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- package main
- type Class uint8
- const (
- C_NONE Class = iota
- C_KNIGHT
- C_THIEF
- C_CLERIC
- C_WIZARD
- C_RANGER
- )
- func (c Class) Name() string {
- switch c {
- case C_KNIGHT:
- return "Knight"
- case C_THIEF:
- return "Thief"
- case C_CLERIC:
- return "Cleric"
- case C_WIZARD:
- return "Wizard"
- case C_RANGER:
- return "Ranger"
- default:
- return "None"
- }
- }
- func (c Class) ColorText() string {
- switch c {
- case C_KNIGHT:
- return "CYA ON BLA"
- case C_THIEF:
- return "BRO ON BLA"
- case C_CLERIC:
- return "GRE ON BLA"
- case C_WIZARD:
- return "MAG ON BLA"
- case C_RANGER:
- return "BRI RED ON BLA"
- default:
- return "WHI ON BLA"
- }
- }
- type Weapon uint8
- const (
- W_FIST Weapon = iota
- W_DAGGER
- W_WHIP
- W_SWORD
- W_Q_STAFF
- W_MACE
- W_L_SWORD
- W_HAMMER
- W_B_SWORD
- )
- func (w Weapon) Name() string {
- switch w {
- case W_DAGGER:
- return "Dagger"
- case W_WHIP:
- return "Whip"
- case W_SWORD:
- return "Short Sword"
- case W_Q_STAFF:
- return "Quarter Staff"
- case W_MACE:
- return "Mace"
- case W_L_SWORD:
- return "Long Sword"
- case W_HAMMER:
- return "Hammer"
- case W_B_SWORD:
- return "Bastard Sword"
- default:
- return "Fist"
- }
- }
- type WeaponEnchant uint8
- const (
- WE_NONE WeaponEnchant = iota
- WE_DAMAGE
- WE_DAMAGE2
- WE_DAMAGE3
- WE_POISON
- WE_POISON2
- WE_FIRE
- WE_FIRE2
- WE_ICE
- WE_ICE2
- WE_ICE3
- WE_STEAL_HP
- WE_STEAL_MP
- WE_GOLDEN
- WE_GOLDEN2
- WE_XP
- WE_XP2
- WE_D_STRIKE
- WE_D_STRIKE2
- )
- func (we WeaponEnchant) Name() string {
- switch we {
- case WE_DAMAGE:
- return "Sharpened I"
- case WE_DAMAGE2:
- return "Sharpened II"
- case WE_DAMAGE3:
- return "Sharpened III"
- case WE_POISON:
- return "Poisonous I"
- case WE_POISON2:
- return "Poisonous II"
- case WE_FIRE:
- return "Flaming I"
- case WE_FIRE2:
- return "Flaming II"
- case WE_ICE:
- return "Freezing I"
- case WE_ICE2:
- return "Freezing II"
- case WE_ICE3:
- return "Freezing III"
- case WE_STEAL_HP:
- return "Vampiric I"
- case WE_STEAL_MP:
- return "Siphon I"
- case WE_GOLDEN:
- return "Golden I"
- case WE_GOLDEN2:
- return "Golden II"
- case WE_XP:
- return "Experience I"
- case WE_XP2:
- return "Experience II"
- case WE_D_STRIKE:
- return "Double Strike I"
- case WE_D_STRIKE2:
- return "Double Strike II"
- default:
- return "None"
- }
- }
- type RangedWeapon uint8
- const (
- RW_NONE RangedWeapon = iota
- RW_SLING
- RW_S_BOW
- RW_L_C_BOW
- RW_L_BOW
- RW_H_C_BOW
- RW_L_R_C_BOW
- RW_H_R_C_BOW
- )
- func (rw RangedWeapon) Name() string {
- switch rw {
- case RW_SLING:
- return "Sling"
- case RW_S_BOW:
- return "Short Bow"
- case RW_L_C_BOW:
- return "Light Cross-Bow"
- case RW_L_BOW:
- return "Long Bow"
- case RW_H_C_BOW:
- return "Heavy Cross-Bow"
- case RW_L_R_C_BOW:
- return "Light Repeating Cross-Bow"
- case RW_H_R_C_BOW:
- return "Heavy Repeating Cross-Bow"
- default:
- return "None"
- }
- }
- type RangedWeaponEnchant uint8
- const (
- RWE_NONE RangedWeaponEnchant = iota
- RWE_DAMAGE
- RWE_DAMAGE2
- RWE_DAMAGE3
- RWE_POISON
- RWE_POISON2
- RWE_FIRE
- RWE_FIRE2
- RWE_FIRE3
- RWE_SLOW
- RWE_SLOW2
- RWE_BLAST
- RWE_D_GOLD
- RWE_D_XP
- )
- func (rwe RangedWeaponEnchant) Name() string {
- switch rwe {
- case RWE_DAMAGE:
- return "Sharp Arrows I"
- case RWE_DAMAGE2:
- return "Sharp Arrows II"
- case RWE_DAMAGE3:
- return "Sharp Arrows III"
- case RWE_POISON:
- return "Poison Arrows I"
- case RWE_POISON2:
- return "Poison Arrows II"
- case RWE_FIRE:
- return "Fire Arrows I"
- case RWE_FIRE2:
- return "Fire Arrows II"
- case RWE_FIRE3:
- return "Fire Arrows III"
- case RWE_SLOW:
- return "Ice Arrows I"
- case RWE_SLOW2:
- return "Ice Arrows II"
- case RWE_BLAST:
- return "Explosive Arrows I"
- case RWE_D_GOLD:
- return "Double Gold I"
- case RWE_D_XP:
- return "Double Xp I"
- default:
- return "None"
- }
- }
- type Armor uint8
- const (
- A_CLOTHES Armor = iota
- A_CLOTH_MAIL
- A_ROBE
- A_LEATHER
- A_PLATE_MAIL
- A_G_ROBE
- A_R_LEATHER
- A_SCALE_MAIL
- A_M_ROBE
- A_PATCH_LEATHER
- A_C_MAIL
- A_C_ROBE
- A_C_LEATHER
- A_D_MAIL
- A_D_ROBE
- A_D_LEATHER
- )
- func (a Armor) Name() string {
- switch a {
- case A_CLOTHES:
- return "Clothes"
- case A_CLOTH_MAIL:
- return "Cloth Mail"
- case A_ROBE:
- return "Robe"
- case A_LEATHER:
- return "Leather"
- case A_PLATE_MAIL:
- return "Plate Mail"
- case A_G_ROBE:
- return "Grand Robe"
- case A_R_LEATHER:
- return "Reinforced Leather"
- case A_SCALE_MAIL:
- return "Scale Mail"
- case A_M_ROBE:
- return "Masters Robe"
- case A_PATCH_LEATHER:
- return "Patch Leather"
- case A_C_MAIL:
- return "Crystal Mail"
- case A_C_ROBE:
- return "Crystal Robe"
- case A_C_LEATHER:
- return "Crystal Leather"
- case A_D_MAIL:
- return "Dragon Mail"
- case A_D_ROBE:
- return "Dragon Robe"
- case A_D_LEATHER:
- return "Dragon Leather"
- default:
- return "Unknown"
- }
- }
- type ArmorEnchant uint8
- const (
- AE_NONE ArmorEnchant = iota
- AE_HEAL
- AE_HEALTH
- AE_HEALTH2
- AE_MAGIC
- AE_MAGIC2
- AE_SPIKE
- AE_BLAST
- AE_M_PROTECT
- AE_R_PROTECT
- AE_IM_FIRE
- AE_IM_COLD
- AE_IM_ACID
- )
- func (ae ArmorEnchant) Name() string {
- switch ae {
- case AE_HEAL:
- return "Regenerative I"
- case AE_HEALTH:
- return "Healthy I"
- case AE_HEALTH2:
- return "Healthy II"
- case AE_MAGIC:
- return "Magical I"
- case AE_MAGIC2:
- return "Magical II"
- case AE_SPIKE:
- return "Spiked I"
- case AE_BLAST:
- return "Blast I"
- case AE_M_PROTECT:
- return "Melee Protective I"
- case AE_R_PROTECT:
- return "Ranged Protective I"
- case AE_IM_FIRE:
- return "Fire Immune I"
- case AE_IM_COLD:
- return "Cold Immune I"
- case AE_IM_ACID:
- return "Acid Immune I"
- default:
- return "None"
- }
- }
- type Shield uint8
- const (
- S_NONE Shield = iota
- S_BUCKLER
- S_SMALL
- S_MEDIUM
- S_LARGE
- S_TOWER
- )
- func (s Shield) Name() string {
- switch s {
- case S_BUCKLER:
- return "Buckler"
- case S_SMALL:
- return "Small"
- case S_MEDIUM:
- return "Medium"
- case S_LARGE:
- return "Large"
- case S_TOWER:
- return "Tower"
- default:
- return "None"
- }
- }
- type Ring uint8
- const (
- R_NONE Ring = iota
- R_HEALTH
- R_HEALTH2
- R_MAGIC
- R_MAGIC2
- R_MELEE
- R_RANGED
- R_UP_FIRE
- R_UP_COLD
- R_UP_ACID
- R_IM_FIRE
- R_IM_COLD
- R_IM_ACID
- )
- func (r Ring) Name() string {
- switch r {
- case R_HEALTH:
- return "Lesser Health"
- case R_HEALTH2:
- return "Greater Health"
- case R_MAGIC:
- return "Lesser Magic"
- case R_MAGIC2:
- return "Greater Magic"
- case R_MELEE:
- return "Melee"
- case R_RANGED:
- return "Ranged"
- case R_UP_FIRE:
- return "Warmth"
- case R_UP_COLD:
- return "Cooling"
- case R_UP_ACID:
- return "Acidic"
- case R_IM_FIRE:
- return "Fire Immune"
- case R_IM_COLD:
- return "Cold Immune"
- case R_IM_ACID:
- return "Acid Immune"
- default:
- return "None"
- }
- }
- type Amulet uint8
- const (
- AM_NONE Amulet = iota
- AM_HEALTH
- AM_MAGIC
- AM_MELEE
- AM_RANGED
- AM_IM_FIRE
- AM_IM_COLD
- AM_IM_ACID
- )
- func (am Amulet) Name() string {
- switch am {
- case AM_HEALTH:
- return "Health"
- case AM_MAGIC:
- return "Magic"
- case AM_MELEE:
- return "Melee"
- case AM_RANGED:
- return "Ranged"
- case AM_IM_FIRE:
- return "Fire Immune"
- case AM_IM_COLD:
- return "Cold Immune"
- case AM_IM_ACID:
- return "Acid Immune"
- default:
- return "None"
- }
- }
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