initial commit of types library
This commit is contained in:
parent
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51
README.md
51
README.md
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@ -1,2 +1,49 @@
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# dnd-item-generator
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Generate random weapons, items, and loot for Dungeons & Dragons 5th ed.
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# D&D Weapon, Item, and Loot Generator
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**WIP!**
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This package includes a library and CLI for generating randomized weapons, items, and loot for
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Dungeons & Dragons, 5th edition.
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## Usage
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The `dnd-item` command-line utility supports several comments:
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* **item**: Generate a random item (the default)
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* **weapon**: Generate a basic, non-magical weapon
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* **magical-weapon**: Generate a weapon with an added magical damage type
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### Examples:
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```shell
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% dnd-item weapon
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Pike
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* type.category: martial
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* type.damage: Piercing
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* type.die: 1d10
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* type.properties: heavy, reach, two-handed
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* type.range: None
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* type.reload:
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* type.type: Martial
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* type.value: 500
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* type.weight: 18
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```
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```shell
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% dnd-item magic-weapon
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Shortsword Of Thunder
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* magic.adjective: booming
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* magic.die: 1d4
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* magic.noun: thunder
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* type.category: martial
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* type.damage: Piercing
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* type.die: 1d6
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* type.properties: finesse, light
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* type.range: None
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* type.reload:
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* type.type: Martial
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* type.value: 1000
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* type.weight: 2
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```
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@ -7,9 +7,8 @@ import typer
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from rich.logging import RichHandler
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from rich.console import Console
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# from rich.table import Table
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from dnd_item.types import random_item
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from dnd_item.types import WeaponGenerator, MagicWeaponGenerator
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from dnd_item import five_e
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app = typer.Typer()
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@ -30,13 +29,17 @@ def main():
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@app.command()
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def item(count: int = typer.Option(1, help="The number of items to generate.")):
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items = random_item(count)
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def weapon(count: int = typer.Option(1, help="The number of weapons to generate.")):
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console = Console()
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for item in items:
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console.print(f"{item['Name']} of {item['Enchantment Noun']} "
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f"({item['Damage Dice']} {item['Damage Type']} + "
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f"{item['Enchantment Damage']} {item['Enchantment Type']})")
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for weapon in WeaponGenerator().random(count):
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console.print(weapon.details)
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@app.command()
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def magic_weapon(count: int = typer.Option(1, help="The number of weapons to generate.")):
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console = Console()
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for weapon in MagicWeaponGenerator().random(count):
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console.print(weapon.details)
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@app.command()
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@ -3,7 +3,7 @@ import yaml
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from collections import defaultdict
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from rolltable.tables import DataSource
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from random_sets.datasources import DataSource
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from pathlib import Path
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metadata:
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headers:
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- Rarity
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- Enchantment Type
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- Enchantment Noun
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- Enchantment Adjective
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Common:
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Fire:
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- Flames
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- Flaming
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Ice:
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- Ice
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- Freezing
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50
dnd_item/sources/magic_damage_types.yaml
Normal file
50
dnd_item/sources/magic_damage_types.yaml
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metadata:
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headers:
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- damage_type
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- noun
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- adjectives
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- effect
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frequencies:
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default:
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fire: 1.0
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cold: 1.0
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acid: 1.0
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thunder: 1.0
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psychic: 1.0
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poison: 1.0
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lightning: 1.0
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force: 1.0
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necrotic: 1.0
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radiant: 1.0
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fire:
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flames:
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- flaming, burning
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- burning
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cold:
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ice:
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- freezing, frosty
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acid:
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acid:
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- acidic, caustic
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thunder:
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thunder:
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- thundering,booming
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psychic:
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psychic:
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- psychic
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- psychic
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poison:
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poison:
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- poisonous,toxic
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lightning:
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lightning:
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- lightning,shocking
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force:
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force:
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- force
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necrotic:
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necrosis:
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- necrotic, darkness, unholy
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radiant:
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radiance:
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- radiant, holy
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15
dnd_item/sources/rarity.yaml
Normal file
15
dnd_item/sources/rarity.yaml
Normal file
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metadata:
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headers:
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- Rarity
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frequencies:
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default:
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Common: 1.0
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Uncommon: 0.8
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Rare: 0.5
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Legendary: 0.1
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Unique: 0.05
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Common:
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Uncommon:
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Rare:
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Legendary:
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Unique:
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@ -1,18 +1,16 @@
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metadata:
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headers:
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- Rarity
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- Name
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- Category
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- Type
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- Weight
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- Damage Type
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- Damage Dice
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- Range
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- Reload
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- Value
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- Properties
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Common:
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- Battleaxe:
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- name
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- category
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- type
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- weight
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- damage
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- die
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- range
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- reload
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- value
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- properties
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Battleaxe:
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- martial
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- Martial
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- '4'
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- ''
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- '1000'
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- versatile
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- Blowgun:
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Blowgun:
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- martial
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- Ranged
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- '1'
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- ''
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- '1000'
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- ammmunition, loading
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- Club:
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Club:
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- simple
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- Martial
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- '2'
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- ''
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- '10'
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- light
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- Dagger:
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Dagger:
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- simple
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- Martial
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- '1'
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- ''
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- '200'
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- finesse, light, thrown
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- Dart:
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Dart:
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- simple
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- Ranged
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- '0.25'
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- ''
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- '5'
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- finesse, thrown
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- Double-bladed scimitar:
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Double-bladed scimitar:
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- martial
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- Martial
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- '6'
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- ''
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- '10000'
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- special, two-handed
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- Flail:
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Flail:
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- martial
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- Martial
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- '2'
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- ''
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- '1000'
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- ''
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- Glaive:
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Glaive:
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- martial
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- Martial
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- '6'
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- ''
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- '2000'
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- heavy, reach, two-handed
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- Greataxe:
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Greataxe:
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- martial
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- Martial
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- '7'
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- ''
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- '3000'
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- heavy, two-handed
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- Greatclub:
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Greatclub:
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- simple
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- Martial
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- '10'
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- ''
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- '20'
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- two-handed
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- Greatsword:
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Greatsword:
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- martial
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- Martial
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- '6'
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- ''
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- '5000'
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- heavy, two-handed
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- Halberd:
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Halberd:
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- martial
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- Martial
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- '6'
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- ''
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- '2000'
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- heavy, reach, two-handed
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- Hand crossbow:
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Hand crossbow:
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- martial
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- Ranged
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- '3'
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- ''
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- '7500'
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- ammmunition, light, loading
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- Handaxe:
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Handaxe:
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- simple
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- Martial
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- '2'
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- ''
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- '500'
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- light, thrown
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- Heavy crossbow:
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Heavy crossbow:
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- martial
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- Ranged
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- '18'
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- ''
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- '5000'
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- ammmunition, heavy, loading, two-handed
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- Hooked shortspear:
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Hooked shortspear:
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- martial
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- Martial
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- '2'
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- ''
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- ''
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- light
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- Hoopak:
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Hoopak:
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- martial
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- Martial
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- '2'
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- ''
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- '10'
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- ammmunition, finesse, special, two-handed
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- Javelin:
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Javelin:
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- simple
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- Martial
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- '2'
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- ''
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- '50'
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- thrown
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- Lance:
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Lance:
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- martial
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- Martial
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- '6'
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- ''
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- '1000'
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- reach, special
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- Light crossbow:
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Light crossbow:
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- simple
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- Ranged
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- '5'
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- ''
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- '2500'
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- ammmunition, loading, two-handed
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- Light hammer:
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Light hammer:
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- simple
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- Martial
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- '2'
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- ''
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- '200'
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- light, thrown
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- Light repeating crossbow:
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Light repeating crossbow:
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- simple
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- Ranged
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- '5'
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- ''
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- ''
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- ammmunition, two-handed
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- Longbow:
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Longbow:
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- martial
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- Ranged
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- '2'
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- ''
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- '5000'
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- ammmunition, heavy, two-handed
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- Longsword:
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Longsword:
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- martial
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- Martial
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- '3'
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- ''
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- '1500'
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- versatile
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- Mace:
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Mace:
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- simple
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- Martial
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- '4'
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@ -262,7 +260,7 @@ Common:
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- ''
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- '500'
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- ''
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- Maul:
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Maul:
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- martial
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- Martial
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- '10'
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@ -272,7 +270,7 @@ Common:
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- ''
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- '1000'
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- heavy, two-handed
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- Morningstar:
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Morningstar:
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- martial
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- Martial
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- '4'
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|
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- ''
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- '1500'
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- ''
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- Net:
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Net:
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- martial
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- Ranged
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- '3'
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|
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- ''
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- '100'
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- special, thrown
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- Pike:
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Pike:
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- martial
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- Martial
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- '18'
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|
@ -302,7 +300,7 @@ Common:
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- ''
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- '500'
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- heavy, reach, two-handed
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- Quarterstaff:
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Quarterstaff:
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- simple
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- Martial
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- '4'
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|
@ -312,7 +310,7 @@ Common:
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- ''
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- '20'
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- versatile
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- Rapier:
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Rapier:
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- martial
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- Martial
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- '2'
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|
@ -322,7 +320,7 @@ Common:
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- ''
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- '2500'
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- finesse
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- Scimitar:
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Scimitar:
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- martial
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- Martial
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- '3'
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|
@ -332,7 +330,7 @@ Common:
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- ''
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- '2500'
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- finesse, light
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- Shortbow:
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Shortbow:
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- simple
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- Ranged
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- '2'
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|
@ -342,7 +340,7 @@ Common:
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- ''
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- '2500'
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- ammmunition, two-handed
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- Shortsword:
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Shortsword:
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- martial
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||||
- Martial
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||||
- '2'
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||||
|
@ -352,7 +350,7 @@ Common:
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- ''
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- '1000'
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- finesse, light
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- Sickle:
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Sickle:
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- simple
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||||
- Martial
|
||||
- '2'
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||||
|
@ -362,7 +360,7 @@ Common:
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|||
- ''
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||||
- '100'
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- light
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||||
- Sling:
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Sling:
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- simple
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- Ranged
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||||
- '0'
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||||
|
@ -372,7 +370,7 @@ Common:
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|||
- ''
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||||
- '10'
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||||
- ammmunition
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- Spear:
|
||||
Spear:
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||||
- simple
|
||||
- Martial
|
||||
- '3'
|
||||
|
@ -382,7 +380,7 @@ Common:
|
|||
- ''
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||||
- '100'
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||||
- thrown, versatile
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||||
- Trident:
|
||||
Trident:
|
||||
- martial
|
||||
- Martial
|
||||
- '4'
|
||||
|
@ -392,7 +390,7 @@ Common:
|
|||
- ''
|
||||
- '500'
|
||||
- thrown, versatile
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||||
- War pick:
|
||||
War pick:
|
||||
- martial
|
||||
- Martial
|
||||
- '2'
|
||||
|
@ -402,7 +400,7 @@ Common:
|
|||
- ''
|
||||
- '500'
|
||||
- ''
|
||||
- Warhammer:
|
||||
Warhammer:
|
||||
- martial
|
||||
- Martial
|
||||
- '2'
|
||||
|
@ -412,7 +410,7 @@ Common:
|
|||
- ''
|
||||
- '1500'
|
||||
- versatile
|
||||
- Whip:
|
||||
Whip:
|
||||
- martial
|
||||
- Martial
|
||||
- '3'
|
||||
|
@ -422,7 +420,7 @@ Common:
|
|||
- ''
|
||||
- '200'
|
||||
- finesse, reach
|
||||
- Yklwa:
|
||||
Yklwa:
|
||||
- simple
|
||||
- Martial
|
||||
- '3'
|
|
@ -1,21 +1,232 @@
|
|||
from rolltable import tables
|
||||
import random
|
||||
|
||||
from pathlib import Path
|
||||
from dataclasses import dataclass, field
|
||||
|
||||
from random_sets.sets import WeightedSet, DataSourceSet
|
||||
|
||||
|
||||
# Create DataSourceSets, which are WeightedSets populated with DataSource
|
||||
# objects generated from yaml data files. These are used to supply default
|
||||
# values to item generators; see below.
|
||||
sources = Path(__file__).parent / Path("sources")
|
||||
MAGIC_DAMAGE = DataSourceSet(sources / Path('magic_damage_types.yaml'))
|
||||
WEAPON_TYPES = DataSourceSet(sources / Path('weapons.yaml'))
|
||||
# RARITY = DataSourceSet(sources / Path('rarity.yaml'))
|
||||
|
||||
|
||||
@dataclass
|
||||
class Item:
|
||||
pass
|
||||
"""
|
||||
Item is a data class that constructs its attributes from keyword arguments
|
||||
passed to the Item.from_dict() method. Any args that are dicts are
|
||||
recursively converted into Item objects, allowing for access to nested
|
||||
attribtues using dotted notation. Example:
|
||||
|
||||
>>> orb = Item.from_dict(rarity='rare', name='Orb of Example',
|
||||
extra={'cost_in_gp': 1000})
|
||||
>>> orb.rarity
|
||||
rare
|
||||
>>> orb.name
|
||||
Orb of Example
|
||||
>>> orb.extra.cost_in_gp
|
||||
1000
|
||||
|
||||
String Formatting:
|
||||
|
||||
>>> orb.details
|
||||
Orb of Example
|
||||
* extra.cost_in_gp: 1000
|
||||
* rarity: rare
|
||||
|
||||
Name Templates:
|
||||
|
||||
Item names can be built by overriding the default template, using
|
||||
any available attribute:
|
||||
|
||||
>>> orb = Item.from_dict(
|
||||
? name="orb",
|
||||
? rarity="rare",
|
||||
? extra={"cost_in_gp": 1000, "color": "green"},
|
||||
? template="{rarity} {extra.color} {name} of Example",
|
||||
? )
|
||||
>>> orb.name
|
||||
Rare Green Orb of Example
|
||||
"""
|
||||
_name: str = None
|
||||
_template: str = None
|
||||
_attrs: field(default_factory=dict) = None
|
||||
|
||||
@property
|
||||
def name(self):
|
||||
return self._template.format(name=self._name, **self._attrs).title()
|
||||
|
||||
@property
|
||||
def details(self):
|
||||
"""
|
||||
Format the item attributes as nested bullet lists.
|
||||
"""
|
||||
def attrs_to_lines(item, prefix: str = ''):
|
||||
for (k, v) in item._attrs.items():
|
||||
if type(v) is Item:
|
||||
yield from attrs_to_lines(v, prefix=f"{k}.")
|
||||
continue
|
||||
yield f" * {prefix}{k}: {v}"
|
||||
return "\n".join([self.name] + sorted(list(attrs_to_lines(self))))
|
||||
|
||||
def __getattr__(self, attr):
|
||||
"""
|
||||
Look up attributes in the _attrs dict first, then fall back to the default.
|
||||
"""
|
||||
if attr in self._attrs:
|
||||
return self._attrs[attr]
|
||||
return self.__getattribute__(attr)
|
||||
|
||||
@classmethod
|
||||
def from_dict(cls, **kwargs: dict):
|
||||
"""
|
||||
Create a new Item object using keyword arguments. Dicts are recursively
|
||||
converted to Item objects; everything else is passed as-is.
|
||||
|
||||
The "name" and "template" arguments, if supplied, are removed from the
|
||||
keyword arguments and used to populate those attributes directly; all
|
||||
other attributes will be added to the _attrs dict so they can be
|
||||
accessed directly through dotted attribute notation.
|
||||
"""
|
||||
name = kwargs.pop('name') if 'name' in kwargs else '(unnamed)'
|
||||
template = kwargs.pop('template') if 'template' in kwargs else '{name}'
|
||||
attrs = {}
|
||||
for k, v in kwargs.items():
|
||||
attrs[k] = Item.from_dict(**v)if type(v) is dict else v
|
||||
return cls(_name=name, _template=template, _attrs=attrs)
|
||||
|
||||
|
||||
def random_item(count=1):
|
||||
types = (sources / Path('types.yaml')).read_text()
|
||||
enchantments = (sources / Path('enchantments.yaml')).read_text()
|
||||
class Weapon(Item):
|
||||
"""
|
||||
An Item class representing a weapon.
|
||||
"""
|
||||
|
||||
|
||||
class ItemGenerator:
|
||||
"""
|
||||
Generate randomized instances of Item objects.
|
||||
|
||||
The main interfaces is the random() method, which will generate one or
|
||||
more random Item instances by selecting random values from the supplied
|
||||
WeightedSets. This allows for fully-controllable frequency distributions.
|
||||
|
||||
You probably want to subclass this class, in order to provide sensible
|
||||
defaults, and control what attributes are available; refer to the
|
||||
subclasses elsewhere in this module.
|
||||
|
||||
The class requires two arguments to instantiate:
|
||||
* templates - a WeightedSet of format strings for item names; and
|
||||
* types - a WeightedSet of item types to be selected from at random.
|
||||
|
||||
Example:
|
||||
|
||||
>>> ig = ItemGenerator(
|
||||
? templates=WeightedSet("{type.name}", 1.0),
|
||||
? types=WeightedSet(
|
||||
? ({'name': 'ring'}, 1.0),
|
||||
? ({'name': 'hat'}, 1.0),
|
||||
? ),
|
||||
? )
|
||||
>>> ig.random(3).name
|
||||
['hat', 'hat', 'ring']
|
||||
"""
|
||||
|
||||
# Create instances of this class. Subclasses may wish to override this.
|
||||
item_class = Item
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
templates: WeightedSet,
|
||||
types: WeightedSet,
|
||||
):
|
||||
self.types = types
|
||||
self.templates = templates
|
||||
|
||||
def random_properties(self) -> dict:
|
||||
"""
|
||||
Select random values from the available attributes. These values will
|
||||
be passed as arguments to the Item constructor.
|
||||
|
||||
If you subclass this class and override this method, be sure that
|
||||
whatever attributes are referenced in your template strings are
|
||||
available as properties here. For example, if you have a subclass with
|
||||
the template:
|
||||
|
||||
WeightedSet("{this.color} {that.thing}", 1.0)
|
||||
|
||||
This method must return a dict that includes both this and that, and
|
||||
each of them must be either Item instances or dictionaries.
|
||||
"""
|
||||
|
||||
# Select one random template string and one item type.
|
||||
properties = {
|
||||
'template': self.templates.random(),
|
||||
'type': self.types.random(),
|
||||
}
|
||||
return properties
|
||||
|
||||
def random(self, count: int = 1) -> list:
|
||||
"""
|
||||
Generate one or more random Item instances by selecting random values
|
||||
from the available types and template
|
||||
"""
|
||||
items = []
|
||||
for _ in range(count):
|
||||
rt = tables.RollTable([types, enchantments], die=1, hide_rolls=True)
|
||||
item = dict(zip(rt.rows[0], rt.rows[1]))
|
||||
item['Enchantment Damage'] = '1d4'
|
||||
items.append(item)
|
||||
|
||||
items.append(self.item_class.from_dict(**self.random_properties()))
|
||||
return items
|
||||
|
||||
|
||||
class WeaponGenerator(ItemGenerator):
|
||||
"""
|
||||
An ItemGenerator that generates basic (non-magical) weapons.
|
||||
"""
|
||||
|
||||
item_class = Weapon
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
templates: WeightedSet = None,
|
||||
types: WeightedSet = WEAPON_TYPES,
|
||||
):
|
||||
if not templates:
|
||||
templates = WeightedSet(('{type.name}', 1.0),)
|
||||
super().__init__(types=types, templates=templates)
|
||||
|
||||
|
||||
class MagicWeaponGenerator(WeaponGenerator):
|
||||
"""
|
||||
An ItemGenerator that generates weapons imbued with magical effects.
|
||||
"""
|
||||
def __init__(
|
||||
self,
|
||||
templates: WeightedSet = None,
|
||||
types: WeightedSet = WEAPON_TYPES,
|
||||
magic: WeightedSet = MAGIC_DAMAGE,
|
||||
):
|
||||
self.magic = magic
|
||||
if not templates:
|
||||
templates = WeightedSet(
|
||||
# "Shortsword of Flames"
|
||||
('{type.name} of {magic.noun}', 1.0),
|
||||
# "Burning Lance"
|
||||
('{magic.adjective} {type.name}', 1.0),
|
||||
)
|
||||
super().__init__(types=types, templates=templates)
|
||||
|
||||
def random_properties(self):
|
||||
"""
|
||||
Select a random magical damage type and add it to our properties.
|
||||
"""
|
||||
properties = super().random_properties()
|
||||
magic = self.magic.random()
|
||||
properties['magic'] = {
|
||||
'adjective': random.choice(magic['adjectives'].split(',')).strip(),
|
||||
'noun': random.choice(magic['noun'].split(',')).strip(),
|
||||
'die': '1d4'
|
||||
}
|
||||
return properties
|
||||
|
|
|
@ -14,7 +14,8 @@ rich = "^13.7.0"
|
|||
typer = "^0.9.0"
|
||||
dice = "^4.0.0"
|
||||
|
||||
dnd-rolltable = { git = "https://github.com/evilchili/dnd-rolltable", branch='main' }
|
||||
dnd-name-generator = { git = "https://github.com/evilchili/dnd-name-generator", branch='main' }
|
||||
random-sets = { git = "https://github.com/evilchili/random-sets", branch='main' }
|
||||
|
||||
[tool.poetry.group.dev.dependencies]
|
||||
pytest = "^7.4.3"
|
||||
|
@ -45,5 +46,5 @@ remove-duplicate-keys = true # remove all duplicate keys in objects
|
|||
remove-unused-variables = true # remove unused variables
|
||||
|
||||
[tool.poetry.scripts]
|
||||
fanitem = "dnd_item.cli:app"
|
||||
dnd-item = "dnd_item.cli:app"
|
||||
|
||||
|
|
11
tests/test_types.py
Normal file
11
tests/test_types.py
Normal file
|
@ -0,0 +1,11 @@
|
|||
from dnd_item import types
|
||||
|
||||
|
||||
def test_item_attributes():
|
||||
item = types.Item.from_dict(
|
||||
foo='bar',
|
||||
baz={
|
||||
'qaz': True
|
||||
}
|
||||
)
|
||||
assert item.baz.qaz is True
|
Loading…
Reference in New Issue
Block a user