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- import pyautogui, random, time, math
- #1 for WEAPON / 2 for ARMOR
- Armor_Weapon = 1
- #HOW MANY TO GENERATE (AFTER RUNNING CLICK ON NAME)
- GENERATEAMOUNT = 3
- #Multipliers
- Multiplier = 100
- #RATING AVERAGES
- UpperR = 2.5
- LowerR = 1.2
- #Stats
- Elements = ["Fire","Ice","Thunder","Water","Earth","Wind","Light","Darkness"]
- WeaponTypes = ["Dagger","Sword","Flail","Axe","Whip","Staff","Bow","Crossbow","Gun","Claw","Glove","Spear","Source","Wand","Tome"]
- ArmorTypes = ["General Armor","Magic Armor","Light Armor","Heavy Armor","Small Shield","Large Shield"]
- WeaponType = None
- WTNumber = None
- ArmorType = None
- ATNumber = None
- Name = None
- Magical = 0
- Attack = 0
- Defense = 0
- M_Attack = 0
- M_Defense = 0
- Agility = 0
- Luck = 0
- M_Hp = 0
- M_Mp = 0
- Price = 0
- Tier = 0
- def WeaponIcons():
- if WeaponType == "Dagger":
- time.sleep(0.5)
- pyautogui.press('down', presses=6)
- time.sleep(0.5)
- pyautogui.press('enter', presses=1)
- if WeaponType == "Sword":
- time.sleep(0.5)
- pyautogui.press('down', presses=6)
- time.sleep(0.5)
- pyautogui.press('right', presses=1)
- pyautogui.press('enter', presses=1)
- if WeaponType == "Flail":
- time.sleep(0.5)
- pyautogui.press('down', presses=6)
- time.sleep(0.5)
- pyautogui.press('right', presses=2)
- pyautogui.press('enter', presses=1)
- if WeaponType == "Axe":
- time.sleep(0.5)
- pyautogui.press('down', presses=6)
- time.sleep(0.5)
- pyautogui.press('right', presses=3)
- pyautogui.press('enter', presses=1)
- if WeaponType == "Whip":
- time.sleep(0.5)
- pyautogui.press('down', presses=6)
- time.sleep(0.5)
- pyautogui.press('right', presses=4)
- pyautogui.press('enter', presses=1)
- if WeaponType == "Staff":
- time.sleep(0.5)
- pyautogui.press('down', presses=6)
- time.sleep(0.5)
- pyautogui.press('right', presses=5)
- pyautogui.press('enter', presses=1)
- if WeaponType == "Bow":
- time.sleep(0.5)
- pyautogui.press('down', presses=6)
- time.sleep(0.5)
- pyautogui.press('right', presses=6)
- pyautogui.press('enter', presses=1)
- if WeaponType == "Crossbow":
- time.sleep(0.5)
- pyautogui.press('down', presses=6)
- time.sleep(0.5)
- pyautogui.press('right', presses=7)
- pyautogui.press('enter', presses=1)
- if WeaponType == "Gun":
- time.sleep(0.5)
- pyautogui.press('down', presses=6)
- time.sleep(0.5)
- pyautogui.press('right', presses=8)
- pyautogui.press('enter', presses=1)
- if WeaponType == "Claw":
- time.sleep(0.5)
- pyautogui.press('down', presses=6)
- time.sleep(0.5)
- pyautogui.press('right', presses=9)
- pyautogui.press('enter', presses=1)
- if WeaponType == "Glove":
- time.sleep(0.5)
- pyautogui.press('down', presses=6)
- time.sleep(0.5)
- pyautogui.press('right', presses=10)
- pyautogui.press('enter', presses=1)
- if WeaponType == "Spear":
- time.sleep(0.5)
- pyautogui.press('down', presses=6)
- time.sleep(0.5)
- pyautogui.press('right', presses=11)
- pyautogui.press('enter', presses=1)
- if WeaponType == "Source":
- time.sleep(0.5)
- pyautogui.press('down', presses=156)
- time.sleep(0.5)
- pyautogui.press('right', presses=Elements.index(RandomElement)+8)
- pyautogui.press('enter', presses=1)
- if WeaponType == "Wand":
- time.sleep(0.5)
- pyautogui.press('down', presses=6)
- time.sleep(0.5)
- pyautogui.press('right', presses=13)
- pyautogui.press('enter', presses=1)
- if WeaponType == "Tome":
- time.sleep(0.5)
- pyautogui.press('down', presses=7)
- time.sleep(0.5)
- pyautogui.press('right', presses=9)
- pyautogui.press('enter', presses=1)
- def ShieldIcons():
- if ArmorType == "Small Shield":
- print("CHOOSING ICON")
- time.sleep(0.5)
- pyautogui.press('down', presses=8)
- time.sleep(0.5)
- pyautogui.press('right', presses=1)
- pyautogui.press('enter', presses=1)
- if ArmorType == "Large Shield":
- print("CHOOSING ICON")
- pyautogui.press('space', presses=1)
- time.sleep(0.5)
- pyautogui.press('down', presses=8)
- time.sleep(0.5)
- pyautogui.press('enter', presses=1)
- def ArmorIcons():
- if EquipmentType == 1: #Head
- time.sleep(0.5)
- pyautogui.press('down', presses=8)
- time.sleep(0.5)
- pyautogui.press('right', presses=(random.randint(2,6)))
- pyautogui.press('enter', presses=1)
- if EquipmentType == 2: #Body
- time.sleep(0.5)
- pyautogui.press('down', presses=8)
- time.sleep(0.5)
- pyautogui.press('right', presses=(random.randint(7,9)))
- pyautogui.press('enter', presses=1)
- if EquipmentType == 3: #Accessory
- time.sleep(0.5)
- pyautogui.press('down', presses=9)
- time.sleep(0.5)
- pyautogui.press('right', presses=(random.randint(1,7)))
- pyautogui.press('enter', presses=1)
- if EquipmentType == 4: #Cloak
- time.sleep(0.5)
- pyautogui.press('down', presses=8)
- time.sleep(0.5)
- pyautogui.press('right', presses=(random.randint(10,11)))
- pyautogui.press('enter', presses=1)
- Tier1Adjectives = ["Wooden","Rusty","Common","Steel","Iron","Flimsy","Apprentice","Battle","Worn","Weak","Bronze"]
- Tier2Adjectives = ["Bone","Military","Heavy","Steel","Iron","Carved","Tough","Strong","Durable"]
- Tier3Adjectives = ["Knight's","Elven","Carnage","Dwarven","Military","Composite","Bloody"]
- Tier4Adjectives = ["Knight's","Crimson","Flaming Dragon","Dragon Hunter","Overlord's","Royal","Guardian's"]
- Tier5Adjectives = ["Divine","Angel Slaying","Hell-Bound","Dragon Hunter","Legendary","Angel's"]
- loop=0
- Choice = None
- TierChoice = None
- while True:
- Armor_Weapon = int(input("1)Generate Weapons\n2)Generate Armor\n"))
- Tier = input("Pick a tier 1-5 (RANDOM for a random tier): ")
- if Tier == "RANDOM":
- TierChoice = 0
- else:
- TierChoice = 1
- if Armor_Weapon == 1:
- WeaponType = input("Pick weapons type to generate (RANDOM for random): ")
- if WeaponType == "RANDOM":
- Choice = 0
- else:
- Choice = 1
- if Armor_Weapon == 2:
- ArmorType = input("Pick armor type to generate (RANDOM for random): ")
- if ArmorType == "RANDOM":
- Choice = 0
- else:
- Choice = 1
- GENERATEAMOUNT = int(input("How Many To Generate: "))
- time.sleep(2)
- loop=0
- while loop < GENERATEAMOUNT:
- loop+=1
- PriceMultiplier = (random.randint(135,160)/100)
- WeaponBonusModifier = (random.randint(110,135))/100
- #Armor_Weapon = input("1)Generate 1 Weapon\n2)Generate 1 Armor\n")
- #time.sleep(2)
- #MAIN WEAPON LOOP
- while Armor_Weapon != 2:
- space = " "
- #if Tier == "RANDOM" and TierChoice == 0:
- if TierChoice == 0:
- Tier = random.randint(1,5) #Select Random Tier
- #if Tier != "RANDOM" and Choice == 1:
- if TierChoice == 1:
- Tier = int(Tier)
- if Choice == 0:
- WeaponType = random.choice(WeaponTypes) #Select Random Weapon
- #if WeaponType == "RANDOM" and Choice == 0:
- #WeaponType = random.choice(WeaponTypes) #Select Random Weapon
- #Tier = 2 #Force A Tier
- #WeaponType = "Sword" #Force a weapon
- WTNumber = WeaponTypes.index(WeaponType)+1 #Based on selected weapon, position in List
- if WeaponType == "Staff" or WeaponType == "Source" or WeaponType == "Wand" or WeaponType == "Tome": #If weapon type == magical, make magic always true
- Magical = 2
- else:
- Magical = random.randint(1,6) #ORIGINALLY 1-3
- RandomElement = random.choice(Elements)
- ########## NAME == CHOSEN ---- (IF MAGICAL) ADJECTIVE - WEAPON - TIER
- if Tier == 1:
- if WeaponType=="Source":
- Name = space.join((str(RandomElement) , str(WeaponType) , "- Tier" , str(Tier)))
- else:
- Name = space.join((str(random.choice(Tier1Adjectives)) , str(WeaponType) , "- Tier" , str(Tier)))
- if Magical == 2 or Magical == 3:
- Name = space.join(("Magical" , Name))
- #Name = space.join(("Magical" , str(random.choice(Tier1Adjectives)) , str(WeaponType) , "- Tier" , str(Tier)))
- #Name = str(random.choice(Tier1Adjectives)) , str(WeaponType) , "- Tier" , str(Tier)
- if Tier == 2:
- if WeaponType=="Source":
- Name = space.join((str(RandomElement) , str(WeaponType) , "- Tier" , str(Tier)))
- else:
- Name = space.join((str(random.choice(Tier2Adjectives)) , str(WeaponType) , "- Tier" , str(Tier)))
- if Magical == 2 or Magical == 3:
- Name = space.join(("Magical" , Name))
- #Name = str(random.choice(Tier2Adjectives)) , str(WeaponType) , "- Tier" , str(Tier)
- if Tier == 3:
- if WeaponType=="Source":
- Name = space.join((str(RandomElement) , str(WeaponType) , "- Tier" , str(Tier)))
- else:
- Name = space.join((str(random.choice(Tier3Adjectives)) , str(WeaponType) , "- Tier" , str(Tier)))
- if Magical == 2 or Magical == 3:
- Name = space.join(("Magical" , Name))
- #Name = str(random.choice(Tier3Adjectives)) , str(WeaponType) , "- Tier" , str(Tier)
- if Tier == 4:
- if WeaponType=="Source":
- Name = space.join((str(RandomElement) , str(WeaponType) , "- Tier" , str(Tier)))
- else:
- Name = space.join((str(random.choice(Tier4Adjectives)) , str(WeaponType) , "- Tier" , str(Tier)))
- if Magical == 2 or Magical == 3:
- Name = space.join(("Magical" , Name))
- #Name = str(random.choice(Tier4Adjectives)) , str(WeaponType) , "- Tier" , str(Tier)
- if Tier == 5:
- if WeaponType=="Source":
- Name = space.join((str(RandomElement) , str(WeaponType) , "- Tier" , str(Tier)))
- else:
- Name = space.join((str(random.choice(Tier5Adjectives)) , str(WeaponType) , "- Tier" , str(Tier)))
- if Magical == 2 or Magical == 3:
- Name = space.join(("Magical" , Name))
- #Name = str(random.choice(Tier5Adjectives)) , str(WeaponType) , "- Tier" , str(Tier)
- #####STATSS------------------
- ###### IF MAGGICALALLLLLLL
- if Magical == 1 or Magical == 4 or Magical == 5 or Magical == 6:
- Attack = math.floor(random.randint(0,(Tier*Multiplier)))
- if WeaponType == "Axe" or WeaponType == "Glove":
- Agility = math.floor(random.randint(0,(Tier*Multiplier))*WeaponBonusModifier)
- Defense = 0
- M_Attack = 0
- M_Defense = 0
- Agility = 0
- if WeaponType == "Dagger":
- Agility = math.floor(random.randint(0,(Tier*Multiplier))*WeaponBonusModifier)
- Luck = math.floor(random.randint(0,(Tier*Multiplier)))
- if WeaponType == "Bow" or WeaponType == "Gun" or WeaponType == "Spear" or WeaponType == "Crossbow" or WeaponType == "Glove":
- Luck = math.floor(random.randint(0,(Tier*Multiplier))*WeaponBonusModifier)
- M_Hp = math.floor(random.randint(0,(Tier*Multiplier)))
- M_Mp = math.floor(random.randint(0,(Tier*Multiplier)))
- if Magical == 2:
- Attack = 0
- Defense = 0
- M_Attack = math.floor(random.randint(0,(Tier*Multiplier)))
- M_Defense = 0
- Agility = 0
- if WeaponType == "Dagger":
- Agility = math.floor(random.randint(0,(Tier*Multiplier))*WeaponBonusModifier)
- Luck = math.floor(random.randint(0,(Tier*Multiplier)))
- if WeaponType == "Bow" or WeaponType == "Gun" or WeaponType == "Spear" or WeaponType == "Crossbow" or WeaponType == "Glove":
- Luck = math.floor(random.randint(0,(Tier*Multiplier))*WeaponBonusModifier)
- M_Hp = math.floor(random.randint(0,(Tier*Multiplier)))
- M_Mp = math.floor(random.randint(0,(Tier*Multiplier)))
- if WeaponType == "Tome":
- M_Mp = math.floor(random.randint(0,(Tier*Multiplier))*WeaponBonusModifier)
- if Magical == 3:
- Attack = math.floor(random.randint(0,(Tier*Multiplier)))
- if WeaponType == "Axe" or WeaponType == "Glove":
- Agility = math.floor(random.randint(0,(Tier*Multiplier))*WeaponBonusModifier)
- Defense = 0
- M_Attack = math.floor(random.randint(0,(Tier*Multiplier)))
- M_Defense = 0
- Agility = 0
- if WeaponType == "Dagger":
- Agility = math.floor(random.randint(0,(Tier*Multiplier))*WeaponBonusModifier)
- Luck = math.floor(random.randint(0,(Tier*Multiplier)))
- if WeaponType == "Bow" or WeaponType == "Gun" or WeaponType == "Spear" or WeaponType == "Crossbow" or WeaponType == "Glove":
- Luck = math.floor(random.randint(0,(Tier*Multiplier))*WeaponBonusModifier)
- M_Hp = math.floor(random.randint(0,(Tier*Multiplier)))
- M_Mp = math.floor(random.randint(0,(Tier*Multiplier)))
- Price = math.floor((Attack+Defense+M_Attack+M_Defense+Agility+Luck+M_Hp+M_Mp))
- WeaponRating = math.floor((Attack+Defense+M_Attack+M_Defense+Agility+Luck+M_Hp+M_Mp)/4)
- if Price > (Tier*Multiplier*UpperR):
- Price = math.floor((Attack+Defense+M_Attack+M_Defense+Agility+Luck+M_Hp+M_Mp)*(PriceMultiplier*UpperR))
- Rating = "Above Average"
- elif Price < (Tier*Multiplier*LowerR):
- Price = math.floor((Attack+Defense+M_Attack+M_Defense+Agility+Luck+M_Hp+M_Mp)*(PriceMultiplier*LowerR))
- Rating = "Below Average"
- else:
- Price = math.floor((Attack+Defense+M_Attack+M_Defense+Agility+Luck+M_Hp+M_Mp)*PriceMultiplier)
- Rating = "Average"
- print (Name)
- print ("PRICE:",Price)
- print ("ATK:",Attack)
- print ("DEF:",Defense)
- print ("MATK:",M_Attack)
- print ("MDEF:",M_Defense)
- print ("AGI:",Agility)
- print ("LUCK:",Luck)
- print ("HP:",M_Hp)
- print ("MP:",M_Mp)
- pyautogui.write(str(Name)) #INPUT NAME
- pyautogui.press('tab', presses=1)
- pyautogui.press('space', presses=1)
- WeaponIcons() #ICON
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(Rating)) #INPUT DESCRIPTION
- pyautogui.press('tab', presses=1)
- pyautogui.press('down', presses=WTNumber) #SELECT WEAPON TYPE
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(Price)) # PRICE
- pyautogui.press('tab', presses=1)
- pyautogui.press('down', presses=1) #ANIMATION
- #STAT INPUT
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(Attack)) #ATTACK
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(Defense)) #Defense
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(M_Attack)) #M_Attack
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(M_Defense)) #M_Defense
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(Agility)) #Agility
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(Luck)) #Luck
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(M_Hp)) #M_Hp
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(M_Mp)) #M_Mp
- #AUTO RESET
- pyautogui.press('tab', presses=6)
- pyautogui.press('down', presses=1)
- time.sleep(0.5)
- pyautogui.press('up', presses=1)
- pyautogui.press('tab', presses=2)
- pyautogui.press('down', presses=1)
- pyautogui.press('tab', presses=2)
- break
- #############################################################ARMOR
- while Armor_Weapon == 2:
- EquipmentType=random.randint(1,4)
- space = " "
- #Tier = random.randint(1,5) #Select Random Tier
- #ArmorType = random.choice(ArmorTypes) #Select Random Weapon
- if TierChoice == 0:
- Tier = random.randint(1,5) #Select Random Tier
- if TierChoice == 1:
- Tier = int(Tier)
- if Choice == 0:
- ArmorType = random.choice(ArmorTypes) #Select Random Armor
- if ArmorType == "Small Shield":
- ArmorName = "Small Shield"
- elif ArmorType == "Large Shield":
- ArmorName = "Large Shield"
- else:
- if EquipmentType == 1:
- ArmorName = "Headpiece"
- elif EquipmentType == 2:
- ArmorName = "Bodypiece"
- elif EquipmentType == 3:
- ArmorName = "Accessory"
- else:
- ArmorName = "Cloak"
- #Tier = 1 #Force A Tier
- #ArmorType = "Glove" #Force a armor type
- ATNumber = ArmorTypes.index(ArmorType)+1 #Based on selected armor, position in List
- if ArmorType == "Magic Armor": #If armor type == magical, make magic always true
- Magical = 2
- else:
- Magical = random.randint(1,6) #ORIGINALLY 1-3
- ########## NAME == CHOSEN ---- (IF MAGICAL) ADJECTIVE - ARMOR - TIER
- if Tier == 1:
- Name = space.join((str(random.choice(Tier1Adjectives)) , str(ArmorName) , "- Tier" , str(Tier)))
- if Magical == 2 or Magical == 3:
- Name = space.join(("Magical" , Name))
- #Name = str(random.choice(Tier1Adjectives)) , str(WeaponType) , "- Tier" , str(Tier)
- if Tier == 2:
- Name = space.join((str(random.choice(Tier2Adjectives)) , str(ArmorName) , "- Tier" , str(Tier)))
- if Magical == 2 or Magical == 3:
- Name = space.join(("Magical" , Name))
- #Name = str(random.choice(Tier2Adjectives)) , str(WeaponType) , "- Tier" , str(Tier)
- if Tier == 3:
- Name = space.join((str(random.choice(Tier3Adjectives)) , str(ArmorName) , "- Tier" , str(Tier)))
- if Magical == 2 or Magical == 3:
- Name = space.join(("Magical" , Name))
- #Name = str(random.choice(Tier3Adjectives)) , str(WeaponType) , "- Tier" , str(Tier)
- if Tier == 4:
- Name = space.join((str(random.choice(Tier4Adjectives)) , str(ArmorName) , "- Tier" , str(Tier)))
- if Magical == 2 or Magical == 3:
- Name = space.join(("Magical" , Name))
- #Name = str(random.choice(Tier4Adjectives)) , str(WeaponType) , "- Tier" , str(Tier)
- if Tier == 5:
- Name = space.join((str(random.choice(Tier5Adjectives)) , str(ArmorName) , "- Tier" , str(Tier)))
- if Magical == 2 or Magical == 3:
- Name = space.join(("Magical" , Name))
- #Name = str(random.choice(Tier5Adjectives)) , str(WeaponType) , "- Tier" , str(Tier)
- #####STATSS------------------
- if Magical == 1 or Magical == 4 or Magical == 5 or Magical == 6:
- Attack = 0
- Defense = math.floor(random.randint(0,(Tier*Multiplier)))
- if WeaponType == "Heavy Armor" or WeaponType == "Large Shield":
- Defense = math.floor(random.randint(0,(Tier*Multiplier))*WeaponBonusModifier)
- M_Attack = 0
- M_Defense = 0
- Agility = math.floor(random.randint(0,(Tier*Multiplier)))
- if WeaponType == "Light Armor":
- Agility = math.floor(random.randint(0,(Tier*Multiplier))*WeaponBonusModifier)
- Luck = math.floor(random.randint(0,(Tier*Multiplier)))
- M_Hp = math.floor(random.randint(0,(Tier*Multiplier)))
- M_Mp = math.floor(random.randint(0,(Tier*Multiplier)))
- if Magical == 2:
- Attack = 0
- Defense = 0
- if WeaponType == "Heavy Armor" or WeaponType == "Large Shield":
- Defense = math.floor(random.randint(0,(Tier*Multiplier))*WeaponBonusModifier)
- M_Attack = 0
- M_Defense = math.floor(random.randint(0,(Tier*Multiplier)))
- Agility = math.floor(random.randint(0,(Tier*Multiplier)))
- if WeaponType == "Light Armor":
- Agility = math.floor(random.randint(0,(Tier*Multiplier))*WeaponBonusModifier)
- Luck = math.floor(random.randint(0,(Tier*Multiplier)))
- M_Hp = math.floor(random.randint(0,(Tier*Multiplier)))
- M_Mp = math.floor(random.randint(0,(Tier*Multiplier)))
- if Magical == 3:
- Attack = 0
- Defense = math.floor(random.randint(0,(Tier*Multiplier)))
- if WeaponType == "Heavy Armor" or WeaponType == "Large Shield":
- Defense = math.floor(random.randint(0,(Tier*Multiplier))*WeaponBonusModifier)
- M_Attack = 0
- M_Defense = math.floor(random.randint(0,(Tier*Multiplier)))
- Agility = math.floor(random.randint(0,(Tier*Multiplier)))
- if WeaponType == "Light Armor":
- Agility = math.floor(random.randint(0,(Tier*Multiplier))*WeaponBonusModifier)
- Luck = math.floor(random.randint(0,(Tier*Multiplier)))
- M_Hp = math.floor(random.randint(0,(Tier*Multiplier)))
- M_Mp = math.floor(random.randint(0,(Tier*Multiplier)))
- Price = math.floor((Attack+Defense+M_Attack+M_Defense+Agility+Luck+M_Hp+M_Mp))
- ArmorRating = math.floor((Attack+Defense+M_Attack+M_Defense+Agility+Luck+M_Hp+M_Mp)/4)
- if Price > (Tier*Multiplier*UpperR):
- Price = math.floor((Attack+Defense+M_Attack+M_Defense+Agility+Luck+M_Hp+M_Mp)*(PriceMultiplier*UpperR))
- Rating = "Above Average"
- elif Price < (Tier*Multiplier*LowerR):
- Price = math.floor((Attack+Defense+M_Attack+M_Defense+Agility+Luck+M_Hp+M_Mp)*(PriceMultiplier*LowerR))
- Rating = "Below Average"
- else:
- Price = math.floor((Attack+Defense+M_Attack+M_Defense+Agility+Luck+M_Hp+M_Mp)*PriceMultiplier)
- Rating = "Average"
- print (Name)
- print ("PRICE:",Price)
- print ("ATK:",Attack)
- print ("DEF:",Defense)
- print ("MATK:",M_Attack)
- print ("MDEF:",M_Defense)
- print ("AGI:",Agility)
- print ("LUCK:",Luck)
- print ("HP:",M_Hp)
- print ("MP:",M_Mp)
- pyautogui.write(str(Name)) #INPUT NAME
- pyautogui.press('tab', presses=1)
- pyautogui.press('space', presses=1)
- if ArmorType == "Small Shield" or ArmorType == "Large Shield": #ICONS
- ShieldIcons()#ICONS
- print("IF ARMOR TYPE == SHIELD THIS WILL SHOW")
- else:
- ArmorIcons()#ICONS
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(Rating)) #INPUT DESCRIPTION
- pyautogui.press('tab', presses=1)
- pyautogui.press('down', presses=ATNumber) #SELECT WEAPON TYPE
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(Price)) # PRICE
- pyautogui.press('tab', presses=1)
- if ArmorType == "Small Shield" or ArmorType == "Large Shield":
- print ("skip")
- pyautogui.press('down', presses=0)
- else:
- pyautogui.press('down', presses=EquipmentType) #Equipment Type
- #STAT INPUT
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(Attack)) #ATTACK
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(Defense)) #Defense
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(M_Attack)) #M_Attack
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(M_Defense)) #M_Defense
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(Agility)) #Agility
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(Luck)) #Luck
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(M_Hp)) #M_Hp
- pyautogui.press('tab', presses=1)
- pyautogui.write(str(M_Mp)) #M_Mp
- #AUTO RESET
- pyautogui.press('tab', presses=6)
- pyautogui.press('down', presses=1)
- time.sleep(0.5)
- pyautogui.press('up', presses=1)
- pyautogui.press('tab', presses=2)
- pyautogui.press('down', presses=1)
- pyautogui.press('tab', presses=2)
- break
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