elif i.subtype == "W_HUUMA":
+ view="22"
+ elif i.subtype == "W_2HSTAFF":
+ view="23"
+ elif i.subtype == "A_ARROW":
+ view="0"
+ elif i.subtype == "A_SHELL":
+ view="0"
+ elif i.type == "IT_AMMO":
+ view="0"
+ elif i.type == "IT_WEAPON": # fall through if subtype was missing (W_DAGGER)
view="1"
else:
view="0"