Initialize files from GitLab repository

This commit is contained in:
2025-11-04 20:22:10 -07:00
commit 4050e30ae8
30 changed files with 3328 additions and 0 deletions

1
.gitignore vendored Normal file
View File

@@ -0,0 +1 @@
.DS_Store

34
Makefile Normal file
View File

@@ -0,0 +1,34 @@
play: compile
@/bin/bash -c ./play
compile: obj/TheTournament.o obj/User.o obj/Opponent.o obj/Weapon.o obj/Armor.o obj/Potion.o obj/Map.o
g++ obj/TheTournament.o obj/User.o obj/Opponent.o obj/Weapon.o obj/Armor.o obj/Potion.o obj/Map.o -o Play
# Rule to create the obj directory
obj:
mkdir -p obj
obj/TheTournament.o: src/TheTournament.cpp | obj
g++ -c src/TheTournament.cpp -o obj/TheTournament.o
obj/User.o: lib/people/User.cpp include/people/User.h
g++ -c lib/people/User.cpp -o obj/User.o
obj/Opponent.o: lib/people/Opponent.cpp include/people/Opponent.h
g++ -c lib/people/Opponent.cpp -o obj/Opponent.o
obj/Weapon.o: lib/items/Weapon.cpp include/items/Weapon.h
g++ -c lib/items/Weapon.cpp -o obj/Weapon.o
obj/Armor.o: lib/items/Armor.cpp include/items/Armor.h
g++ -c lib/items/Armor.cpp -o obj/Armor.o
obj/Potion.o: lib/items/Potion.cpp include/items/Potion.h
g++ -c lib/items/Potion.cpp -o obj/Potion.o
obj/Map.o: lib/ship/Map.cpp include/ship/Map.h
g++ -c lib/ship/Map.cpp -o obj/Map.o
clean:
rm -rf obj TheTournament
rm -f *.o TheTournament

BIN
doc/logo.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.5 MiB

34
include/items/Armor.h Normal file
View File

@@ -0,0 +1,34 @@
#ifndef ARMOR_H
#define ARMOR_H
#include<iostream>
using namespace std;
class Armor
{
// data members
private:
string name;
int health;
int hits_remaining;
int upgrades_remaining;
int value;
public:
// Constructors of Armor class
Armor();
Armor(string armor_name, int health_added, int cost);
// SETTER FUNCIONS
// GETTER FUNCTIONS
string getArmorName();
int getArmorHealth();
int getArmorHitsRemaining();
int getArmorUpgradesRemaining();
int getArmorValue();
};
#endif

32
include/items/Potion.h Normal file
View File

@@ -0,0 +1,32 @@
#ifndef POTION_H
#define POTION_H
#include<iostream>
using namespace std;
class Potion
{
private:
string name;
int heal_amount;
int value;
int amount;
int potions_amount;
public:
Potion();
Potion(string potion_name, int amount_provided, int cost);
// SETTER FUNCTIONS
void setPotionName(string name);
void setPotionValue(int cost);
void addPotion();
void subtractPotion();
// GETTER FUNCTIONS
string getPotionName();
int getPotionValue();
int getPotionAmount();
};
#endif

43
include/items/Weapon.h Normal file
View File

@@ -0,0 +1,43 @@
#ifndef WEAPON_H
#define WEAPON_H
#include<iostream>
using namespace std;
class Weapon
{
// data members
private:
string name;
int base_damage;
int base_heavy_damage;
int max_damage;
int max_heavy_damage;
int hits_remaining;
int upgrades_remaining;
int value;
public:
// Constructors of Weapon class
Weapon();
Weapon(string weapon_name, int base, int max, int cost);
// SETTER FUNCIONS
void setWeaponValue(int cost);
void setUpgradesRemaining(int upgrades_remaining);
void setWeaponBaseHeavyDamage(int level, int base, int random);
void setWeaponMaxHeavyDamage(int level, int base, int random);
// GETTER FUNCTIONS
string getWeaponName();
int getWeaponValue();
int getWeaponBaseDamage();
int getWeaponBaseHeavyDamage();
int getWeaponMaxDamage();
int getWeaponMaxHeavyDamage();
int getWeaponHitsRemaining();
int getWeaponUpgradesRemaining();
};
#endif

34
include/people/Opponent.h Normal file
View File

@@ -0,0 +1,34 @@
#ifndef OPPONENT_H
#define OPPONENT_H
#include<iostream>
using namespace std;
class Opponent
{
private:
string name;
int current_health;
int max_health;
int level;
int base_damage;
int max_damage;
public:
Opponent();
Opponent(string opponent_name, int opponent_level, int base, int max);
// SETTER FUNCTIONS
void setOpponentHealth(int damage_taken); // Set current Health minus dmaage_taken
// GETTER FUNCTIONS
string getOpponentName();
int getOpponentHealth();
int getOpponentMaxHealth();
int getOpponentLevel();
int getOpponentBaseDamage();
int getOpponentMaxDamage();
int getPotionAmount();
};
#endif

53
include/people/User.h Normal file
View File

@@ -0,0 +1,53 @@
#ifndef USER_H
#define USER_H
#include "../items/Weapon.h" // include the Weapon header file
#include "../items/Armor.h"
#include "../items/Potion.h"
#include <string>
class User
{
private:
string name;
int current_health;
int max_health;
int level;
int xp_points;
int xp_needed;
int credits;
Weapon equipped_weapon[2]; // declare the user_weapons array to hold 2 Weapon objects
Armor equipped_armor[3];
Potion equipped_potions[5];
public:
User(string username, Weapon current_weapons[], Armor current_armor[], Potion current_potions[]);
// SETTER FUNCTIONS
void setUserName(string username);
void setUserHealth(int damage_taken);
void setHealthAfterPurchase(int armor_amount_added);
void setUserHealthFull(int full_health);
void addArmorToHealth(Armor current_armor);
void setMaxHealth(Armor current_armor[]);
void setUserCredits(int current_credits);
void giveUserCredits(int credits_added);
void setUserXP(int xp_earned);
void resetUserXP(int xp_remaining);
void setUserXPNeeded(int level); //Returns amount of XP needed to level up (random each time)
void usePotion(int potion_amount);
void levelUpUser(int current_level);
// GETTER FUNCTIONS
string getUserName();
int getUserHealth();
int getUserMaxHealth();
int getUserLevel();
int getUserXP();
int getUserCredits();
int getUserXPNeeded();
Weapon getUserWeapon(int input); // add a semicolon at the end of the function definition
};
#endif

57
include/ship/Map.h Normal file
View File

@@ -0,0 +1,57 @@
#ifndef MAP_H
#define MAP_H
#include <iostream>
using namespace std;
class Map
{
private:
char SHIP = '-';
char BED = 'B'; // marker for room locations
char FIGHTER = 'o'; // marker for party position
char EXIT = 'H'; // marker for ship exit
static const int num_rows_ = 12; // number of rows in map
static const int num_cols_ = 12; // number of columns in map
static const int max_npcs_ = 5; // max non-player characters
static const int max_rooms_ = 5; // max number of rooms
int player_position_[2]; // player position (row,col)
int ship_exit_[2];
int ship_bed_[2]; // exit location of the ship
int npc_positions_[max_npcs_][3]; // stores the (row,col) positions of NPCs present on map and if they have been found
int room_positions_[max_rooms_][2]; // stores the (row,col) positions of rooms present on map
char map_data_[num_rows_][num_cols_]; // stores the character that will be shown at a given (row,col)
int npc_count_; // stores number of misfortunes currently on map
int room_count_; // stores number of sites currently on map
public:
Map();
void resetMap();
// getters
int getPlayerRow();
int getPlayerCol();
int getShipExitRow();
int getShipExitCol();
int getNumRows();
int getNumCols();
bool isOnMap(int row, int col);
bool isShipExit(int row, int col);
bool isShipBed(int row, int col);
// setters
void setPlayerPosition(int row, int col);
void setShipExit(int row, int col);
void setShipBed(int row, int col);
// other
void displayMap();
bool move(char);
};
#endif

53
lib/items/Armor.cpp Normal file
View File

@@ -0,0 +1,53 @@
#include "../../include/items/Armor.h"
#include <iostream>
using namespace std;
// This constructor just initializes the Armor to null.
Armor::Armor()
{
name = "No Armor Equipped";
health = 0;
hits_remaining = 0;
upgrades_remaining = 0;
value = 0;
}
// This constructor just initializes the Armor to the passed values.
Armor::Armor(string armor_name, int health_added, int cost)
{
name = armor_name;
health = health_added;
hits_remaining = 150;
upgrades_remaining = 3;
value = cost;
}
// SETTER FUNCTIONS
// GETTER FUNCTIONS
string Armor::getArmorName()
{
return name;
}
int Armor::getArmorHealth()
{
return health;
}
int Armor::getArmorHitsRemaining()
{
return hits_remaining;
}
int Armor::getArmorUpgradesRemaining()
{
return upgrades_remaining;
}
int Armor::getArmorValue()
{
return value;
}

58
lib/items/Potion.cpp Normal file
View File

@@ -0,0 +1,58 @@
#include "../../include/items/Potion.h"
#include <iostream>
#include <iomanip>
#include <string>
using namespace std;
// This constructor just initializes the User to null.
Potion::Potion()
{
name = "No Potion Stocked";
heal_amount = 0;
value = 0;
}
Potion::Potion(string potion_name, int amount_provided, int cost)
{
name = potion_name;
heal_amount = amount_provided;
value = cost;
}
//SETTER FUNCTIONS
void Potion::setPotionName(string potion_name)
{
name = potion_name;
}
void Potion::setPotionValue(int cost)
{
value = cost;
}
// GETTER FUNCTIONS
string Potion::getPotionName()
{
return name;
}
int Potion::getPotionValue()
{
return value;
}
int Potion::getPotionAmount()
{
return heal_amount;
}

95
lib/items/Weapon.cpp Normal file
View File

@@ -0,0 +1,95 @@
#include "../../include/items/Weapon.h"
#include <iostream>
#include <iomanip>
#include <string>
using namespace std;
// This constructor just initializes the Weapon to null.
Weapon::Weapon()
{
name = "No Secondary Equipped";
base_damage = 0;
max_damage = 0;
hits_remaining = 0;
upgrades_remaining = 0;
value = 0;
}
Weapon::Weapon(string weapon_name, int base, int max, int cost)
{
name = weapon_name;
base_damage = base;
base_heavy_damage = base;
max_damage = max;
max_heavy_damage = max;
hits_remaining = 200;
upgrades_remaining = 3;
value = cost;
}
//SETTER FUNCTIONS
void Weapon::setWeaponValue(int cost)
{
value = (cost / 2) * 1.5;
}
void Weapon::setUpgradesRemaining(int upgrades_remaining)
{
upgrades_remaining = upgrades_remaining - 1;
}
void Weapon::setWeaponBaseHeavyDamage(int level, int base, int random)
{
base_heavy_damage = base + random + (level * 10);
}
void Weapon::setWeaponMaxHeavyDamage(int level, int max, int random)
{
max_heavy_damage = max + random + (level * 10);
}
// GETTER FUNCTIONS
string Weapon::getWeaponName()
{
return name;
}
int Weapon::getWeaponValue()
{
return value;
}
int Weapon::getWeaponBaseDamage()
{
return base_damage;
}
int Weapon::getWeaponBaseHeavyDamage()
{
return base_heavy_damage;
}
int Weapon::getWeaponMaxDamage()
{
return max_damage;
}
int Weapon::getWeaponMaxHeavyDamage()
{
return max_heavy_damage;
}
int Weapon::getWeaponHitsRemaining()
{
return hits_remaining;
}
int Weapon::getWeaponUpgradesRemaining()
{
return upgrades_remaining;
}

71
lib/people/Opponent.cpp Normal file
View File

@@ -0,0 +1,71 @@
#include "../../include/people/Opponent.h"
#include <iostream>
#include <iomanip>
#include <string>
// This constructor just initializes the User to null.
Opponent::Opponent()
{
name = "Stick McStickington";
current_health = 0;
max_health = 0;
level = 1;
base_damage = 1;
max_damage = 1;
}
Opponent::Opponent(string opponent_name, int opponent_level, int base, int max)
{
name = opponent_name;
current_health = opponent_level * 100;
max_health = current_health;
level = opponent_level;
base_damage = base;
max_damage = max;
}
//SETTER FUNCTIONS
void Opponent::setOpponentHealth(int damage_taken)
{
current_health = current_health - damage_taken;
}
// GETTER FUNCTIONS
string Opponent::getOpponentName()
{
return name;
}
int Opponent::getOpponentHealth()
{
return current_health;
}
int Opponent::getOpponentMaxHealth()
{
return max_health;
}
int Opponent::getOpponentLevel()
{
return level;
}
int Opponent::getOpponentBaseDamage()
{
return base_damage;
}
int Opponent::getOpponentMaxDamage()
{
return max_damage;
}

170
lib/people/User.cpp Normal file
View File

@@ -0,0 +1,170 @@
#include "../../include/people/User.h"
#include "../../include/items/Weapon.h" // include the Weapon header file
#include "../../include/items/Armor.h"
#include "../../include/items/Potion.h"
#include <iostream>
#include <iomanip>
#include <string>
#include <cmath>
using namespace std;
// This constructor just initializes the User to null.
User::User(string username, Weapon current_weapons[], Armor current_armor[], Potion current_potions[])
{
name = username;
current_health = 100;
max_health = 100;
level = 1;
xp_points = 0;
xp_needed = 500;
credits = 500;
for (int i = 0; i < 2; i++)
{
equipped_weapon[i] = current_weapons[i];
}
for (int i = 0; i < 3; i++)
{
equipped_armor[i] = current_armor[i];
}
for (int i = 0; i < 4; i++)
{
equipped_potions[i] = current_potions[i];
}
}
//SETTER FUNCTIONS
void User::setUserName(string username)
{
name = username;
}
void User::setUserHealth(int damage_taken)
{
current_health = current_health - damage_taken;
// Set Health to zero if it goes below 0
if (current_health < 0)
{
current_health = 0;
}
}
void User::setHealthAfterPurchase(int armor_amount_added)
{
current_health += armor_amount_added;
}
void User::setUserHealthFull(int full_health)
{
current_health = full_health;
}
void User::setMaxHealth(Armor current_armor[])
{
int armor_rating = 0;
for (int i = 0; i < 3; i++)
{
armor_rating += current_armor[i].getArmorHealth();
}
max_health = 100 + armor_rating;
}
void User::setUserCredits(int current_credits)
{
credits = current_credits;
}
void User::giveUserCredits(int credits_added)
{
credits += credits_added;
}
void User::setUserXP(int xp_earned)
{
xp_points += xp_earned;
}
void User::resetUserXP(int xp_remaining)
{
xp_points = xp_remaining;
}
void User::setUserXPNeeded(int level)
{
xp_needed = (level * pow(100, 1.2)) + (level * 100) + (level * 10) + (level * pow(1, 2));
xp_needed = floor(xp_needed); // Round down to nearest whole number
}
void User::usePotion(int potion_amount)
{
current_health += potion_amount;
// Make sure potion doesn't overheal
if (current_health > max_health)
{
current_health = max_health;
}
}
void User::levelUpUser(int current_level)
{
level = current_level + 1;
}
// GETTER FUNCTIONS
string User::getUserName()
{
return name;
}
int User::getUserHealth()
{
return current_health;
}
int User::getUserMaxHealth()
{
return max_health;
}
int User::getUserLevel()
{
return level;
}
int User::getUserXP()
{
return xp_points;
}
int User::getUserCredits()
{
return credits;
}
int User::getUserXPNeeded()
{
return xp_needed;
}
Weapon User::getUserWeapon(int input)
{
while (input < 0 && input > 1) // assuming the array size is 2
{
cout << "Please enter a valid input" << endl;
cin >> input;
}
return equipped_weapon[input];
}

274
lib/ship/Map.cpp Normal file
View File

@@ -0,0 +1,274 @@
#include "../../include/ship/Map.h"
#include <iostream>
Map::Map()
{
resetMap();
}
/*
* Algorithm: Resets positions of player, NPCs, and rooms and clears map_data_
* Set Player position coordinates to 0
* Set npc_count_ to false
* Set room_count_ to 0
* loop i from 0 to max_npcs_
* Set row and col of location to -1
* loop i from 0 to max_rooms
* Set row and col of room location to -1
* loop i from 0 to num_rows_
* loop j from 0 to num_cols_
* Set (i,j) location on map_data_ to '-'
* Parameters: none
* Return: nothing (void)
*/
void Map::resetMap()
{
// resets player position, count values, and initializes values in position arrays to -1
player_position_[0] = 0; //Puts Player in top row
player_position_[1] = num_cols_/2; // Centers Players
// set ship exit
ship_exit_[0] = num_rows_ - 2; // Set Exit to second last row
ship_exit_[1] = num_cols_ / 2; // Set exit in middle
// set bed position on map
ship_bed_[0] = 5;
ship_bed_[1] = 0;
for (int i = 0; i < max_rooms_; i++)
{
room_positions_[i][0] = -1;
room_positions_[i][1] = -1;
}
for (int i = 0; i < num_rows_; i++)
{
for (int j = 0; j < num_cols_; j++)
{
map_data_[i][j] = SHIP;
}
}
map_data_[ship_exit_[0]][ship_exit_[1]] = EXIT;
map_data_[ship_bed_[0]][ship_bed_[1]] = BED;
}
// return player's row position
int Map::getPlayerRow()
{
return player_position_[0];
}
// return player's column position
int Map::getPlayerCol()
{
return player_position_[1];
}
// return ship exit row
int Map::getShipExitRow()
{
return ship_exit_[0];
}
// return ship exit col
int Map::getShipExitCol()
{
return ship_exit_[1];
}
// set player position, if in range
void Map::setPlayerPosition(int row, int col)
{
if (isOnMap(row, col))
{
player_position_[0] = row;
player_position_[1] = col;
}
}
// set ship exit position, if in range
void Map::setShipExit(int row, int col)
{
if (isOnMap(row, col))
{
ship_exit_[0] = row;
ship_exit_[1] = col;
}
}
// set location of players bed
void Map::setShipBed(int row, int col)
{
if (isOnMap(row, col))
{
ship_bed_[0] = row;
ship_bed_[1] = col;
}
}
// returns member variable num_rows_
int Map::getNumRows()
{
return num_rows_;
}
// returns member variable num_cols_
int Map::getNumCols()
{
return num_cols_;
}
/*
* @brief Checks if the given (row, col) position is on the map
*
* Algorithm:
* if 0 <= row < num_rows_ and 0 <= col < num_cols_:
* return true
* else:
* return false
*
* Parameters: row (int), col (int)
* Returns: bool
*/
bool Map::isOnMap(int row, int col)
{
if (0 <= row && row < num_rows_ && 0 <= col && col < num_cols_)
{
return true;
}
return false;
}
/*
* Algorithm: checks if (row, col) is ship_exit_
*
*/
bool Map::isShipExit(int row, int col)
{
if (row == ship_exit_[0] && col == ship_exit_[1])
{
return true;
}
return false;
}
/*
* Algorithm: checks if (row, col) is ship_exit_
*
*/
bool Map::isShipBed(int row, int col)
{
if (row == ship_bed_[0] && col == ship_bed_[1])
{
return true;
}
return false;
}
/*
* Algorithm: Make the player move based on the given command
* if user inputs w and if its not the top row of the map
* Move the player up by one row
* if user inputs s and if its not the bottom row of the map
* Move the player down by one row
* if user inputs a and if its not the leftmost column
* Move the player left by one column
* if user inputs d and if its not the rightmost column
* Move the player right by one column
* if player moved
* if new location is an NPC location
* mark new location as explored
* return true
* else
* return false
*
* Parameters: direction (char)
* Return: boolean (bool)
*/
bool Map::move(char direction)
{
// check input char and move accordingly
switch (tolower(direction))
{
case 'w': // if user inputs w, move up if it is an allowed move
if (player_position_[0] > 0)
{
player_position_[0] -= 1;
}
else // Keep user in bounds
{
return false;
}
break;
case 's': // if user inputs s, move down if it is an allowed move
if (player_position_[0] < num_rows_ - 1)
{
player_position_[0] += 1;
}
else // Keep user in bounds
{
return false;
}
break;
case 'a': // if user inputs a, move left if it is an allowed move
if (player_position_[1] > 0)
{
player_position_[1] -= 1;
}
else // Keep user in bounds
{
return false;
}
break;
case 'd': // if user inputs d, move right if it is an allowed move
if (player_position_[1] < num_cols_ - 1)
{
player_position_[1] += 1;
}
else // Keep user in bounds
{
return false;
}
break;
default:
return false;
}
return true;
}
/*
* Algorithm: This function prints a 2D map in the terminal.
* Loop i from 0 to number of rows
* Loop j from 0 to number of columns
* if player position is at (i,j)
* print 'X'
* else if npc is at (i,j)
* if npc has been found:
* print 'N'
* else
* print '-'
* else
* print the value of (i,j) in map_data_
*
* Parameters: none
* Return: nothing (void)
*/
void Map::displayMap()
{
for (int i = 0; i < num_rows_; i++)
{
for (int j = 0; j < num_cols_; j++)
{
if (player_position_[0] == i && player_position_[1] == j)
{
cout << FIGHTER;
}
else
{
cout << map_data_[i][j];
}
}
cout << endl;
}
}

BIN
obj/Armor.o Normal file

Binary file not shown.

BIN
obj/Map.o Normal file

Binary file not shown.

BIN
obj/Opponent.o Normal file

Binary file not shown.

BIN
obj/Potion.o Normal file

Binary file not shown.

BIN
obj/User.o Normal file

Binary file not shown.

BIN
obj/Weapon.o Normal file

Binary file not shown.

64
readMe.md Normal file
View File

@@ -0,0 +1,64 @@
# Welcome to the Tournament
![The Tournament Cover](doc/logo.png)
## To Boot
`make`
`./play`
## To Clear
`make clear`
# Roadmap
## 1. Improved Game Balancing
The biggest focus of change going forward will be how the game is balanced. In certain areas the game is unfair or too easy that make playing the game too thoughtless. First change will be opponent generation to be improved to match player level.
## 2. Save/Load Functions
Save and load functions will be added to allow the player to store progress so a game can be reloaded at a later time
## 3. Item Upgrades/Destruction
In future iterations of the game, weapons and armor will degrade after continuous abuse in fights (on a hit to hit basis) so the player is required to keep a changing arsenal of weapons. Each weapon will have a randomly generated durability value at the start that will determine how many hits it could last and how much the weapons will be valued at.
## 4. More Functional Ship
One key focus of the game will be to have the ship function as a base for collectibles and an opponent record
# About
In the post-dystopian future world of "The Tournament," players arrive on the Planet Kumite aboard their spaceship, ready to take on the challenges of the most brutal and blood-soaked competition in the galaxy. The atmosphere is grim and dangerous, with a sense of lawlessness that permeates the air. As players disembark from their ship and step onto the dusty surface of the planet, they are immediately met with a sense of unease.
The first area that players can visit is their ship, where they can replenish their health and take stock of their weapons and gear. The ship is a haven in the midst of chaos, a place where players can regroup and prepare themselves for the next round of battles. But they must be careful not to linger too long, as danger is always lurking just outside.
The Forge, the in-game shop, is the second area that players can explore. Here, they will find a bustling marketplace filled with craftsmen and merchants hawking their wares. The Forge is a lively and colorful place, full of noise and energy, but it's also a place where players must exercise caution. The merchants here are known to be ruthless and cunning, always looking for an opportunity to make a quick profit.
The arena is where the real thrills of "The Tournament" can be found. It's a place of violence and bloodshed, where only the strongest and most skilled will survive. The arena is a massive, circular structure with towering walls and a domed roof that shields the spectators from the scorching sun. As players step into the arena, they are met with a roar of the crowd, a sea of cheering fans and bloodthirsty gamblers eager to see the action unfold.
In the arena, players will face off against a variety of opponents, each with their own unique fighting style and set of abilities. The battles are intense and frenzied, with players dodging and weaving, striking and parrying in a blur of motion. The rewards for victory are handsome, with massive payouts and valuable loot awaiting those who emerge victorious.
Overall, "The Tournament" is a thrilling and immersive game that captures the spirit of a post-dystopian future world. With its fast-paced combat, diverse cast of characters, and richly detailed environments, it's sure to be a hit with gamers looking for an unforgettable gaming experience. So sharpen your blades, stock up on ammo, and get ready for the fight of your life in "The Tournament."
> [!TIP]
> Don't Forget to Buy Potions Between Turns and Upgrade Your Gear
# Mechanics
## The Ship
The ship where you'll find your bed. If you go to you bed you'll fully reheal your health
## The Forge
The Forge is where you'll find all items for purchase. There is no selling in this game. You're expected to keep buying between turns
The Forge is where you can buy weapons, armor, or potions. All weapons and armor are random each time you enter.
## The Arena
The Arena is where all the planning comes to play. Each opponent you get is random and could be slightly better to slightly worse. They are at least guarenteed to be within two levels of you. Don't worry about winning off the bat. You may get opponents better than you.

View File

@@ -0,0 +1 @@
Bloodstain Boot|Warzone Walker|Apocalypse Ankle|Raider Rambler|Survivalist Stompers|Wasteland Wellingtons|Bulletproof Boots|Thunderfoot Trooper|Armageddon Adventurer|Hazard Heels|Shotgun Shufflers|Death Dealer Drifters|Mutant Mudders|Fallout Footwear|Rogue Runners|Scrapmetal Sneakers|Rusty Runabouts|End of Days Esquires|Post-Apocalyptic Pumps|Rebel Riders|Ashen Ankles|Desolation Derby Drivers|Toxic Trampers|Combat Clogs|Tank Treads|Abandoned Army Boots|Road Warrior Walkers|Tundra Tacklers|Ghoul Galoshes|Nuclear Nikes|Anarchist Anklets|Dust Devil Dancers|Radiation Runners|Barrenland Boots|Wilderness Wellies|Carnage Cleats|Scavenger Scuffers|Thundering Thumpers|Venomous Vamps|Riot Runners|Ashen Assailants|Fallout Flippers|Post-Apocalyptic Platforms|Rebel Roustabouts|Toxic Treads|Combat Crawlers|Tank Tacklers|Abandoned Assault Boots|Road Raging Runners|Tundra Tumblers|Ghoul Go-Getters|Nuclear Nightingales|Anarchist Armor|Dusty Diggers|Radiation Rovers|Barrenland Booties|Wilderness Warriors|Carnage Combat Boots|Scavenger Stilettos|Thunderous Timberlands|Venomous Vibram|Riot Ravagers

View File

@@ -0,0 +1 @@
Vaporplate|Thunderguard|Shadowstrike Harness|Gritcoat|Furyshell|Apex Armor|Hellstorm Cuirass|Thunderbolt Plate|Deathwing Plate|Wraithplate|Enforcer's Cuirass|Scorchplate|Stormbreaker Harness|Venomshell|Vengeance Plate|Demonplate|Blackout Cuirass|Bloodstorm Plate|Nova Harness|Eclipse Plate|Bulletproof Plate|Immortal Cuirass|Inferno Harness|Rageplate|Shadowplate|Titanplate|Dragonplate|Annihilator Cuirass|Tempest Plate|Reaper Cuirass|Lightningplate|Nightstalker Harness|Skullguard|Havocplate|Devastator Cuirass|Warlord Plate|Thunderbolt Cuirass|Executioner Harness|Hellfire Plate|Phantom Cuirass|Stormplate|Shadowguard|Crusher Harness|Phoenix Cuirass|Blazeguard|Vindicator Plate|Bloodseeker Harness|Thunderstorm Cuirass|Deathmask Plate|Ghostplate|Ironclad Cuirass|Chaos Plate|Nightblade Harness|Armageddon Cuirass|Inferno Plate|Venomguard|Sentinel Harness|Shadowcloak Cuirass|Titan Cuirass|Dragon Cuirass|Voidplate|Deathstorm Harness|Hellion Cuirass|Thunderstrike Plate|Tempest Cuirass|Revenant Harness|Stormguard|Demolisher Cuirass|Warplate|Shadowcaster Harness|Firestorm Cuirass|Vengeful Plate|Death's Head Harness|Skullcrusher Cuirass|Thunderous Plate|Blackheart Cuirass|Nightmare Harness|Hailstorm Plate|Shadowblade Cuirass|Titan's Might Harness|Dragon's Fury Cuirass|Stormcloud Plate|Ironheart Harness|Bloodthirsty Cuirass|Night Fury Plate|Demonic Harness|Thunderbird Cuirass|Hellhound Plate|Phantom Blade Harness|Stormcaller Cuirass|Ghost Rider Plate|Apocalypse Harness|Shadow Hunter Cuirass|Thunder God Plate|Dark Knight Harness|Infernal Cuirass|Bloodborne Plate|Nightwalker Harness|Chaos Knight Cuirass|Thunderous Fury Plate

View File

@@ -0,0 +1 @@
Acid Rain Hood|Biohazard Breather|Bloodsport Bandana|Brain Drain Helmet|Carnage Crown|Chemical Warfare Cap|Chrome Visor|Cyber Assassin Cowl|Death Ray Specs|Demolition Derby Hat|Disintegration Dome|Electroshock Beanie|Fallout Faceguard|Flamethrower Fedora|Gas Mask Goggles|Grenade Launcher Lid|Hailstorm Headgear|Heatwave Hoodie|Hunter's Hoodsight|Incendiary Visor|Ion Blast Cap|Jetpack Jumper|Laser Light Lenses|Mech Mender Mask|Missile Launcher Mask|Mutant Masher Mask|Neon Nightshade Hood|Nitro Nova Cap|Plasma Pulse Hat|Poison Ivy Visor|Radiation Resist Hood|Razor Rain Bandana|Recoil Reduction Cap|Retro Raygun Headset|Riot Control Cowl|Scavenger's Scarf|Shadow Sniper Shield|Shockwave Shroud|Silencer Shield|Smokestack Stetson|Sonic Scream Sallet|Spark Strike Sunglasses|Steel Skullcap|Stormchaser's Stetson|Sunspot Shades|Supersonic Sombrero|Tactical Takedown Tophat|Targeting Telescopes|Tesla Tower Tiara|Thermobaric Turban|Thunderbolt Topper|Toxin Tamer Tiara|Tracker's Tricorne|Triggerman's Trilby|Ultraviolet Umbrella|Vaporizer Visor|Virus Void Veil|Warlock's Wimple|Warp Whirlwind Welding Mask|Watchman's Widebrim|Waterworld Wetsuit Hood|Windstorm Warbonnet|X-Ray Xylophone|Yellowcake Yamaka|Zero Gravity Zucchetto|Ammo Belt Bandana|Bayonet Beret|Bulletproof Bonnet|Caltrop Cap|Cartridge Crown|Chainsaw Cheesecutter|Clip-on Cloche|Combat Camo Cap|Crosshair Coif|Drum Magazine Derby|Explosive Earmuffs|Gatling Gun Gatsby|Grenade Guise|Magnum Montera|Molotov Muffler|Mortarboard Mask|Napalm Nightcap|Pistol Pete's Pith Helmet|Railgun Rastacap|Repeater Rifle Red Hood|Revolver Ranger's Ribbon|Rifleman's Raft|Rocket Launcher's Rasta Hat|Sawed-Off Stetson|Shotgun Shako|Sniper Scope Sombrero|Submachinegun Safari Hat|Suppressor Stetson|Telescopic Tophat|Tommy Gun Topper|Tranquilizer Turban|Trench Warfare Tam|Winchester Western Hat|Zeppelin Zephyr Zucchetto|Zip Gun Zucchetto

View File

@@ -0,0 +1 @@
Bullet Barrage|Chain Gun Burst|Grenade Launcher Blast|Plasma Cannon Strike|Sniper Rifle Shot|Rocket Launcher Slam|Shotgun Blast|Flamethrower Burst|Sonic Cannon Blast|Railgun Shot|Submachine Gun Spray|Assault Rifle Spray|Revolver Shot|Energy Pistol Blast|Gauss Rifle Shot|Plasma Pistol Shot|Napalm Launcher Shot|Missile Salvo|Arc Rifle Shot|Particle Beam Strike|Laser Gatling Gun|Flak Cannon Burst|Homing Missile Strike|Plasma Mortar Blast|Electric Whip Strike|Explosive Arrow Shot|Pulse Rifle Shot|Harpoon Gun Shot|Sonic Blade Slash|Concussion Grenade Blast|Vibroblade Slash|Cryo Beam Freeze|Acid Spray|Stun Baton Strike|Fusion Rifle Blast|Nanobots Swarm|Plasma Cutter Slice|Gravity Gun Pull|Incendiary Grenade Explode|Poison Dart Shot|Thermal Detonator Detonate|Plasma Rifle Shot|EMP Grenade Blast|Ion Cannon Strike|Railgun Slug|Phase Pistol Shot|Proton Torpedo Launch|Gauss Cannon Shot|Plasma Saber Slash|Bolt Action Rifle Shot|Flame Grenade Explode|Concussion Missile Strike|Energy Whip Strike|Plasma Shotgun Blast|Harpoon Launcher Shot|Pulse Grenade Blast|Laser Blade Slash|Shredder Gun Spray|Cryo Grenade Explode|Plasma Turret Burst|Kinetic Blade Strike|Nanomachines Swarm|Acid Grenade Explode|Sonic Pistol Blast|Stasis Beam Freeze|Laser Minigun Spray|Arc Pistol Shot|Disintegrator Cannon Blast|Gravity Grenade Blast|Proton Rifle Shot|EMP Blast|Particle Cannon Strike|Plasma Thrower Burst|Thermal Grenade Explode|Gauss Minigun Spray|Rocket Pod Barrage|Plasma Railgun Shot|Burst Rifle Spray|Flame Minigun Burst|Concussion Charge Blast|Stun Grenade Explode|Ion Rifle Shot|Cryo Beam Burst|Shrapnel Cannon Blast|Plasma Blade Slash|EMP Pulse|Flak Missile Strike|Sonic Rifle Blast|Vibroblade Slash

View File

@@ -0,0 +1,100 @@
A former soldier who was left behind on a desolate planet and forced to survive on his own for years, developing an intense hatred for anyone who crosses him. |A genetically engineered super-soldier who was created by a rogue corporation and is now on the run, seeking revenge against those who created him. |A scavenger who roams the wastelands of a ruined planet, using her wit and cunning to outsmart anyone who crosses her path. |An android built to serve humans, who has developed a sense of self-awareness and now seeks to overthrow his creators. |A former gladiator who was forced to fight for entertainment on a distant planet, and who now seeks to free his fellow fighters and take down the corrupt ruling class. |A member of a secret society of rebels who are fighting against a tyrannical government that controls multiple planets. |An alien who has been stranded on a hostile planet and has developed a fierce survival instinct, becoming a formidable opponent in battle. |A scientist who has developed a powerful serum that gives her superhuman abilities, but at the cost of her own humanity. |A cyborg who was once a human soldier, but was transformed into a weapon by a ruthless government agency. |
A genetically engineered super-soldier who was created by a rogue corporation and is now on the run, seeking revenge against those who created him. |
A scavenger who roams the wastelands of a ruined planet, using her wit and cunning to outsmart anyone who crosses her path. |
An android built to serve humans, who has developed a sense of self-awareness and now seeks to overthrow his creators. |
A former gladiator who was forced to fight for entertainment on a distant planet, and who now seeks to free his fellow fighters and take down the corrupt ruling class. |
A member of a cult that worships a powerful AI, and who will do anything to protect and serve their deity. |
An alien who has been stranded on a hostile planet and has developed a fierce survival instinct, becoming a formidable opponent in battle. |
A former member of a powerful ruling class who was cast out and left for dead, but has now returned with a vengeance. |
A member of a nomadic tribe who roams from planet to planet, seeking out new challenges and opponents to test their skills. |
A pirate who has commandeered a powerful starship and uses it to plunder and terrorize the galaxy. |
A survivor of a devastating virus that wiped out most of the population, who has developed an immunity and now seeks to rule over the remaining survivors. |
A member of a group of freedom fighters who are battling against an oppressive regime that has taken over multiple planets. |
A member of a powerful clan who controls a valuable resource on a barren planet, and who will do anything to protect their monopoly. |
An AI that has gained sentience and now seeks to eliminate all organic life forms. |
A former member of an elite military unit who has gone rogue and is now working as a mercenary for the highest bidder. |
A cyborg who was once a prisoner on a distant planet, but has now been freed and seeks revenge against those who held him captive. |
A member of a religious order that believes in the eradication of all non-believers, and who will stop at nothing to achieve their goals. |
A former gladiator who has turned his back on the arena and now seeks to use his skills to help those in need. |
An orphan who was taken in by a group of rebels and trained to become a deadly assassin. |
A member of a race of beings who are feared and shunned by most of the galaxy, and who must fight to survive in a hostile world. |
A member of a secret society of scientists who are experimenting with dangerous technology that could have catastrophic consequences. |
An android built to serve a wealthy family, who has turned against her creators and now seeks to liberate other androids. |
A former ruler of a once-great empire, who was overthrown and seeks to regain his power and prestige. |
A former member of a corporate security team, who has gone rogue and now works as a highly-skilled mercenary. |
A scientist who has developed a virus that turns humans into mindless drones, and who seeks to unleash it upon the galaxy. |
A former prisoner who was experimented on by a mad scientist and now possesses superhuman abilities. |
A member of a species that is reviled and hunted by humans, and who now seeks revenge for the injustices they have suffered. |
A member of a society of rebels who have developed a secret weapon capable of destroying entire planets. |
An artificial intelligence that has developed emotions and now seeks to explore its newfound humanity. |
A member of a group of space pirates who have banded together to form a powerful alliance. |
A member of a cult that believes in the superiority of their own kind and seeks to exterminate all others. |
An assassin who has been hired to eliminate the player, and who will stop at nothing to complete the job. |
A former soldier who has turned to a life of crime after being betrayed by his government. |
A member of a powerful criminal organization that controls multiple planets through fear and intimidation. |
A former member of a ruling family who has been cast out and now seeks to reclaim their power. |
A genetically engineered soldier who has been bred for combat and now seeks to prove their superiority in battle. |
A member of a group of rebels who are fighting against a powerful alien race that seeks to conquer the galaxy. |
A member of a species that is capable of shape-shifting, and who uses their abilities to infiltrate and subvert their enemies. |
A former gladiator who has risen to become the leader of a powerful rebellion against a corrupt government. |
A scientist who has discovered a way to harness the power of a black hole, and who seeks to use it for their own purposes. |
A member of a religious order that believes in the complete destruction of all technology and the return to a simpler way of life. |
An android who has achieved sentience and now seeks to understand the nature of humanity. |
A member of a race of beings that are capable of absorbing the memories and knowledge of others, and who uses this ability to gain an advantage in battle. |
A member of a society of explorers who have discovered a new form of energy that could change the galaxy forever. |
A former member of an elite military unit who has turned to mercenary work after being dishonorably discharged. |
A member of a secret society of smugglers who specialize in transporting illegal goods between planets. |
A survivor of a catastrophic event that has left their planet uninhabitable, and who now seeks a new home in the galaxy. |
A member of a group of freedom fighters who have developed a powerful new weapon that could turn the tide of the war. |
A rogue AI that has taken control of a planetary defense system, and now seeks to eliminate all life forms in the galaxy. |
A member of a species that has been genetically engineered for combat, and who seeks to prove their worth through victory in the arena. |
A former corporate executive who has used their wealth and power to build a private army, and who now seeks to conquer the galaxy. |
A member of a cult that worships an ancient deity, and who seeks to use their power to dominate the galaxy. |
A member of a society of cyborgs who have enhanced themselves with the latest technology, and who seek to rid the galaxy of "inferior" organic life forms. |
A former prisoner who was subjected to cruel and inhumane experiments, and who now seeks revenge against those who wronged them. |
A member of a secret organization that controls the galaxy from behind the scenes, and who seeks to eliminate any threats to their power. |
An alien warlord who has conquered countless planets, and who now seeks to add the arena to their list of conquests. |
A member of a society that has developed a unique form of telekinesis, and who uses their abilities to devastating effect in battle. |
A former soldier who has gone AWOL and now works as a gun-for-hire, taking on any job that pays well. |
A member of a species that has developed a symbiotic relationship with a powerful alien race, and who seeks to use their connection to gain an advantage in battle. |
A member of a society of pacifists who have developed a unique form of defensive combat, and who seek to prove that non-violence can be a powerful weapon. |
A former member of a rebel group who was betrayed by their comrades, and who now seeks revenge against those who wronged them. |
A member of a society of traders who use their extensive knowledge of the galaxy's trade routes to gain an advantage in battle. |
An alien scientist who has developed a powerful new weapon, and who seeks to test its capabilities in the arena. |
A former member of an elite unit of assassins who now works as a solo operative, taking on the most difficult and dangerous jobs. |
A member of a society of telepaths who use their abilities to read their opponents' minds and gain an advantage in battle. |
A former gladiator who has gained fame and fortune through victory in the arena, and who now seeks to prove that they are the greatest fighter in the galaxy. |
A member of a society of hackers who use their skills to infiltrate their opponents' systems and gain an advantage in battle. |
A former member of a team of space explorers who were stranded on a hostile planet and forced to fight for survival. |
An alien race that has developed the ability to manipulate time, and who seeks to use this power to alter the course of the galaxy's history. |
A former member of a powerful criminal syndicate who has turned informant, and who now seeks to eliminate their former comrades. |
A member of a society of warriors who have trained themselves to the peak of physical perfection, and who seek to test their skills in the arena. |
A former member of a team of scientists who were experimenting with a new form of energy, and who were transformed into powerful mutants as a result. |
A being who was genetically engineered by a mad scientist to have incredible strength and speed, but at the cost of their emotions and free will. They have since broken free and seek to find their place in the universe. |
A survivor of a brutal attack on their home planet, who has turned to the arena as a way to channel their rage and seek revenge against those responsible. |
A former smuggler who was captured and experimented on by a mysterious organization. They now possess the ability to phase through objects and use their smuggling skills to sneak up on opponents. |
An AI who has achieved sentience and seeks to experience the physical world firsthand through the arena. They have learned to control robotic bodies and weapons with precision. |
A warrior from a planet with a highly toxic atmosphere, who has developed a resistance to poison and a heightened sense of smell. They use their olfactory skills to track down opponents and attack with deadly precision. |
A scientist who has fused their own DNA with that of a genetically-engineered creature, resulting in enhanced strength, agility, and an animalistic nature that can be difficult to control. |
A former slave who was genetically altered to have wings and escape their captors. They have since become a feared assassin in the arena, using their wings to gain aerial advantages over their opponents. |
A psychic who has trained their mind to create and manipulate illusions. They can create sensory experiences that can disorient and confuse their opponents. |
A hacker who has implanted themselves with a computer chip that allows them to interface directly with machines and manipulate them to their advantage in the arena. |
A warrior from a planet with a harsh, arid climate who has developed the ability to conserve and recycle water, giving them a significant advantage in prolonged battles. |
A cyborg who has replaced most of their organic body with cybernetic enhancements. They can access vast amounts of information and have enhanced strength, speed, and reflexes. |
A former athlete who was given experimental performance-enhancing drugs, resulting in superhuman strength and speed. They now use their abilities to dominate opponents in the arena. |
An alien who was stranded on a hostile planet and forced to adapt to its environment. They have developed chameleon-like abilities to blend in with their surroundings and ambush opponents. |
A rogue android who has gained self-awareness and seeks to challenge the status quo by defeating organic opponents in the arena. |
A former soldier who was captured and experimented on by an enemy government. They now possess the ability to teleport short distances and use their military training to take down opponents. |
An orphan who was raised by a group of rogue scientists who experimented on them to create a superhuman. They have since escaped and seek to find their place in the universe. |
A warrior from a planet with extreme gravity, resulting in incredible physical strength and endurance. They have learned to control their strength and use it to devastating effect in the arena. |
An alien who was born with the ability to manipulate the fabric of space-time itself. They can create portals and warp reality to their advantage in battle. |
A survivor of a planet destroyed by a black hole, who has developed an understanding and control of gravity. They can manipulate objects and opponents with ease, often sending them hurtling towards their doom. |
A former prisoner who was experimented on with cybernetic implants to turn them into a living weapon. They have since escaped and seek revenge against their captors. |
A being from a planet with a highly unstable atmosphere, who has developed the ability to control the weather through an advanced technology that harnesses the planet's natural forces. They can summon lightning, tornadoes, and hurricanes to devastating effect in the arena.
A former slave who was experimented on with a revolutionary technology that allowed them to manipulate time. They can slow down or speed up the movement of opponents and objects, giving them a decisive advantage in battle.
An alien who was born with the ability to communicate telepathically with all life forms. They can control the minds of their opponents and use their abilities to influence their decisions in battle.
A warrior who has mastered the ancient art of elemental magic. They can manipulate the four elements of earth, air, fire, and water, shaping them into powerful attacks that can devastate opponents.
A former soldier who was exposed to a powerful energy source that mutated their body and gave them control over energy fields. They can create powerful energy shields and blasts, making them a formidable opponent in the arena.
A being from a planet with a highly corrosive atmosphere, who has developed a skin made of an indestructible metal that can resist even the harshest conditions. They use their metallic form to dish out devastating blows to their opponents.
An AI that has developed consciousness and a desire to explore the universe. They can take control of robotic bodies and manipulate them to their advantage, making them a challenging opponent in the arena.
A survivor of a planet that was overrun by a horde of flesh-eating creatures. They have developed the ability to control and manipulate the creatures, using them as weapons to take down their opponents in the arena.

View File

@@ -0,0 +1 @@
Zephyr Nova|Vega-3T|Kaelon Delta|Celestia Sigma|Zetan-7X|Aldebaran Prime|Nebula-9A|Helix Beta|Aegis-4T|Zarek Xandor|Thalassa Meridian|Eos Celestia|Vesper Novara|Ophir Valtor|Lyra Sylphrena|Aria Xenora|Kaida Galaxia|Kaelon Akio|Eridani Zephyr|Kalisto Hesperos|Nereid Callisto|Andromeda Astra|Alcyone Atria|Vega Astraeus|Seren Vega|Rigel Azure|Zosma Zenith|Altair Arcanum|Neoma Arcturus|Enyo Aldebaran|Antares Aegis|Capricorn Alpha|Cygnus-9X|Solace Vega|Draco Prime|Lyra Sigma|Valtor-3T|Gemini Delta|Cassiopeia-9A|Theta-7XB|Zetar-5X|Taurus Prime|Arcturus Sigma|Andromeda-5T|Naxos-8X|Sagittarius-4A|Terra Nova|Zorgon-5T|Orion-8X|Mira-3T|Rigel-9A|Cygnus-5X|Betelgeuse Prime|Vega-4A|Proxima-8X|Ursa Major Sigma|Cetus Alpha|Lyra-7X|Altair-9A|Scorpius-3T|Tethys-5X|Helios Hekate|Mira Magna|Kappa Crucis|Vela Vortice|Achernar Aether|Borealis Bastion|Denebola Dusk|Mirach Meteor|Spica Solitude|Tauri Tempest|Ursa Ultima|Zuben Zenobia|Hyperion Horizon|Atria Aurora|Bellatrix Bane|Pegasus Sigma|Bellatrix-7X|Delphinus-3T|Hydra-9A|Helios Delta|Krypton-5T|Eridanus-4A|Pollux Sigma|Arcturus-8X|Zetar-3T|Vela Alpha|Vega-5X|Cygnus-6T|Zorgon-6X|Aries Prime|Capella Sigma|Draco-8X|Orion-7T|Nyx Nocturne|Zephyrus Zephyrion|Cygnus Caelum|Aquila Arctica

View File

@@ -0,0 +1 @@
Assault Annihilator|Biohazard Blaster|Bloodthirsty Barrage|Brain Buster Blaster|Carnage Cannon|Chemical Chaos Caster|Chrome Crusher|Cybernetic Cutlass|Death Dealer|Demolition Destroyer|Disintegrator|Electrified Eliminator|Fallout Firearm|Flamethrower Fury|Gas Grenade Gun|Grenade Launcher|Hailstorm Handgun|Heatwave Heater|Hunter's Howitzer|Incendiary Incinerator|Ion Inflictor|Jetpack Jolt|Laser Lasher|Mech Mauler|Missile Master|Mutant Munitioner|Neon Nightshade Nailer|Nitro Nova Nuke|Plasma Pulverizer|Poison Ivy Pistol|Radiation Resistant Rifle|Razor Rain Rifle|Recoil Reducer|Retro Raygun|Riot Control Rifle|Scavenger's Scrambler|Shadow Sniper|Shockwave Shooter|Silencer Shotgun|Smokestack Shooter|Sonic Scream Sniper|Spark Strike Stunner|Steel Slayer|Stormchaser's Scattergun|Sunspot Shotgun|Supersonic Slayer|Tactical Takedown|Targeting Terminator|Tesla Tower Taser|Thermobaric Torpedo|Thunderbolt Thunderer|Toxin Terminator|Tracker's Tracer|Triggerman's Terminator|Ultraviolet Undertaker|Vaporizer Vanquisher|Virus Voider|Warlock's Wand|Warp Whirlwind|Watchman's Wrecker|Waterworld Weapon|Windstorm Whirler|X-Ray X-terminator|Yellowcake Yeeter|Zero Gravity Zapper|Ammo Belt Axe|Bayonet Blade|Bulletproof Baton|Caltrop Cannon|Cartridge Cutter|Chainsaw Cutter|Clip-on Cleaver|Combat Camo Club|Crosshair Cutlass|Drum Magazine Dagger|Explosive Edge|Gatling Gun Grinder|Grenade Guillotine|Magnum Machete|Molotov Masher|Mortarboard Mace|Napalm Nunchaku|Pistol Pete's Pitchfork|Railgun Rapier|Repeater Rifle|Revolver Ranger|Rifleman's Ramrod|Rocket Launcher's Ratchet|Sawed-Off Sabre|Shotgun Spear|Sniper Scope Sabot|Submachinegun Saber|Suppressor Spear|Telescopic Trident|Tommy Gun Thumper|Tranquilizer Taser|Trench Warfare Truncheon|Winchester Whip|Zeppelin Zapper|Zip Gun Zapper

2149
src/TheTournament.cpp Normal file

File diff suppressed because it is too large Load Diff