def apply_blessing(engine, hero): if hero.gold >= int( 20 * 1.5**engine.level) - 2 * hero.stats["intelligence"]: engine.score += 0.2 hero.gold -= int( 20 * 1.5**engine.level) - 2 * hero.stats["intelligence"] if random.randint(0, 1) == 0: engine.hero = Objects.Blessing(hero) engine.notify("Blessing applied") else: engine.score -= 0.1
def cast(cls, engine, hero): val = int(20 * 1.5**engine.level) - 2 * hero.stats["intelligence"] if hero.gold >= val: engine.score += 0.2 hero.gold -= val if randint(0, 1) == 0: engine.hero = Objects.Blessing(hero) engine.notify({"info": "Blessing applied"}) else: engine.hero = Objects.Berserk(hero) engine.notify({"info": "Berserk applied"}) else: engine.score -= 0.1
def apply_blessing(engine, hero): temp = int(20 * 1.5**engine.level) - 2 * hero.stats["intelligence"] if hero.gold >= temp: hero.gold -= temp _rand = random.randint(0, 2) if _rand == 0: engine.hero = Objects.Blessing(hero) engine.notify("Blessing applied") elif _rand == 1: engine.hero = Objects.Berserk(hero) engine.notify("Berserk applied") else: engine.hero = Objects.Happy(hero) engine.notify("") engine.score += 30
def apply_blessing(engine, hero): need_gold = int(20 * 1.5**engine.level) - 2 * hero.stats["intelligence"] if hero.gold >= need_gold: engine.score += 0.2 hero.gold -= need_gold if random.randint(0, 1) == 0: engine.hero = Objects.Blessing(hero) engine.notify("Blessing applied") else: engine.hero = Objects.Berserk(hero) engine.notify("Berserk applied") engine.hero.calc_max_HP() else: engine.score -= 0.1 engine.notify(f"Need {need_gold} gold")
def apply_blessing(engine, hero): if hero.gold >= int(20 * 1.5**engine.level) - 2 * hero.stats["intelligence"]: engine.score += 0.2 hero.gold -= int(20 * 1.5**engine.level) - \ 2 * hero.stats["intelligence"] if random.randint(0, 1) == 0: engine.hero = Objects.Blessing(hero) engine.notify("Blessing applied") else: engine.hero = Objects.Berserk(hero) engine.notify("Berserk applied") else: engine.score -= 0.1 if hero.hp <= 0: engine.notify("GAME OVER") engine.notify("Press R for restart") engine.game_process = False
def apply_blessing(engine, hero): if hero.gold >= int( 20 * 1.5**engine.level) - 2 * hero.stats["intelligence"]: engine.score += 0.2 hero.gold -= int(20 * 1.5**engine.level) - \ 2 * hero.stats["intelligence"] r = random.randint(0, 2) if r == 0: engine.hero = Objects.Blessing(hero) engine.notify("Blessing applied") elif r == 1: engine.hero = Objects.Berserk(hero) engine.notify("Berserk applied") else: engine.hero = Objects.EvilEye(hero) engine.notify("You got the Evil Eye") else: engine.score -= 0.1
def apply_blessing(engine, hero): if hero.gold >= int( 20 * 1.5**engine.level) - 2 * hero.stats["intelligence"]: engine.score += 0.2 hero.gold -= int(20 * 1.5**engine.level) - \ 2 * hero.stats["intelligence"] rnd = random.randint(0, 5) if rnd <= 1: engine.hero = Objects.Blessing(hero) engine.notify("Blessing applied") elif rnd <= 4: engine.hero = Objects.Berserk(hero) engine.notify("Berserk applied") else: engine.hero = Objects.Amnesia(hero) engine.notify("Amnesia applied") else: engine.score -= 0.1 engine.notify("Not enough gold")