def __init__(self): self.gold = 0 self.weapon = items.Weapon("Short Sword", 0, 1, 5) self.shield = items.Shield("Wooden Shield", 0, 1) self.armor = items.Armor("Leather Scraps", 0, 1) self.potion = items.Potion("Healing Potion", 0, 15) self.potion_counter = 1
def load_char_if_saved(): query = Query() if db is not None: var = db.search(query.name == name_to_load) if var: var = var[0] ch.name = var.get('name') ch.coins = var.get('coins') inventory = var.get('inventory') player_inventory = [] for thing in inventory: if thing.get('type') == 'item': item = items.Item(thing.get('name'), thing.get('price')) player_inventory.append(item) elif thing.get('type') == 'weapon': weap = items.Weapon(thing.get('name'), thing.get('price'), thing.get('damage')) player_inventory.append(weap) elif thing.get('type') == 'armor': armor = items.Armor(thing.get('name'), thing.get('price'), thing.get('defense')) player_inventory.append(armor) elif thing.get('type') == 'potions': potion = items.Potion(thing.get('name'), thing.get('price'), thing.get('health')) player_inventory.append(potion) ch.inventory = player_inventory
def main(): sword = weapons.Sword('Sword', 2) magic_wand = weapons.MagicWand('Magic wand', 2) anzacel = battle_engine.Player( name='Anzacel', max_hp=10, stat_dict={ (battle_engine.PHYSICAL, battle_engine.POWER): 1, (battle_engine.PHYSICAL, battle_engine.STRENGTH): 2, (battle_engine.PHYSICAL, battle_engine.RESISTANCE): 2, (battle_engine.PHYSICAL, battle_engine.ARMOR): 0, (battle_engine.SPECIAL, battle_engine.POWER): 0.5, (battle_engine.SPECIAL, battle_engine.STRENGTH): 2, (battle_engine.SPECIAL, battle_engine.RESISTANCE): 1, (battle_engine.SPECIAL, battle_engine.ARMOR): 0, }, speed=10, inventory=[items.BerserkerPotion(), items.Potion(), sword, magic_wand], abilities=[abilities.Pray(0.5, 1.25, 0.5, 0.75, 3)]) battle = battle_engine.Battle( [anzacel], [enemies.PapaRoach(), enemies.HornDog()]) battle.start()
def shop_list(self): return [ items.Dagger(), items.Sword(), items.Broadsword(), items.Potion() ]
def __init__(self): self.inventory = [items.Potion()] self.hp = 20 self.location_x, self.location_y = world.starting_position #sets the player's starting position to the StartingRoom tile self.victory = False self.in_battle = False self.in_shop = False self.currency = 20
def __init__(self, hp): super().__init__(hp) self.weapon = items.Shortsword() self.starting_power = 0 self.starting_evasion = 0 self.inventory = [items.Potion()] self.zenny = 1 self.special = 'special' self.name = 'Hero' self.armor = items.Unarmored()
def __init__(self): self.itemlist = [ items.Weapon("Better Sword", 2, 2, 7), items.Armor("Better Armor", 2, 2), items.Shield("Better Shield", 2, 2), items.Weapon("Ultra Sword", 8, 10, 15), items.Armor("Ultra Armor", 8, 8), items.Shield("Ultra Shield", 8, 10) ] self.potion = items.Potion("Healing Potion", 1, 10)
def __init__(self): self.name = "Merchant" self.gold = 1000 self.inventory = [ items.Estus(), items.Humanity(), items.Greatsword(), items.Broadsword(), items.Great_Potion(), items.Potion(), items.Potion(), items.Great_Potion(), items.Great_Potion(), items.Great_Potion(), items.Great_Potion(), items.Potion(), items.Potion(), items.Great_Potion(), items.Potion() ]
def create_shop_list_potion(): lista = [ "Minus Health 15", "Medium Health 30", "Big Health 70", "Full Restore 150" ] shop_list = list() for item in lista: novo = item.split() if len(novo) == 3: temp = " ".join(novo[0:2]) novo[0] = temp novo[1] = novo[2] shop_list.append(items.Potion(novo[0], novo[1])) return shop_list
return False else: pass # }}} def Choose_target(self): # {{{ print() while True: for num, i in enumerate(foes): print('{}. {}'.format(num + 1, i.name)) try: target = int(input("Which target? ")) if target < len(foes) - 1 or target > len(foes): print("\nInvalid target\n") else: return target - 1 except ValueError: print("\nInvalid input\n") # }}} continue town = locations.Town() hero = characters.Hero(50) hero.weapon = items.Sword() foes = [characters.Goblin(10), characters.Goblin(10)] hero.Add_effect(effects.Poison(2)) hero.add_item(items.Potion(), 5) hero.add_item(items.Longsword(), 1) fight = Battle() fight.Battle_start() fight.Battle_engine()
start_room = rooms.Room("The Entrance", n=True) end_room = rooms.Room("The Bee Room", s=True, n=start_room) # Initialise a map game_map = rooms.Map([[start_room], [end_room]], start_room, end_room) # String var name name = "Jordan Hay" # Create player object player = Player(name, game_map) player.inventory().add_items([ items.Item("Bees"), items.Weapon("A HIVE FULL OF BEES", 10, 300), items.Armour("Honeycomb Kneepads", 100), items.Potion("10mL Syringe full of Honey", 10) ]) # After ten seconds the name will change root.after(10000, lambda: name.set("Different name")) # Display player inventory #player.inventory().gui(root) # Display player stats player.gui(root) # Root mainloop root.mainloop()
def __init__(self): self.name = "Merchant" self.gold = 200 self.inventory = [items.Berries(), items.Mushrooms(), items.Potion()]
] # --- Armour armour = [ items.Armour("MDF Shield", 5), items.Armour("Sheet Metal Shield", 6), items.Armour("Wooden Breastplate", 7), items.Armour("Sheet Metal Breastplate", 10), items.Armour("Shin Pads", 15) ] # --- Potions potions = [ items.Potion("Water", 5), items.Potion("Fresh Mountain Water", 20), items.Potion("Hot Chocolate", 10), items.Potion("Sustenance Bar", 30), items.Potion("Green Syringe", 50) ] # --- Collection of all items castle_items = weapons castle_items.extend(armour) castle_items.extend(potions) # -- Enemies # Dracula
def __init__(self, x, y): amount = random.randrange(20, 65, 5) super().__init__(x, y, items.Potion(amount, x, y))