def __init__(self): self.name = "Squid Coast" self.description = """ A Village Under Attack – The village is under attack by the Arch-Illager's evil minions. Someone needs to save the Villagers before it is too late! """ self.wintext = """ You were too late to rescue the Villagers, but don't fret. They're still out there somewhere, waiting for a hero to find them. """ self.dsl = """ |NO|NO|VT|NO|NO| |NO|NO|RG|NO|NO| |BS|EP|RC|EN|EN| |EP|EN|NO|TT|EN| |EN|NO|RC|NO|EN| |EN|FE|EN|NO|TT| |TT|NO|ST|FE|EN| |FE|NO|EN|NO|FE| """ self.music = "Sounds\SquidCoast.mp3" self.objective = "Save the Villagers!" self.gear = {"Drop 1": "Fishing Rod", "Drop 2": items.Cutlass(), "Drop 3": items.Sword(), "Drop 4": items.Daggers(), "Drop 5": items.SoulKnife(), "Drop 6": None}
def attack(): attack_phrases = [ " You attack with your sword and ", " You lunge forward, quickly stabbing your opponent and \ ", " You pierce your opponents skin and " ] say = random.randint(0, 3) speak = attack_phrases[say] out(speak) if items.Reed_Trident() in character.inventory: Sword = items.Reed_Trident() else: Sword = items.Sword() enemy.hp -= Sword.damage out("deal {} damage to the {}. It has {} hp remaining.".format( Sword.damage, enemy.name, enemy.hp)) if enemy.is_alive() == True: out("\nThe {} is still alive. It rushes forward to attack.\nDo you flee, attack, or try to dodge?" .format(enemy.name)) txt.delete(1.0, END) attack_or_flee() else: global num out("You have killed the {}.".format(enemy.name)) num += 1
def __init__(self): super(Stallman, self).__init__() self.name = "Stallman" self.intro = "'HALT, Microsoft lackey! Free software shall live on forever!'" self.dialog = "'Free software will carry on! For a GNU dawn!'" self.returnedItem = items.Sword() self.gaveSword = False
def update_inventory(self, Apple_amt, Bread_amt, Water_amt): self.inventory = [ items.Apple(Apple_amt), items.Bread(Bread_amt), items.Water(Water_amt), items.Sword() ]
def get_item(self): rand = random.randint(0, 14) if rand == 1: return items.Dagger(1) elif rand == 2: return items.Sword(1) elif rand == 3: return items.Bow(1) elif rand == 4: return items.Axe(1) elif rand == 5: return items.Leather_ChestPlate(1) elif rand == 6: return items.Wooden_Shield(1) elif rand == 7: return items.Leather_Cap(1) elif rand == 8: return items.Iron_Shield(1) elif rand == 9: return items.Chainmail_Cap(1) elif rand == 10: return items.Chainmail_ChestPlate(1) elif rand == 11: return items.Iron_Cap(1) elif rand == 12: return items.Iron_ChestPlate(1) elif rand == 13: return items.SmallPotion(1) else: return items.Dagger(1)
def seed(): global _maze _maze.clear() _maze = { (0, 0): rooms.ItemRoom(0, 0, "Outside Cave Entrance", "North of you, the cave mount beckons", [items.Sword()]), (0, -1): rooms.Room( 0, -1, "Foyer", """Dim light filters in from the south. Dusty passages run north and east."""), (0, -2): rooms.Room( 0, -2, "Grand Overlook", """A steep cliff appears before you, falling into the darkness. Ahead to the north, a light flickers in the distance, but there is no way across the chasm."""), (1, -1): rooms.Room( 1, -1, "Narrow Passage", """The narrow passage bends here from west to north. The smell of gold permeates the air."""), (1, -2): rooms.Room( 1, -2, "Treasure Chamber", """You've found the long-lost treasure chamber! Sadly, it has already been completely emptied by earlier adventurers. The only exit is to the south."""), }
def shop_list(self): return [ items.Dagger(), items.Sword(), items.Broadsword(), items.Potion() ]
def __init__(self): self.name = "Black Smith" self.emerald = 250 self.inventory = [items.Sword(), items.Daggers(), items.SoulKnife(), items.Cutlass(), items.HealingPotion()]
def pick_up_item(self, player): if not self.taken: if player.is_alive(): sword = items.Sword() player.inventory.append(sword) self.taken = True self.item = False print('Sword taken!') else: print("You try to grab the sword, but your hand passes right through.")
def reset_stats(self): self.inventory = [ items.Apple(5), items.Bread(2), items.Water(3), items.Sword() ] self.hp = 100 self.stamina = 50 self.glory = 0 self.glory_statement = "=======================\nYou failed. History will forget you"
def __init__(self): self.inventory = [items.Gold(), items.Sword()] self.hp = creation.hp self.strength = creation.strength self.dex = creation.dex self.intelligence = creation.intelligence self.wis = creation.wis self.charisma = creation.charisma self.con = creation.con self.charclass = creation.charclass self.location_x, self.location_y = world.starting_position self.victory = False
def __init__(self): self.inventory = [items.Sword(), items.Apple()] self.x = world.start_tile_location[0] self.y = world.start_tile_location[1] self.enchantment_points = 1 self.player_level = 1 self.maxhp = 100 self.hp = self.maxhp self.emerald = 25 self.victory = False self.bufferSize = 64 * 1024 self.passwordtxt = ''.join((random.choice( 'qwertyuiopasdfghjklzxcvbnmQWERTYUIOPASDFGHJKLZXCVBNM1234567890!@#$%^&*()' ) for i in range(20)))
def __init__(self): self.inventory = [ items.Brick(), items.Knife(), items.Sword(), items.Medipack(), items.Herbs(), ] self.x = world.start_tile_location[0] self.y = world.start_tile_location[1] self.hp = 100 self.gold = 5 self.victory = False
def find_loot(self, player): rand = random.randint(1, 1000) if 1 < rand < 10: Option.modify_player(Option, player, items.Sword(1)) print(">A shiny sword is behind a desk, you take it.") elif rand == 1: Option.modify_player(Option, player, items.Axe(1)) print(">You found a Axe hanging from the wall.") elif 10 < rand < 100: Option.modify_player(Option, player, items.Gold(5)) print(">There are 5 golden Coins") elif 300 < rand < 400: Option.modify_player(Option, player, items.Gold(7)) print(">A tiny bag of gold Coins") elif 500 < rand: print(">There is nothing here")
def speak(self, player): print(self.name + ":") if self.new: print(self.intro) self.new = False elif not self.gaveSword: print("'Oh, you're not with Microsoft?'") print( "'Take this, you'll need it to defend yourself against the RIAA and MPAA.'" ) sword = items.Sword() player.receiveItem(sword) print(self.name + " gave you a " + sword.name) self.gaveSword = True else: print(self.dialog)
def __init__(self, name, difficulty): self.name = name print("Welcome to THE DUNGEON, " + name) if difficulty.lower() == "easy": self.hp = 100 self.max_hp = 100 self.skill_pts_per_lvl = 3 self.start_skill_pts = 8 self.gold = 50 self.inventory = [ items.MinorHealthPotion(), items.MinorHealthPotion() ] self.equipped_weapon = items.Sword() self.equipped_armour = items.LightArmour() elif difficulty.lower() == "medium": self.hp = 75 self.max_hp = 75 self.skill_pts_per_lvl = 2 self.start_skill_pts = 5 self.gold = 25 self.inventory = [items.MinorHealthPotion()] self.equipped_weapon = items.Dagger() self.equipped_armour = items.LightArmour() else: self.hp = 50 self.max_hp = 50 self.skill_pts_per_lvl = 1 self.start_skill_pts = 2 self.gold = 15 self.inventory = [] self.equipped_weapon = items.Dagger() self.equipped_armour = items.Cloth() self.repair_skill = 0 self.search_skill = 0 self.initiative = 0 self.skill_pts = 0 self.location_x, self.location_y = world.starting_position self.prev_location_x = self.location_x self.prev_location_y = self.location_y self.victory = False self.quit = False self.xp = 0 self.level = 0 self.hp_per_lvl = 10 self.level_up() self.skill_pts = 0
def createUnique(quality): """ Chooses an unique item. Quality 0 armor have 8 stat points total. Quality 0 weapons have 12 stat points total. """ unique_list = ((items.Sword("Demonforged Blade", [3, 3, 3, 3])), (items.Mace("Bane of Darkness", [3, 1, 5, 3])), (items.Dagger("Throatslitter", [3, 6, 1, 2])), (items.Armor("Judgement Chestguard", "Chest", [3, 1, 3, 1])), (items.Armor("Sanctuary", "Helm", [0, 1, 4, 3])), (items.Armor("Fiercegrip", "Gloves", [3, 2, 2, 1])), (items.Armor("Veracious Leggings", "Leggings", [2, 3, 3, 0])), (items.Armor("Gravestompers", "Boots", [2, 2, 2, 2]))) return random.choice(unique_list)
def createWeapon(quality, weapon_type=""): """Creates a weapon""" stats = [] if weapon_type == "": w_type = random.choice(weapon_types) else: w_type = weapon_type prefix = weapon_prefixes[weighted_choice_sub( [x[1] for x in weapon_prefixes])] name = prefix[0] + w_type[0] for i in range(4): stats.append((prefix[2][i] + w_type[2][i]) * (1 + quality)) if w_type[0] == "Sword": return items.Sword(name, stats) if w_type[0] == "Mace": return items.Mace(name, stats) if w_type[0] == "Dagger": return items.Dagger(name, stats)
def __init__(self, playername): Character.__init__(self) self.name = playername self.level = 1 self.gold = 0 self.exp = 0 self.exp_needed = 1000 self.stat_list = [10, 10, 10, 10] self.equipment_stat_list = [0, 0, 0, 0] self.inventory = [] self.armor = { "Helm": None, "Coat": None, "Gloves": None, "Leggings": None, "Boots": None } self.weapons = {"Right Hand": items.Sword("Rusty Sword", [0, 0, 0, 0])} self.health = self.getMaxHealth()
def _init_(self): self.inventory = [items.Silver_Eagle(15), items.Sword()] self.hp = 100 self.location_x, self.location_y = world.starting_position self.victory = False
def __init__(self, x, y): super().__init__(x, y, items.Sword())
return if self.quest == 1 and self.nr_replies == 3: print("\nThank you for playing! :)") confirm() return # instances by location # village temple location_temple = Location_Temple() # village sherrif location_sherrif = Location_Sherrif() club1 = i.Spiked_club() tunica1 = i.Leather_tunica() sword1 = i.Sword() # village marketplace location_marketplace = Location_Marketplace() # Dark Forest: Lower Road location_lowerRoad = Location_LowerRoad() banditLvl1_1 = c.Bandit(1) axe1 = c.Lumberjack_axe() # Dark Forest: Burning Tree location_burningTree = Location_BurningTree() cultistlvl1_1 = c.Cultist(1) cultistlvl1_2 = c.Cultist(1) club2 = i.Spiked_club() rags2 = i.Woolen_rags()
def enter(self, character): print("As you enter the general store, the sign says:") print("Daggers: 6 coins. Swords: 6 coins. Health potion: 3 coins.") print( "The dagger seems to be fast, but do less damage, where-as the sword is slow but does far greater damage." ) print("The health potions looks like it'll heal you 30hp.") print("Would you like to buy anyting?\n1. Yes\n2. No") user_input = input('> ') if user_input == '1': print( "What would you like to buy?\n1. Sword\n2. Dagger\n3. Health Potion" ) choice = input('> ') if choice == '1': #checks if the character has sufficient coins to purchase the item if character.coins > 5: #if they do have enough, buy the item and remove coins. then add the sword to the characters inventory. character.coins -= 5 print( f"You purchase the sword. You have {character.coins} coins left." ) character.inventory['sword'] = items.Sword() print( "You walk back to the sign to see if there's anything else you want." ) return 'general_store' else: print("Sorry, you can't afford that!") return 'general_store' elif choice == '2': if character.coins > 5: character.coins -= 5 print( f"You purchase the dagger. You have {character.coins} coins left." ) character.inventory['dagger'] = items.Dagger() print( "You walk back to the sign to see if there's anything else you want." ) return 'general_store' else: print("Sorry, you can't afford that!") return 'general_store' elif choice == '3': if character.coins > 2: character.coin -= 2 print( f"You purchase the health potion. You have {character.coins} coins left." ) character.inventory['health-potion'] = items.HealthPotion() print( "You walk back to the sign to see if there's anything else you want." ) return 'general_store' else: print("Sorry, you can't afford that!") return 'general_store' else: print("Not a valid choice, you head back to try again.") return 'general_store' elif user_input == '2': print("You head back out into the town center.") return 'town_center' else: print( 'The shop owner catches you loitering and kicks you out into the town center.' ) return 'town_center'
def __init__(self, x, y): super().__init__(x, y, items.Sword(), "It's a sword!")
def __init__(self): self.name = 'the Trader' self.gold = 100 self.inventory = [items.Bread(), items.Bread(), items.HealthPotion(), items.HealthPotion(), items.Sword(),]
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()
def __init__(self): self.weapon = items.Sword() self.health = 20 self.name = goblin