def inventoryProcessing(): while 0 == 0: os.system('cls') menu.Refresh(4) while msvcrt.kbhit(): msvcrt.getwch() dat.PlayerInput = raw_input() if dat.PlayerInput.upper() == 'A': #Exit dat.characterMenuFlag = 0 break elif dat.PlayerInput.upper() == 'C': #Character dat.characterMenuFlag = 1 break else: os.system('cls') menu.Refresh(4)
def townProcessing(): while msvcrt.kbhit(): msvcrt.getwch() dat.PlayerInput = raw_input() if dat.PlayerInput.upper() == 'C': menu.Refresh(0) dat.characterMenuFlag = 1 characterProcessing() menu.Refresh(1) elif dat.PlayerInput.upper() == 'R': #rest MenuScreen.restScreen() dat.characterCurrentHP = dat.characterHP dat.characterCurrentMP = dat.characterMP os.system('pause') menu.Refresh(1) elif dat.PlayerInput.upper() == 'EXIT': #Close game dat.gameOverFlag = 1 #The below commented out lines of code were used to test the battle system from town #elif dat.PlayerInput.upper() == 'B': #battle.initialize('Slime', 'Goblin', 'DeathKnight', '2 Slimes emerge!!!', 0, 'regular') #dat.sceneTransition = 1 #menu.Refresh(1) elif dat.PlayerInput.upper() == 'S': #Shop dat.sceneTransition = 1 menu.Refresh(2) elif dat.PlayerInput.upper() == 'F': #Field dat.sceneTransition = 1 menu.Refresh(3) else: menu.Refresh(1)
def statsProcessing(): while 0 == 0: os.system('cls') menu.Refresh(0) while msvcrt.kbhit(): msvcrt.getwch() dat.PlayerInput = raw_input() if dat.PlayerInput.upper() == 'Q': os.system('cls') print('No description established...') #No menu yet, shows descriptions for statistics os.system('pause') elif dat.PlayerInput.upper() == 'A': #Exit dat.characterMenuFlag = 0 break elif dat.PlayerInput.upper() == 'I': #Inventory dat.characterMenuFlag = 2 break else: os.system('cls') menu.Refresh(0)
def shopProcessing(): while msvcrt.kbhit(): msvcrt.getwch() dat.PlayerInput = raw_input() if dat.PlayerInput.upper() == '1': if dat.Gold > 39: dat.Gold -= 40 equipment.changeWep('dagger') #This string depicts what gets equipped on purchase. See 'equipment.py' menu.Refresh(2) elif dat.PlayerInput.upper() == '7': if dat.Gold > 9 and dat.equipmentPotionCount < 10: #Max HP potions = 10 music.playSE('Sounds/Equip.wav') dat.Gold -= 10 dat.equipmentPotionCount += 1 elif dat.PlayerInput.upper() == '8': if dat.Gold > 19 and dat.equipmentManaPotionCount < 3: #Max MP potions = 3 music.playSE('Sounds/Equip.wav') dat.Gold -= 20 dat.equipmentManaPotionCount += 1 elif dat.PlayerInput.upper() == 'GOLD': #hidden command to get gold os.system('cls') dat.Gold += 100 menu.Refresh(2) elif dat.PlayerInput.upper() == '2': if dat.Gold > 99: dat.Gold -= 100 equipment.changeWep('shortsword') menu.Refresh(2) elif dat.PlayerInput.upper() == '3': if dat.Gold > 299: dat.Gold -= 300 equipment.changeWep('longsword') menu.Refresh(2) elif dat.PlayerInput.upper() == '4': if dat.Gold > 99: dat.Gold -= 100 equipment.changeArmor('leatherarmor') menu.Refresh(2) elif dat.PlayerInput.upper() == '5': if dat.Gold > 399: dat.Gold -= 400 equipment.changeArmor('platearmor') menu.Refresh(2) elif dat.PlayerInput.upper() == '6': if dat.Gold > 49: dat.Gold -= 50 equipment.changeShield('shield') menu.Refresh(2) elif dat.PlayerInput.upper() == 'A': #Exit dat.sceneTransition = 1 menu.Refresh(1) elif dat.PlayerInput.upper() == 'I': menu.Refresh(4) dat.characterMenuFlag = 2 characterProcessing() menu.Refresh(2) else: menu.Refresh(2)
def fieldProcessing(): while msvcrt.kbhit(): msvcrt.getwch() dat.PlayerInput = raw_input() if dat.PlayerInput.upper() == '1': #Zone 1: East Fields os.system('cls') eventHandler.zone1Events() menu.Refresh(3) elif dat.PlayerInput.upper() == '2': #Zone 2: West Fields os.system('cls') eventHandler.zone2Events() menu.Refresh(3) elif dat.PlayerInput.upper() == '3': #Zone 3: Goblin Camp os.system('cls') eventHandler.zone3Events() menu.Refresh(3) elif dat.PlayerInput.upper() == '4': #Zone 4: Old Ruins os.system('cls') eventHandler.zone4Events() menu.Refresh(3) elif dat.PlayerInput.upper() == '5': #Zone 5: Area Boss os.system('cls') eventHandler.zone5Events() menu.Refresh(3) elif dat.PlayerInput.upper() == 'A': #Exit dat.sceneTransition = 1 menu.Refresh(1) elif dat.PlayerInput.upper() == 'C': #Character menu.Refresh(0) dat.characterMenuFlag = 1 characterProcessing() menu.Refresh(3) elif dat.PlayerInput.upper() == 'I': #Inventory menu.Refresh(4) dat.characterMenuFlag = 2 characterProcessing() menu.Refresh(3) else:menu.Refresh(3)