def setUp(self): armor_set = [ Armor('iron helm', 'helm', 25), Armor('iron pauldrons', 'shoulder', 25), Armor('iron greaves', 'feet', 25) ] self.hero = Hero('clint', 2, 1500, 0, 'monk', armor_set)
def main(): armor_set = [ Armor('iron helm', 'helm', 25), Armor('iron pauldrons', 'shoulder', 25), Armor('iron greaves', 'feet', 25) ] hero = Hero('Clint', 1, 1000, 0, 'monk', 100, 0, armor_set) party = Party(hero) hero.page()
def main(): blank_item = Item(name="Empty", description="", value=0) apple = HealingItem(name="Apple", description="Restores 7 HP", value=10, heals=7) old_dagger = Weapon(name="Old Dagger", description="Deals 9 damage", value=14, atk=9) pow_glove = Weapon(name="POW Glove", description="Deals 3 damage", value=6, atk=3) shield = Armor(name="Shield", description="Adds 7 DEF", value=10, defense=7) old_jacket = Armor(name="Old Jacket", description="It's just a jacket", value=3, defense=0) inventory = FixedList(size=8, fill=blank_item) player = Player(name="David", hp=20, xp=20, lv=1, atk=3, defense=0, weapon=pow_glove, armor=old_jacket, inventory=inventory) menu = Menu(player) player.inventory.append(apple) player.inventory.append(old_jacket) menu.open()
def __init__(self): self.level = 1 self.hp = 10 self.max_hp = 10 self.strength = 10 self.agility = 10 self.vitality = 10 self.inventory = [] self.weapon_loc = -1 self.armor_loc = -1 self.weapon = Weapon(0,"None") self.armor = Armor(0,"None") self.gold = 0 self.recalculate()
class Character(object): def __init__(self): self.level = 1 self.hp = 10 self.max_hp = 10 self.strength = 10 self.agility = 10 self.vitality = 10 self.inventory = [] self.weapon_loc = -1 self.armor_loc = -1 self.weapon = Weapon(0,"None") self.armor = Armor(0,"None") self.gold = 0 self.recalculate() def get(self,field): return self.__dict__[field] def give_item(self, item): self.inventory.append(item) def equip_weapon(self, weapon): self.weapon_loc = weapon self.weapon = self.inventory[weapon] self.recalculate() def equip_armor(self, armor): self.armor_loc = armor self.armor = self.inventory[armor] self.recalculate() def remove_weapon(self): self.weapon_loc = -1 self.weapon = Weapon(0,"None") self.recalculate() def remove_armor(self): self.armor_loc = -1 self.armor = Armor(0,"None") self.recalculate() def recalculate(self): if self.armor_loc == -1: rating = 0 else: rating = self.armor.get_rating() self.thaco = 30 - self.strength self.ac = 20 - rating - self.agility self.max_hp = 2 * self.vitality def damage(self, points): self.hp = self.hp - points return self.hp <= 0 def do_damage(self): return dice.roll(self.attack_damage) def get_gold(self): return self.gold def get_level(self): return self.level def get_thaco(self): return self.thaco def get_max_hp(self): return self.max_hp def get_hp(self): return self.hp def get_ac(self): return self.ac def get_exp(self): return self.exp def get_initiative(self): return dice.roll('1d20') + self.agility
def remove_armor(self): self.armor_loc = -1 self.armor = Armor(0,"None") self.recalculate()
raise NotImplementedError class Party: def __init__(self, heroes): self.heroes = heroes if not isinstance(self.heroes, list): self.heroes = [self.heroes] def __str__(self): return 'Current Party: ' + ', '.join([h.name for h in self.heroes]) def inventory(self): pass if __name__ == '__main__': pass armor_set = [ Armor('iron helm', 'helm', 25), Armor('iron pauldrons', 'shoulder', 25), Armor('iron greaves', 'feet', 25) ] h = Hero('clint', 5, 1000, 0, 'monk', 100, 0, armor_set) print(h.armor_value_total) p = Party([h, h, h]) print(p)
def setUp(self): self.armor = Armor('iron helm', 'helm', 50)
from items import Item, Equipment, Armor, Weapon, Consumable, LoreItem, Book ### STARTER ITEMS dagger = Weapon(name="Rusted Dagger", shorthand="dagger", slot="weapon", attack=10, strength=1, description="An old, rusty dagger.") torch = Item(name="Torch", shorthand="torch", description="It's a torch. It looks like it hasn't been used for a while, but there's still oil on it.") book = Book(name="Test Book", shorthand="book", description="An old, dusty book.", content=["Hello", "Page2", "3", "4", "5"]) outside_items = [dagger, book, torch] ## TIER ONE ITEMS (EASY TO GET) sword = Weapon(name="Iron Shortsword", shorthand="sword", slot="weapon", attack=2.0, strength=4, description="An iron shortsword.") axe = Weapon(name="Iron Axe", shorthand="axe", slot="weapon", attack=1.0, strength=7) circlet = Armor(name="Iron Circlet", shorthand="circlet", slot="helmet", defense=2.0, strength=1) tunic = Armor(name="Cloth Tunic", shorthand="tunic", slot="chest", defense=1.2, strength=0) boots = Armor(name="Iron Boots", shorthand="boots", slot="feet", defense=1.2, strength=1) buckler = Armor(name="Wooden Buckler", shorthand="buckler", slot="shield", defense=6, strength=-2) gloves = Armor(name="Leather Gloves", shorthand="gloves", slot= "hands", defense=1.5, strength=2) wristguards = Armor(name="Bronze Wristguards", shorthand="wristguards", slot="wrists", defense=1, strength=1) biscuits = Consumable(name="Dog Biscuits", shorthand="biscuits", effect="I could give this to a dog at some point. Who knows?") chalice = LoreItem(name="Chalice", shorthand="chalice", description="An old chalice, likely used for drinking ale or wine.") skull = LoreItem(name="Skull", shorthand="skull", description="A human skull, with an arrowhead still stuck in the side.") scale = LoreItem(name="Giant Scale", shorthand="scale", description="An absolutely massive scale. Just touching it sends a wave of warmth through your hand and up your arm, but it doesn't burn. Looks reptilian.") items_list_tier_one = [sword, axe, circlet, tunic, boots, buckler, gloves, wristguards, biscuits, chalice, skull, scale] items_list_tier_two = [] items_list_tier_three = []