def __init__(self, name): #self, "name" name = name.title() self.Info = {"Name": name} file = Files() self.path = file.doc_path file.__delete__() source = xlrd.open_workbook(self.path) Sheet = source.sheet_by_index(6) row = 0 while Sheet.cell(row, 0).value != self.Info["Name"]: row += 1 if str(Sheet.cell(row, 0).value) == self.Info["Name"]: #-------------------------------------------------------------- # Set Values #-------------------------------------------------------------- #Set 'Key Item' status self.Info["Key"] = Sheet.cell(row, 1).value #Set Consumable status self.Info["Consumable"] = Sheet.cell(row, 2).value #Set Value if Sheet.cell(row, 3).value: self.Info["Value"] = Sheet.cell(row, 3).value #Set Affected Stats if Sheet.cell(row, 4).value: if ', ' in Sheet.cell(row, 4).value: stats = Sheet.cell(row, 4).value self.Info["Restores"] = stats.split(', ') else: self.Info["Restores"] = Sheet.cell(row, 4).value #Set Ingredient Status self.Info["Ingredient"] = Sheet.cell(row, 5).value
def __init__(self, Player, Scene, Game_State): #self, Class self.stumbles = 0 self.attack_spells = [Player.Fire["Name"], Player.Ice["Name"], Player.Lightning["Name"], Player.Water["Name"], Player.Wind["Name"], Player.Drain["Name"]] self.duration_spells = [Player.Curse["Name"], Player.Sand["Name"], Player.Regen["Name"], Player.Protect["Name"], Player.Shell["Name"]] self.items = Player.Inventory self.yes = ["Yes", "Yup", "Yeah", "Ye", "Correct", "Y", "Sure", "Always", "Ok", "Fine"] self.no = ["No", "Nope", "Nah", "Negative", "Incorrect", "N", "Never", "Pass"] self.attack = ["Attack", "Hit", "Damage", "Kill", "Hurt", "Smack", "Slap", "Strike", "Whack", "Bludgeon", "Fight"] self.exit = ["Back", "Exit", "Return", "Cancel", "Leave"] self.up = ["Up", "Ascend"] self.down = ["Down", "Descend"] self.resume = ["Continue", "Resume"] self.recipes = ["Recipe", "Recipes", "Instructions"] self.inventory = ["Items", "Inventory", "Potions", "Ethers", "Elixirs"] self.examine = ["Examine", "Inspect", "Observe", "Look", "Check"] self.spellbook = ["Magic", "Spells", "Spell", "Spellbook"] self.help = ["Help", "Commands", "Terms", "Glossary", "Words"] self.status = ["Status", "Stats", "Self", "Scan"] self.save = ["Save"] self.Cheat = "Pumpkin Eater" self.bools = {"Yes": False, "No": False, "Attack": False, "Exit": False, "Up": False, "Down": False, "Resume": False, "Inventory": False, "Examine": False, "Spellbook": False, "Help": False, "Status": False, "Recipes": False} file = Files() self.path = file.doc_path file.__delete__() self.Scene = Scene self.Game_State = Game_State
def main_menu(self, Player, Controller, Scene): Scene.clear_screen() self.menu = True Scene.screen.addstr( Scene.line, 1, "-----------------------------------------------------------------------------------------------------------------------" ) Scene.line += 1 Scene.screen.addstr( Scene.line, 1, " Spell Caster", Scene.cyan) Scene.screen.addstr(Scene.line, 110, "Ver: ") Scene.screen.addstr("2.01", Scene.cyan) Scene.line += 1 Scene.screen.addstr( Scene.line, 1, "-----------------------------------------------------------------------------------------------------------------------" ) Scene.line += 1 #Type your selection Scene.screen.addstr( Scene.line, 1, Scene.print_header(Scene.make_line(92, "Menu", {}))) Scene.line += 3 selection = [ "About", "New Game", "Continue", "Options", "Cheats", "Credits", "Quit" ] file = Files() for x in range(len(selection)): if selection[x] != "Continue" and selection[x] != "Options": Scene.screen.addstr(Scene.line, 1, "* ", Scene.yellow) Scene.screen.addstr(selection[x]) Scene.line += 1 else: if file.Continue() == True: Scene.screen.addstr(Scene.line, 1, "* ", Scene.yellow) Scene.screen.addstr(selection[x]) Scene.line += 1 else: continue self.loop = True while self.loop == True: Controller.line = Scene.line Controller.get_command(Player, file, self, Scene) file.__delete__()
def translate_room_command(self, response, Player, Room, Game_State, Scene): #self, "response", Class, Class, Class, Class response = response.title() #--------------------------------------------------------------------- # Room Command #--------------------------------------------------------------------- if response in Room.Commands: #Room Commands must only have these vars passed Room.Commands[response](Scene, self, Game_State) #--------------------------------------------------------------------- # Change Floors #--------------------------------------------------------------------- elif self.bools["Up"] == True and type(Room) is not Dungeon: if Room.Solved == True: Game_State.change_floors(Player, Scene, self, 1) else: Scene.screen.addstr(Scene.line, 1, Scene.make_line(107, "Story", {})) Scene.line += 1 elif self.bools["Up"] == True and type(Room) is Dungeon: Game_State.change_floors(Player, Scene, self, 1) elif self.bools["Down"] == True and type(Room) is Dungeon: if Room.Solved == True: Game_State.change_floors(Player, Scene, self, -1) else: Scene.screen.addstr(Scene.line, 1, Scene.make_line(107, "Story", {})) Scene.line += 1 elif self.bools["Down"] == True and type(Room) is not Dungeon: Game_State.change_floors(Player, Scene, self, -1) #--------------------------------------------------------------------- # Study #--------------------------------------------------------------------- elif response == "Study": Player.study_magic(Scene, self, Game_State) #--------------------------------------------------------------------- # Spellbook #--------------------------------------------------------------------- elif self.bools["Spellbook"] == True: Player.study_magic(Scene, self, Game_State) #--------------------------------------------------------------------- # Items #--------------------------------------------------------------------- elif response in self.items: item = Item(response) item.use_consumable_item(Player, Scene, Game_State) item.__delete__() elif response in self.inventory: Player.get_inventory(Scene) elif self.bools["Recipes"] == True: Player.view_recipes(self, Scene) #--------------------------------------------------------------------- # Cure #--------------------------------------------------------------------- elif response == Player.Cure["Name"]: #Cure Spell if Player.known_spell(response) == True: placeholder = Actor(1, "") Player.cast_Spell(Player.Cure["Name"], placeholder, Game_State, Scene) placeholder.__delete__() else: #You don't know that spell yet! Scene.screen.addstr(Scene.line, 1, Scene.make_line(6, "Menu", {})) Scene.line += 1 #--------------------------------------------------------------------- # Status #--------------------------------------------------------------------- elif self.bools["Status"] == True: Scene.screen.addstr(Player.Scan(Scene)) #--------------------------------------------------------------------- # Continue Walking Through Dungeon #--------------------------------------------------------------------- elif self.bools["Attack"] == True or self.bools["Resume"] == True and type(Room) is Dungeon: #Take next step in dungeon if Room.Steps_Taken < Room.Steps: Room.action = False else: #Continue Fighting Room.start_battle(Player, Scene, self, Game_State) #--------------------------------------------------------------------- # Save #--------------------------------------------------------------------- elif response in self.save: save = Files() save.save(Player, Game_State, Scene) save.__delete__() #--------------------------------------------------------------------- # Debug #--------------------------------------------------------------------- elif response == "Pockets" and Game_State.Debug == True: self.fill_inventory(Player) Scene.screen.addstr(" * Debug: Inventory Filled") elif response == "Solve" and Game_State.Debug == True: self.solve(Room) Scene.screen.addstr(" * Debug: Room Solved") elif response == "No MP" and Game_State.Debug == True: self.depletemp(Player) Scene.screen.addstr(" * Debug: MP Depleted") elif response == "No HP" and Game_State.Debug == True: self.depletehp(Player) Scene.screen.addstr(" * Debug: HP Depleted") elif response == "Level" and Game_State.Debug == True: self.levelup(Player, Scene) elif response == "Ten" and Game_State.Debug == True: counter = 0 while counter < 10: self.levelup(Player, Scene) counter += 1 elif response == "Textbook" and Game_State.Debug == True: Player.Upgrades["Value"] += 10 Scene.screen.addstr(" * Debug: Upgrades available") elif response == "Know It All" and Game_State.Debug == True: self.learn_all_spells(Player) Scene.screen.addstr(" * Debug: Spells Learned") elif response == "Interactables" and Game_State.Debug == True: for a in range(len(Room.Interactables)): Scene.screen.addstr(str(Room.Interactables[a].Name)) for b in range(len(Room.Interactables[a].Keys)): Scene.screen.addstr(Room.Interactables[a].Keys) elif response == self.Cheat: if Game_State.Debug == True: Game_State.Debug = False Scene.screen.addstr(" * Debug disabled") else: Game_State.Debug = True Scene.screen.addstr(" * Debug enabled") #--------------------------------------------------------------------- # Misc #--------------------------------------------------------------------- elif self.bools["Help"] == True: self.get_help(Game_State) elif response == "Quit": Game_State.quit(Player, self, Scene)