Esempio n. 1
0
        if spell.cost > current_mp:
            print(bcolors.FAIL + "\n Not enough MP\n" + bcolors.ENDC)
            continue

        player.reduce_mp(spell.cost)

        if spell.type == "white":
            player.heal(magic_dmg)
            print(bcolors.OKBLUE + "\n" + spell.name + "heals for",  str(magic_dmg), "HP." + bcolors.ENDC)
        elif spell.type == "black":
            enemy.take_damage(magic_dmg)
            print(bcolors.OKBLUE + "\n" + spell.name + "deals", str(magic_dmg), "points of damage" + bcolors.ENDC)

    elif index == 2:
        player.choose_item()
        item_choice = int(input("Choose item: ")) - 1

        if item_choice == -1:
            continue

        item = player.items[item_choice]["item"]
        if player.items[item_choice]["quantity"] == 0:
            print(bcolors.FAIL + "\n" + "None left...." + bcolors.ENDC)
            continue
        player.items[item_choice]["quantity"] -= 1


        if item.type == "potion":
            player.heal(item.prop)
            print(bcolors.OKGREEN + "\n" + item.name + "heals for", str(item.prop), "HP" + bcolors.ENDC)
Esempio n. 2
0
        if len(players) != 0:
            choice = int(random.randrange(0, 3) - 1)

            if choice == 0:
                target = random.randrange(0, (len(players)))
                enemy_dmg = enemy.generate_damage()
                players[target].take_damage(enemy_dmg)
                print("{} is attacked by the {}. You take {} points of damage".format(players[target].name,
                                                                                      enemy.name, enemy_dmg))
                if players[target].get_hp() == 0:
                    print("\n")
                    print(bcolors.FAIL + "{} has died!".format(players[target].name) + bcolors.END_C)
                    del players[target]

            elif choice == 1:
                enemy.choose_item()
                magic_choice = int(random.randrange(0, len(enemy.magic)) - 1)

                if magic_choice == -1:
                    continue
                else:
                    spell = enemy.magic[magic_choice]
                    magic_dmg = spell.generate_damage()

                    current_mp = enemy.get_mp()

                    if spell.cost > current_mp:
                        print(bcolors.FAIL + "\nNot Enough MP\n" + bcolors.END_C)
                        continue

                    enemy.reduce_mp(spell.cost)
Esempio n. 3
0
        if spell.cost > current_mp:
            print(bcolors.FAIL + "\nNot enough MP\n" + bcolors.ENDC)
            continue

        pla.reduce_mp(spell.cost)

        if spell.type == "white":
            pla.heal(dmg)
            print(bcolors.OKBLUE + spell.name + " type heals for " + str(dmg)+ "points")

        elif spell.type == "black":
            enemy.take_damage(dmg)
            print(bcolors.OKBLUE + "\n" + spell.name + "deals",str(dmg), "points of damage" + bcolors.ENDC)

    elif index==2:
        pla.choose_item()
        item_choice = int(input("Choose Item!"))-1
        if item_choice == -1:
            continue
        item = pla.items[item_choice]
        if item.type == "potion":
            pla.heal(item.prop)
            print(bcolors.OKGREEN + "\n" + item.name + "heals for", str(item.prop), "HP" + bcolors.ENDC)
        elif item.type == "elixir":
            pla.mp=pla.maxmp
            pla.hp=pla.maxmp
            print(bcolors.OKGREEN + "\n" + item.name + " fully heals for HP/MP" + bcolors.ENDC)
        elif item.type == "attack":

        #running = False
Esempio n. 4
0
        print(" ")

        print(bcolors.fail + bcolors.bold + "==============" + bcolors.endc)
        print(bcolors.fail + bcolors.bold + "= ENEMY DIED =" + bcolors.endc)
        print(bcolors.fail + bcolors.bold + "==============" + bcolors.endc)
        break

    if hero.hp == 0:
        print(" ")
        print(bcolors.fail + bcolors.bold + "=============" + bcolors.endc)
        print(bcolors.fail + bcolors.bold + "= HERO DIED =" + bcolors.endc)
        print(bcolors.fail + bcolors.bold + "=============" + bcolors.endc)
        break

    elif int(choose) == 3:
        hero.choose_item()
        item_chooise = int(input("choose item: ")) - 1
        item  = hero.items[item_chooise]

        if item["quantity"] >= 1 :
            if item["item"].type == "potion":
                item["quantity"] -= 1

                hero.hp += item["item"].prop
                if hero.hp > hero.max_hp:
                    item["quantity"] += 1
                    print(bcolors.fail + bcolors.bold + "your hp wont be more then your max hp" + bcolors.endc)
                    hero.hp -= item["item"].prop

            elif item["item"].type == "elexir":
                item["quantity"] -= 1
Esempio n. 5
0
            print(bcolors.FAIL + "\nNot Enough MP\n" + bcolors.ENDC)
            continue

        player1.reduce_mp(spell.cost)

        if spell.type == "white":
            player1.heal(magic_dmg)
            print(
                bcolors.OKGREEN + "\n" + spell.name + " heals for " +
                str(magic_dmg), "HP" + bcolors.ENDC)
        elif spell.type == "black":
            enemy1.take_damage(magic_dmg)
            print(bcolors.WARNING + "\n" + spell.name + " deals",
                  str(magic_dmg), "point of damage", bcolors.ENDC)
    elif index == 2:
        player1.choose_item()
        item_choice = int(input("Choose item: ")) - 1

        if item_choice == -1:
            continue

        item = player1.items[item_choice]["item"]

        if player1.items[item_choice]["quantity"] == 0:
            print(bcolors.FAIL + '\n' + "None left..." + bcolors.ENDC)
            continue

        player1.items[item_choice]["quantity"] -= 1

        if item.type == "potion":
            player1.heal(item.prop)
Esempio n. 6
0
            continue

        if spell.type == 'white':
            player.heal(magic_dmg)
            print(bcolors.WARNING + spell.name + " Heals for ", magic_dmg, bcolors.ENDC )

        elif spell.type == 'black':
            player.reduce_mp(cost)
            enemy.take_damage(magic_dmg)
            print(bcolors.OKBLUE + "\n" + spell.name + " deals", magic_dmg, "points of damage" + bcolors.ENDC)
            print("You attacked for: ", magic_dmg, "Enemy health is ", enemy.get_hp())



    elif index == 2:
        player.choose_item()  # shows players items
        item_choice = int(input("Choose item"))-1 # gets players choice

        if item_choice == -1:
            continue

        item = player.items[item_choice]["item"] #choosing item from players_item next taking name and choosing item with class to get type

        if player.items[item_choice]["quantity"] == 0:
            print(bcolors.FAIL+"You haven't got enough items"+bcolors.ENDC+"\n")
            player.items[item_choice]["quantity"] =0
            continue

        player.reduce_quantity(item_choice)

        if item.type == 'potion':