def all(self): self.inventory.append(items.DebugStick()) self.inventory.append(items.Daggers()) self.inventory.append(items.SoulKnife()) self.inventory.append(items.Cutlass()) self.inventory.append(items.Apple()) self.inventory.append(items.HealingPotion()) self.inventory.append(items.Porkchop()) self.inventory.append(items.Apple()) self.inventory.append(items.HealingPotion()) self.inventory.append(items.Porkchop()) self.emerald = self.emerald + 999999999 self.maxhp = 10000000 self.hp = self.maxhp self.player_level = 1000 self.enchantment_points = 9999 print("----------Inventory----------") print("Player Level {}".format(self.player_level)) print("") print("Max Hp: {}".format(self.maxhp)) print("") print("Inventory:") for item in self.inventory: print('* ' + str(item)) print("") print("Emeralds: {}".format(self.emerald)) print("") print("Enchantment Points: {}".format(self.enchantment_points)) print("")
def __init__(self): self.name = "Trader" self.emerald = 100 self.inventory = [items.Apple(), items.Apple(), items.Apple(), items.HealingPotion(), items.HealingPotion()]
def __init__(self): self.name = 'Trader' self.gold = 100 self.inventory = [items.CrustyBread(), items.CrustyBread(), items.CrustyBread(), items.HealingPotion(), items.HealingPotion()]
def __init__(self): self.name = "Trader" self.gold = 100 self.inventory = [ items.PlainBread(), items.PlainBread(), items.HealingPotion(), items.HealingPotion() ]
def __init__(self): self.name = "Trader" self.gold = 100 self.inventory = [ items.Salt(), items.SilverDagger(), items.CrustyBread(), items.HealingPotion(), items.HealingPotion(), ]
def __init__(self): self.name = "Trader" self.coin = 100 self.inventory = [ items.CrustyBread(), items.CrustyBread(), items.CrustyBread(), items.HealingPotion(), items.HealingPotion() ]
def __init__(self): # super().__init__() self.name = "Trader" self.gold = 100 self.inventory = [ items.CrustyBread(), items.CrustyBread(), items.CrustyBread(), items.HealingPotion(), items.HealingPotion() ]
def modify_player(self,player): if player.is_alive(): answer = input('Would you like to buy a potion?(y/n) ') while answer != 'y' and answer != 'n': answer = input('Would you like to buy a potion?(y/n) ') if answer == 'y': number = input("How many? ") while True: try: number = round(int(number)) break except: number = input("How many? (Must be an integer)") count = 0 for x in range(number): if player.coin.amount_coin >= 10: player.HealingPotions += 1 HealingPotion = items.HealingPotion() player.inventory.append(HealingPotion) player.coin.amount_coin -= 10 count += 1 else: print('You do not have enough money!') break print("{} potions added!".format(count)) if answer == 'n': print('The store vendor looks a little sad.') else: print('The vendor shakes his head at you sadly. You\'re going to need more than healing potions now.')
def __init__(self): self.name = "Black Smith" self.emerald = 250 self.inventory = [items.Sword(), items.Daggers(), items.SoulKnife(), items.Cutlass(), items.HealingPotion()]
def __init__(self): super().__init__(name="Trader", gold=100, inventory=[ items.CrustyBread(), items.CrustyBread(), items.CrustyBread(), items.CrustyBread(), items.HealingPotion(), ])
def _init_(self): self.name = "Trader" self.gold = 100 self.inventory = [ items.CrustyBread(), items.CrustyBread(), items.CrustyBread(), items.HealingPotion(), dict_items.HealingPotion() ]
def __init__(self): self.inventory = [ items.Salt(), items.SilverDagger(), items.CrustyBread(), items.HealingPotion(), ] self.x = world.start_tile_location[0] self.y = world.start_tile_location[1] self.hp = 100 self.gold = 5 self.victory = False
def __init__(self): self.name = "Trader" self.gold = 1000 self.inventory = [ items.CrustyBread(), items.CrustyBread(), items.CrustyBread(), items.WaterPouch(), items.WaterPouch(), items.HealingPotion(), items.RustySword(), items.SilverSword(), items.HolySword() ]
def __init__(self): self.name = "Trader" self.gold = 1000 self.inventory = [items.Toe(), items.Eye(), items.owletWing(), items.catHair(), items.lizardLeg(), items.ironaxe(), items.ironaxe(), items.CrustyBread(), items.CrustyBread(), items.HealingPotion() ]
def __init__(self, x, y): lst = [ items.blackMagicSword(), items.ironaxe(), items.HealingPotion(), items.sharpStick(), items.ScrollofHealingArmor(), items.ironaxe(), items.CrustyBread() ] self.gold = random.randint(1, 10) self.lst = random.choice(lst) self.looked_already = False self.inventory_claimed = False super().__init__(x, y)
def __init__(self): self.name = "Trader" self.gold = 500 self.inventory = [ items.CrustyBread(), items.CrustyBread(), items.CrustyBread(), items.HealingPotion(), items.RustySword(), items.LeatherArmor(), items.IronArmor(), items.IronSword(), items.IronShield(), items.WoodenStaff() ]
def __init__(self): self.inventory = [ items.RayGun(), items.Water(), items.Food(), items.Bandage(), items.HealingPotion() ] #items you start with self.x = 4 #start player at x =4 and y = 4 self.y = 4 self.hp = 100 #max hp self.gold = 5 #gold you start with self.spacesuit = 0 #need to pick up the spacesuit and flashlight, start with none self.flashlight = 0 self.victory = False #victory only true on victory tile
def __init__(self, x, y): r = random.random() if r < 0.40: self.item = items.Rock() elif r < 0.65: self.item = items.WaterPouch() elif r < 0.80: self.item = items.CrustyBread() elif r < 0.90: self.item = items.Dagger() elif r < 0.96: self.item = items.HealingPotion() else: self.item = items.RustySword() self.item_claimed = False super().__init__(x, y)
def __init__(self): self.inventory = [ items.sharpStick(), items.HealingPotion(), items.CrustyBread(), items.lizardLeg(), items.Eye(), items.Toe(), items.catHair(), items.owletWing() ] self.cauldron = [] self.x = world.start_tile_location[0] self.y = world.start_tile_location[1] self.hp = 100 self.gold = 66 self.score = 0 self.victory = False
def __init__(self): self.name = "trader" self.gold = "100" self.inventory = [items.CrustyBread(),items.CrustyBread(),items.CrustyBread(), items.HealingPotion(),items.HealingPotion(),items.ManaPotion(),items.ManaPotion()]
def __init__(self, x, y): super().__init__(x, y) self.floor_items = [ items.HealingPotion(), items.Rock(), items.MallMap() ]