Esempio n. 1
0
 def distributeReward(self): #need to do this after battle after temporary stat changes have been reversed
     numOfChar = len(self.char)
     reward = [self.Reward[0]/numOfChar, self.Reward[1]/numOfChar, self.Reward[2]]
     self.report('Recieved:\n-->%d gold\n-->%d exp\n-->%s' %(reward[0], reward[1], reward[2]))
     hp = 0
     for x in self.char:
         hp = x.stats['hp']
         x.stats.update(self.originalStats[x])
         x.stats['hp'] = hp
         x.statModifier({
             'gol': reward[0],
             'exp': reward[1]
             })
         if not x.inventory:
             item = makeItem(reward[2])
             x.inventory.append(item)
         else:
             for y in x.inventory:
                 if y.name == reward[2]:
                     y.quantity += 1
                     y.makeDescrip()
                 else:
                     item = Item(reward[2])
                     x.inventory.append(item)
Esempio n. 2
0
        def __init__(self, **kwargs):
            for base in Player.__bases__:
                base.__init__(self)
            self.gui = gui
            self.curEquip = []
            self.avaEquip = []
            self.itemAtk = ''
            self.enemyNames = None
            self.charNames = None
            self.responce = None
            self.arenaInstance = None
	    self.question = ''
            self.tF = True
            self.info = info
            if not classLvlHist:
                self.classLvlHist = {
                        self.info['class']: 1
                            }
            else:
                self.classLvlHist = classLvlHist
            self.stats = {
                    'hp': 12,
                    'sp': 5,
                    'fullHP': 12,
                    'fullSP': 5,
                    'atk': 5,
                    'def': 5,
                    'ma': 5,
                    'md': 5,
                    'spe': 5,
                    'lck': 5,
                    'exp': exp,
                    'gol': gol,
                    'elem': ['none']
                    }
	    self.upStats = {
                    'fullHP': [1, -.0002, .5, 45],
                    'fullSP': [1, -.0002, .02, 5],
                    'atk': [1, -.0001, .03, 2],
                    'def': [1, -.0001, .03, 2],
                    'ma': [1, -.0001, .03, 2],
                    'md': [1, -.0001, .03, 2],
                    'lck': [1, -.00015, .02, 2],
                    'spe': [1, -.00015, .02, 2],
		    }
            for s in statsUp:
                self.stats[s] = statsUp[s][0]
                if s in self.upStats:
                    self.upStats[s][0] = statsUp[s][1]
            self.inventory = []
            self.weapon = []
            self.armour = []
            self.equipment = []
            for i in inventoryNames:
                item = makeItem(i)
                item.quantity = inventoryNames[i]
                item.makeDescrip()
                self.inventory.append(item)
            #for w in weaponNames:
                #item = makeItem(w)
                #item.makeDescrip()
                #self.weapon.append(item)
            #for a in armourNames:
                #item = makeItem(w)
                #item.makeDescrip()
                #self.armour.append(item)
            #for e in equipmentNames:
                #item = makeItem(e)
                #item.quantity = equipmentNames[e]
                #item.makeDescrip()
                #self.equipment.append(item)
            self.updateBase()