tes-toolkit


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SummaryA toolkit for minmaxers of Elder Scrolls games
upload_time2023-10-20 11:49:08
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authorWill Bolton
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licenseMIT License Copyright (c) 2021 WillOnGit Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
keywords elder scrolls oblivion morrowind bethesda
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            # The Elder Scrolls Toolkit
`tes-toolkit` is a tool to help you track progress in thoroughly minmaxing characters in the Elder Scrolls games.

Currently, **only TES4: Oblivion** is supported.
Morrowind will definitely be added next but other games only if I get round to playing them - patches are welcome if you feel strongly.

## Background
I love Oblivion and decided to properly minmax a character to avoid [the leveling problem](https://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem).
Copying character information from the game to handwritten notes and tracking progress was tedious and error-prone, so this project was born.
The result is a basic interface written in Python 3  which automates the tedious bookkeeping of the process.

Unlike tools like [Oblivion Character Planner](https://github.com/rdoll/ocp), this tool expects you to know what you're doing and simply makes journaling your progress easier, rather than guiding you by the hand.
Therefore a good grasp of the game's mechanics is required.
If you're a new player check out the [required reading section](#required-reading), which points you to the peerless UESP.

## Installation
`tes-toolkit` is published on [PyPI](https://pypi.org/), so you can simply `pip install tes-toolkit`.
It has no dependencies so won't clutter your machine with junk and can easily be `pip uninstall`ed.
Note the PyPI name `tes-toolkit` vs the module name `tes_toolkit` - [blame the Python developers](https://packaging.python.org/en/latest/specifications/name-normalization/#name-normalization).

If you prefer you can also just download `tes_toolkit.py` from [the GitHub repo](https://github.com/WillOnGit/tes-toolkit).

## Quickstart
### Setup
The module is designed to be used from an interactive Python session:
```
someone@computer ~ $ python
>>> import tes_toolkit
```

Most people will want to create a class with a name, specialisation, favoured attributes and major skills, then create a character with a race, gender, class and birthsign.
The 21 default classes are included for completeness' sake, however.
```
# create a custom class - use this to follow the rest of the quickstart
>>> myclass = tes_toolkit.CharacterClass('Class name','magic',['endurance','luck'],['alchemy','alteration','block','conjuration','hand to hand','light armor','marksman'])
>>> c = tes_toolkit.Character('breton','f',myclass,'apprentice')

# alternative - use a default class
>>> alt = tes_toolkit.Character('imperial','m',tes_toolkit.default_classes['battlemage'],'lady')
```

### Core usage loop
Python's autocomplete is highly recommended, e.g. `c.i <TAB> 'someskill')`
```
# print core character info. easy to compare with in-game journal
>>> c.journal()
  ____ _                          _
 / ___| |__   __ _ _ __ __ _  ___| |_ ___ _ __
| |   | '_ \ / _` | '__/ _` |/ __| __/ _ \ '__|
| |___| | | | (_| | | | (_| | (__| ||  __/ |
 \____|_| |_|\__,_|_|  \__,_|\___|\__\___|_|
   _                              _
  (_) ___  _   _ _ __ _ __   __ _| |
  | |/ _ \| | | | '__| '_ \ / _` | |
  | | (_) | |_| | |  | | | | (_| | |
 _/ |\___/ \__,_|_|  |_| |_|\__,_|_|
|__/

LEVEL             1       STRENGTH         30
CLASS    Class name       INTELLIGENCE     50
SIGN     Apprentice       WILLPOWER        50
AGILITY          30
HEALTH           70       SPEED            40
MAGICKA         250       ENDURANCE        35
FATIGUE         145       PERSONALITY      40
ENCUMBRANCE     150       LUCK             55

==================
MAJOR SKILLS
==================
block           25
hand to hand    25
alchemy         35
alteration      35
conjuration     40
light armor     25
marksman        25
==================
MINOR SKILLS
==================
armorer          5
athletics        5
blade            5
blunt            5
heavy armor      5
destruction     10
illusion        15
mysticism       20
restoration     20
acrobatics       5
mercantile       5
security         5
sneak            5
speechcraft      5


# print "hidden" information about this level-up so far
>>> c.progressToLevelUp()
Working towards level 2
majors           0/10
------------------
STRENGTH         0
INTELLIGENCE     0
WILLPOWER        0
AGILITY          0
SPEED            0
ENDURANCE        0
PERSONALITY      0
------------------
Times trained    0/5


# increase a skill when it happens in-game
>>> c.increaseSkill('heavy armor')
heavy armor increased to 6

# increase a single skill by more than one - useful when catching up or at low levels with rapid increases
>>> c.increaseSkill('armorer',9)
armorer increased to 14

>>> c.progressToLevelUp()
Working towards level 2
majors           0/10
------------------
STRENGTH         0
INTELLIGENCE     0
WILLPOWER        0
AGILITY          0
SPEED            0
ENDURANCE       10
PERSONALITY      0
------------------
Times trained    0/5


# track training sessions
>>> c.increaseSkill('alchemy',3,True)
alchemy increased to 38

>>> c.progressToLevelUp()
Working towards level 2
majors           3/10
------------------
STRENGTH         0
INTELLIGENCE     3
WILLPOWER        0
AGILITY          0
SPEED            0
ENDURANCE       10
PERSONALITY      0
------------------
Times trained    3/5


# level up - increase tenth major skill and call levelUp
# endurance, intelligence and luck will be automatically detected as the best attributes to raise
# confirm interactively and you're level 2
>>> c.increaseSkill('conjuration',7)
conjuration increased to 47
Level up available

>>> c.levelUp()
Autodetection succeeded - detected ['intelligence', 'endurance', 'luck']
Are you happy with these attributes? Type 'yes' to proceed
yes

>>> c.journal()
  ____ _                          _
 / ___| |__   __ _ _ __ __ _  ___| |_ ___ _ __
| |   | '_ \ / _` | '__/ _` |/ __| __/ _ \ '__|
| |___| | | | (_| | | | (_| | (__| ||  __/ |
 \____|_| |_|\__,_|_|  \__,_|\___|\__\___|_|
   _                              _
  (_) ___  _   _ _ __ _ __   __ _| |
  | |/ _ \| | | | '__| '_ \ / _` | |
  | | (_) | |_| | |  | | | | (_| | |
 _/ |\___/ \__,_|_|  |_| |_|\__,_|_|
|__/

LEVEL             2       STRENGTH         30
CLASS    Class name       INTELLIGENCE     55
SIGN     Apprentice       WILLPOWER        50
AGILITY          30
HEALTH           84       SPEED            40
MAGICKA         260       ENDURANCE        40
FATIGUE         150       PERSONALITY      40
ENCUMBRANCE     150       LUCK             56

==================
MAJOR SKILLS
==================
block           25
hand to hand    25
alchemy         38
alteration      35
conjuration     47
light armor     25
marksman        25
==================
MINOR SKILLS
==================
armorer         14
athletics        5
blade            5
blunt            5
heavy armor      6
destruction     10
illusion        15
mysticism       20
restoration     20
acrobatics       5
mercantile       5
security         5
sneak            5
speechcraft      5


# save character to file, by default "saved-character.json"
>>> tes_toolkit.saveCharacter(c)
```

### Extras
If you're calling Python from a directory with a `saved-character.json` file, you can invoke the module directly:
```
someone@computer ~ $ python -i -m tes_toolkit
Saved character loaded successfully
>>> 
```
Note the `-i` flag is required so we can actually use our character.
This method also means that you can omit the initial `tes_toolkit.` from calls, e.g. `saveCharacter(c)`.

```
# manually specify attributes to increase on level-up. useful when increasing luck
>>> c.levelUp(['strength','agility','luck'])

# show magic skills by mastery level - leave blank for all skills
>>> c.skillLevels('magic')
==================
   SKILL LEVELS
==================
--- APPRENTICE ---
alchemy         38
alteration      35
conjuration     47

----- NOVICE -----
destruction     10
illusion        15
mysticism       20
restoration     20


# show how we're doing in the overall scheme of minmaxing
>>> c.minmax()
==================
SKILL UP MARGINS
==================
STRENGTH
  0 .................................................. 125
INTELLIGENCE
  0 .................................................. 105
WILLPOWER
  0 .................................................. 135
AGILITY
  0 .................................................. 125
SPEED
  0 .................................................. 145
ENDURANCE
  0 .................................................. 135
PERSONALITY
  0 .................................................. 155
LUCK
  0 ..................................................   4

==================
ATTRIBUTE ORDERING
==================

Status: OK

Increase attributes in any order, although there are only
28 spare level ups until you need to increase AGILITY

==================
IDEAL STATISTICS
==================
LEVEL
  2 ##................................................  50
HEALTH
 84 ######............................................ 648
MAGICKA
260 #####################################............. 350
FATIGUE
150 ###################............................... 400
ENCUMBRANCE
150 ###############................................... 500


# apply the Oghma Infinium bonus interactively
>>> c.oghmaInfinium()
Choose a path from 'steel', 'shadow' or 'spirit'

        STEEL        |        SHADOW       |        SPIRIT
---------------------|---------------------|----------------------
Strength    +10 =  40|Agility     +10 =  40|Intelligence +10 =  65
Speed       +10 =  50|Speed       +10 =  50|
---------------------|---------------------|----------------------
Blade       +10 =  15|Sneak       +10 =  15|Conjuration  +10 =  57
Blunt       +10 =  15|Security    +10 =  15|Restoration  +10 =  30
Heavy Armor +10 =  16|Light Armor +10 =  35|Destruction  +10 =  20

steel
        STEEL
---------------------
Strength    +10 =  40
Speed       +10 =  50
---------------------
Blade       +10 =  15
Blunt       +10 =  15
Heavy Armor +10 =  16

Are you happy with this path? Type 'yes' to proceed
yes


# import an existing character at a level greater than 1.
# only works assuming a level up has just taken place
>>> attributes = {'strength': 35, 'intelligence': 80, 'willpower': 100, 'agility': 30, 'speed': 50, 'endurance': 100, 'personality': 40, 'luck': 65}
>>> skills = {'acrobatics': 24, 'alchemy': 50, 'alteration': 88, 'armorer': 55, 'athletics': 43, 'blade': 30, 'block': 53, 'blunt': 11, 'conjuration': 61, 'destruction': 69, 'hand to hand': 34, 'heavy armor': 58, 'illusion': 47, 'light armor': 36, 'marksman': 28, 'mercantile': 29, 'mysticism': 54, 'restoration': 55, 'security': 22, 'sneak': 13, 'speechcraft': 26}
>>> health = 298
>>> level = 15
>>> c.override(attributes,skills,health,level)
# make sure everything checks out
>>> c.validate()
Everything looks good :)
0

# save characters with a different file name to e.g. keep backups or maintain multiple characters
>>> tes_toolkit.saveCharacter(c,'other filename')

# load a saved character
>>> c = tes_toolkit.loadCharacter('savename')

# last resort in case we didn't save anything here - undoes all progress this level
# WARNING: no prompt
>>> c.resetToLastLevel()
```

## Reference documentation
Full documentation for each class, method etc. is available as docstrings.
Examine the code or browse them interactively for details.
In particular, the module-level documentation has overviews of what's available.

## Required reading
- https://en.uesp.net/wiki/Oblivion:Character_Creation
- https://en.uesp.net/wiki/Oblivion:Attributes
- https://en.uesp.net/wiki/Oblivion:Skills
- https://en.uesp.net/wiki/Oblivion:Leveling
- https://en.uesp.net/wiki/Oblivion:Efficient_Leveling
- https://en.uesp.net/wiki/Oblivion:Increasing_Skills
- https://en.uesp.net/wiki/Oblivion:Endurance (especially the Health Gains section)

            

Raw data

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    "keywords": "Elder Scrolls,Oblivion,Morrowind,Bethesda",
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    "description": "# The Elder Scrolls Toolkit\n`tes-toolkit` is a tool to help you track progress in thoroughly minmaxing characters in the Elder Scrolls games.\n\nCurrently, **only TES4: Oblivion** is supported.\nMorrowind will definitely be added next but other games only if I get round to playing them - patches are welcome if you feel strongly.\n\n## Background\nI love Oblivion and decided to properly minmax a character to avoid [the leveling problem](https://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem).\nCopying character information from the game to handwritten notes and tracking progress was tedious and error-prone, so this project was born.\nThe result is a basic interface written in Python 3  which automates the tedious bookkeeping of the process.\n\nUnlike tools like [Oblivion Character Planner](https://github.com/rdoll/ocp), this tool expects you to know what you're doing and simply makes journaling your progress easier, rather than guiding you by the hand.\nTherefore a good grasp of the game's mechanics is required.\nIf you're a new player check out the [required reading section](#required-reading), which points you to the peerless UESP.\n\n## Installation\n`tes-toolkit` is published on [PyPI](https://pypi.org/), so you can simply `pip install tes-toolkit`.\nIt has no dependencies so won't clutter your machine with junk and can easily be `pip uninstall`ed.\nNote the PyPI name `tes-toolkit` vs the module name `tes_toolkit` - [blame the Python developers](https://packaging.python.org/en/latest/specifications/name-normalization/#name-normalization).\n\nIf you prefer you can also just download `tes_toolkit.py` from [the GitHub repo](https://github.com/WillOnGit/tes-toolkit).\n\n## Quickstart\n### Setup\nThe module is designed to be used from an interactive Python session:\n```\nsomeone@computer ~ $ python\n>>> import tes_toolkit\n```\n\nMost people will want to create a class with a name, specialisation, favoured attributes and major skills, then create a character with a race, gender, class and birthsign.\nThe 21 default classes are included for completeness' sake, however.\n```\n# create a custom class - use this to follow the rest of the quickstart\n>>> myclass = tes_toolkit.CharacterClass('Class name','magic',['endurance','luck'],['alchemy','alteration','block','conjuration','hand to hand','light armor','marksman'])\n>>> c = tes_toolkit.Character('breton','f',myclass,'apprentice')\n\n# alternative - use a default class\n>>> alt = tes_toolkit.Character('imperial','m',tes_toolkit.default_classes['battlemage'],'lady')\n```\n\n### Core usage loop\nPython's autocomplete is highly recommended, e.g. `c.i <TAB> 'someskill')`\n```\n# print core character info. easy to compare with in-game journal\n>>> c.journal()\n  ____ _                          _\n / ___| |__   __ _ _ __ __ _  ___| |_ ___ _ __\n| |   | '_ \\ / _` | '__/ _` |/ __| __/ _ \\ '__|\n| |___| | | | (_| | | | (_| | (__| ||  __/ |\n \\____|_| |_|\\__,_|_|  \\__,_|\\___|\\__\\___|_|\n   _                              _\n  (_) ___  _   _ _ __ _ __   __ _| |\n  | |/ _ \\| | | | '__| '_ \\ / _` | |\n  | | (_) | |_| | |  | | | | (_| | |\n _/ |\\___/ \\__,_|_|  |_| |_|\\__,_|_|\n|__/\n\nLEVEL             1       STRENGTH         30\nCLASS    Class name       INTELLIGENCE     50\nSIGN     Apprentice       WILLPOWER        50\nAGILITY          30\nHEALTH           70       SPEED            40\nMAGICKA         250       ENDURANCE        35\nFATIGUE         145       PERSONALITY      40\nENCUMBRANCE     150       LUCK             55\n\n==================\nMAJOR SKILLS\n==================\nblock           25\nhand to hand    25\nalchemy         35\nalteration      35\nconjuration     40\nlight armor     25\nmarksman        25\n==================\nMINOR SKILLS\n==================\narmorer          5\nathletics        5\nblade            5\nblunt            5\nheavy armor      5\ndestruction     10\nillusion        15\nmysticism       20\nrestoration     20\nacrobatics       5\nmercantile       5\nsecurity         5\nsneak            5\nspeechcraft      5\n\n\n# print \"hidden\" information about this level-up so far\n>>> c.progressToLevelUp()\nWorking towards level 2\nmajors           0/10\n------------------\nSTRENGTH         0\nINTELLIGENCE     0\nWILLPOWER        0\nAGILITY          0\nSPEED            0\nENDURANCE        0\nPERSONALITY      0\n------------------\nTimes trained    0/5\n\n\n# increase a skill when it happens in-game\n>>> c.increaseSkill('heavy armor')\nheavy armor increased to 6\n\n#\u00a0increase a single skill by more than one - useful when catching up or at low levels with rapid increases\n>>> c.increaseSkill('armorer',9)\narmorer increased to 14\n\n>>> c.progressToLevelUp()\nWorking towards level 2\nmajors           0/10\n------------------\nSTRENGTH         0\nINTELLIGENCE     0\nWILLPOWER        0\nAGILITY          0\nSPEED            0\nENDURANCE       10\nPERSONALITY      0\n------------------\nTimes trained    0/5\n\n\n# track training sessions\n>>> c.increaseSkill('alchemy',3,True)\nalchemy increased to 38\n\n>>> c.progressToLevelUp()\nWorking towards level 2\nmajors           3/10\n------------------\nSTRENGTH         0\nINTELLIGENCE     3\nWILLPOWER        0\nAGILITY          0\nSPEED            0\nENDURANCE       10\nPERSONALITY      0\n------------------\nTimes trained    3/5\n\n\n# level up - increase tenth major skill and call levelUp\n# endurance, intelligence and luck will be automatically detected as the best attributes to raise\n# confirm interactively and you're level 2\n>>> c.increaseSkill('conjuration',7)\nconjuration increased to 47\nLevel up available\n\n>>> c.levelUp()\nAutodetection succeeded - detected ['intelligence', 'endurance', 'luck']\nAre you happy with these attributes? Type 'yes' to proceed\nyes\n\n>>> c.journal()\n  ____ _                          _\n / ___| |__   __ _ _ __ __ _  ___| |_ ___ _ __\n| |   | '_ \\ / _` | '__/ _` |/ __| __/ _ \\ '__|\n| |___| | | | (_| | | | (_| | (__| ||  __/ |\n \\____|_| |_|\\__,_|_|  \\__,_|\\___|\\__\\___|_|\n   _                              _\n  (_) ___  _   _ _ __ _ __   __ _| |\n  | |/ _ \\| | | | '__| '_ \\ / _` | |\n  | | (_) | |_| | |  | | | | (_| | |\n _/ |\\___/ \\__,_|_|  |_| |_|\\__,_|_|\n|__/\n\nLEVEL             2       STRENGTH         30\nCLASS    Class name       INTELLIGENCE     55\nSIGN     Apprentice       WILLPOWER        50\nAGILITY          30\nHEALTH           84       SPEED            40\nMAGICKA         260       ENDURANCE        40\nFATIGUE         150       PERSONALITY      40\nENCUMBRANCE     150       LUCK             56\n\n==================\nMAJOR SKILLS\n==================\nblock           25\nhand to hand    25\nalchemy         38\nalteration      35\nconjuration     47\nlight armor     25\nmarksman        25\n==================\nMINOR SKILLS\n==================\narmorer         14\nathletics        5\nblade            5\nblunt            5\nheavy armor      6\ndestruction     10\nillusion        15\nmysticism       20\nrestoration     20\nacrobatics       5\nmercantile       5\nsecurity         5\nsneak            5\nspeechcraft      5\n\n\n# save character to file, by default \"saved-character.json\"\n>>> tes_toolkit.saveCharacter(c)\n```\n\n### Extras\nIf you're calling Python from a directory with a `saved-character.json` file, you can invoke the module directly:\n```\nsomeone@computer ~ $ python -i -m tes_toolkit\nSaved character loaded successfully\n>>> \n```\nNote the `-i` flag is required so we can actually use our character.\nThis method also means that you can omit the initial `tes_toolkit.` from calls, e.g. `saveCharacter(c)`.\n\n```\n# manually specify attributes to increase on level-up. useful when increasing luck\n>>> c.levelUp(['strength','agility','luck'])\n\n# show magic skills by mastery level - leave blank for all skills\n>>> c.skillLevels('magic')\n==================\n   SKILL LEVELS\n==================\n--- APPRENTICE ---\nalchemy         38\nalteration      35\nconjuration     47\n\n----- NOVICE -----\ndestruction     10\nillusion        15\nmysticism       20\nrestoration     20\n\n\n# show how we're doing in the overall scheme of minmaxing\n>>> c.minmax()\n==================\nSKILL UP MARGINS\n==================\nSTRENGTH\n  0 .................................................. 125\nINTELLIGENCE\n  0 .................................................. 105\nWILLPOWER\n  0 .................................................. 135\nAGILITY\n  0 .................................................. 125\nSPEED\n  0 .................................................. 145\nENDURANCE\n  0 .................................................. 135\nPERSONALITY\n  0 .................................................. 155\nLUCK\n  0 ..................................................   4\n\n==================\nATTRIBUTE ORDERING\n==================\n\nStatus: OK\n\nIncrease attributes in any order, although there are only\n28 spare level ups until you need to increase AGILITY\n\n==================\nIDEAL STATISTICS\n==================\nLEVEL\n  2 ##................................................  50\nHEALTH\n 84 ######............................................ 648\nMAGICKA\n260 #####################################............. 350\nFATIGUE\n150 ###################............................... 400\nENCUMBRANCE\n150 ###############................................... 500\n\n\n# apply the Oghma Infinium bonus interactively\n>>> c.oghmaInfinium()\nChoose a path from 'steel', 'shadow' or 'spirit'\n\n        STEEL        |        SHADOW       |        SPIRIT\n---------------------|---------------------|----------------------\nStrength    +10 =  40|Agility     +10 =  40|Intelligence +10 =  65\nSpeed       +10 =  50|Speed       +10 =  50|\n---------------------|---------------------|----------------------\nBlade       +10 =  15|Sneak       +10 =  15|Conjuration  +10 =  57\nBlunt       +10 =  15|Security    +10 =  15|Restoration  +10 =  30\nHeavy Armor +10 =  16|Light Armor +10 =  35|Destruction  +10 =  20\n\nsteel\n        STEEL\n---------------------\nStrength    +10 =  40\nSpeed       +10 =  50\n---------------------\nBlade       +10 =  15\nBlunt       +10 =  15\nHeavy Armor +10 =  16\n\nAre you happy with this path? Type 'yes' to proceed\nyes\n\n\n# import an existing character at a level greater than 1.\n# only works assuming a level up has just taken place\n>>> attributes = {'strength': 35, 'intelligence': 80, 'willpower': 100, 'agility': 30, 'speed': 50, 'endurance': 100, 'personality': 40, 'luck': 65}\n>>> skills = {'acrobatics': 24, 'alchemy': 50, 'alteration': 88, 'armorer': 55, 'athletics': 43, 'blade': 30, 'block': 53, 'blunt': 11, 'conjuration': 61, 'destruction': 69, 'hand to hand': 34, 'heavy armor': 58, 'illusion': 47, 'light armor': 36, 'marksman': 28, 'mercantile': 29, 'mysticism': 54, 'restoration': 55, 'security': 22, 'sneak': 13, 'speechcraft': 26}\n>>> health = 298\n>>> level = 15\n>>> c.override(attributes,skills,health,level)\n# make sure everything checks out\n>>> c.validate()\nEverything looks good :)\n0\n\n# save characters with a different file name to e.g. keep backups or maintain multiple characters\n>>> tes_toolkit.saveCharacter(c,'other filename')\n\n# load a saved character\n>>> c = tes_toolkit.loadCharacter('savename')\n\n# last resort in case we didn't save anything here - undoes all progress this level\n# WARNING: no prompt\n>>> c.resetToLastLevel()\n```\n\n## Reference documentation\nFull documentation for each class, method etc. is available as docstrings.\nExamine the code or browse them interactively for details.\nIn particular, the module-level documentation has overviews of what's available.\n\n## Required reading\n- https://en.uesp.net/wiki/Oblivion:Character_Creation\n- https://en.uesp.net/wiki/Oblivion:Attributes\n- https://en.uesp.net/wiki/Oblivion:Skills\n- https://en.uesp.net/wiki/Oblivion:Leveling\n- https://en.uesp.net/wiki/Oblivion:Efficient_Leveling\n- https://en.uesp.net/wiki/Oblivion:Increasing_Skills\n- https://en.uesp.net/wiki/Oblivion:Endurance (especially the Health Gains section)\n",
    "bugtrack_url": null,
    "license": "MIT License  Copyright (c) 2021 WillOnGit  Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the \"Software\"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:  The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.  THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ",
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