def armor_event(player_team): """ Runs the armor event. Generates a piece of low-level armor. """ print( "You see a piece of armor lying on the ground. You pick it up and put it in your backpack." ) r = random.randint(0, 3) if r == 0: item = Item.Armor("Leather Helmet", "A leather helmet to prevent light injuries.", "Leather", "helmet", player_team) elif r == 1: item = Item.Armor("Leather Chest Piece", "Leather armor to prevent light injuries.", "Leather", "torso", player_team) elif r == 2: item = Item.Armor("Leather Pants", "Essentially leggings.", "Leather", "leggings", player_team) elif r == 3: item = Item.Armor("Leather Boots", "Stylish leather boots. Just do it.", "Leather", "boots", player_team) player_team[0].backpack.append(item) return
def chest(player_team): """ Generates a chest. """ c = random.randint(1, 2) #c = 1 # FIXME: delete when armor and weapons implemented if c == 0: print("Not here yet.") # armor elif c == 1: # FIXME: names are weird a_types = ["Chain", "Plate"] a_names = ["helmet", "torso", "leggings", "boots"] t = random.choice(a_types) p = random.choice(a_names) item = Item.Armor("{} {}".format(t, p.capitalize()), "A sturdy piece of armor.", t, p, player_team) # potion elif c == 2: potions = ["Minor", "Normal", "Major"] t = random.choice(potions) item = Item.Healing_Potion("{} Healing Potion".format(t), "Heals a character.", t) g = random.randint(100, 200) print("You found {} gold!".format(g)) player_team[0].gold += g print("You found {}!".format(item.name)) player_team[0].backpack.append(item) return
def start(self): KWSword = Item.Weapon("K.W. Sword", 40, 200) self.stock.append(KWSword) Sword2 = Item.Weapon("Bilgewater Cutlass", 50, 400) self.stock.append(Sword2) Sword3 = Item.Weapon("Infinity Edge", 80, 500) self.stock.append(Sword3) Sword4 = Item.Weapon("Hexdrinker", 100, 700) self.stock.append(Sword4) Hammer = Item.Weapon("Warhammer", 100, 600) self.stock.append(Hammer) Hammer2 = Item.Weapon("Frozem Mallet", 110, 700) self.stock.append(Hammer2) armor1 = Item.Armor("Chain Vest", 40, 100) self.stock.append(armor1) armor2 = Item.Armor("Randuin's Omen", 80, 300) self.stock.append(armor2) Hero.Magni.print_eq()
SWEP.Catagory = 'Simple' SWEP.Handedness = 'One-Handed' SWEP.Cost = 0 SWEP.Damage[0] = 1 SWEP.Damage[1] = 6 SWEP.Size = 'Medium' SWEP.Critical = [20,2] SWEP.Range = 10 SWEP.Weight = 3 SWEP.Type = ['B'] SWEP.Special = [] SWEP.Source = 'PRG:CRB' SWEP.Text = 'This weapon is usually just a shaped piece of wood, sometimes with a few nails or studs embedded in it.' SWEP.Enchantments = None SARM = Item.Armor() SARM.Name = 'Fullplate' SARM.IsArmor = True SARM.Price = 1500 SARM.ACBonus = 9 SARM.MaxDex = 1 SARM.ArmorPenalty = -6 SARM.SpellFailure = 35 SARM.Speed = [20,15] SARM.Weight = 50 SARM.text = 'This metal suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 × 100) gold pieces.' SARM.Source = 'PRG:CRB' Test = Character() Test.cls[0] = ClassEx Test.stats['str'] = 15
def print_armor(self): if not self.armory: print("No armor") else: for x in self.armory: print(x.name) def check(self, other): return self.lhand_weapon[0].name == other.name global Magni Magni = Hero("Magni", 1000, 50, 10) miecz = Item.Weapon("K.W. Miecz", 50, 300) zbroja = Item.Armor("Zbroja", 100, 300) class GameScrean(Screen): def __init__(self, **kwargs): super(GameScrean, self).__init__(**kwargs) self.rig = self.ids['right_box'] self.lbl = self.ids['left_box'] self.print_eq() self.print_stats() self.lbl.text = Magni.name Clock.schedule_interval(self.update, 1 / 1.0) def save_game(self): #Magni.save_game()