def main(): # Place player on position 0 GameBoard.theBoard[PlayerClass.char.position] = PlayerClass.char.name # Place orcs in random positions for orc in MonsterClass.army_of_orcs: GameBoard.theBoard[orc.position] = orc.hidden # Boss GameBoard.theBoard[99] = MonsterClass.orc_boss.symbol # Place NPC for orc in MonsterClass.army_of_orcs: GameBoard.theBoard[NPCClass.the_trader.position] = NPCClass.the_trader.hidden GameBoard.theBoard[NPCClass.the_healer.position] = NPCClass.the_healer.hidden while NPCClass.the_trader.position == orc.position: NPCClass.the_trader.position = gen_ran_pos() while NPCClass.the_healer.position == orc.position: NPCClass.the_healer.position = gen_ran_pos() # Give player a wooden stick and a wooden shield PlayerClass.char.equipped_items["Weapon"] = ItemClass.wooden_stick PlayerClass.char.inventory.append(ItemClass.wooden_shield) # Place some normal items around the board GameBoard.theBoard[ItemClass.leather_armour.position] = ItemClass.leather_armour.hidden GameBoard.theBoard[ItemClass.leather_cap.position] = ItemClass.leather_cap.hidden print("\nWelcome to Monster_Hunter.\n\n" "Kill monsters, gather gold, buy better\n" "equipment and battle with the boss.\n\n" "Available Commands:\n\n" "help Display help menu\n" "start Start the game\n" "exit Exit the game\n") menuAction()
def main(): # Place player on position 0 GameBoard.theBoard[PlayerClass.char.position] = PlayerClass.char.name # Place orcs in random positions for orc in MonsterClass.army_of_orcs: GameBoard.theBoard[orc.position] = orc.hidden # Boss GameBoard.theBoard[99] = MonsterClass.orc_boss.symbol # Place NPC for orc in MonsterClass.army_of_orcs: for npc in NPCClass.npc_func_dict: GameBoard.theBoard[npc.position] = npc.hidden while npc.position == orc.position: npc.position = gen_ran_pos() # Give player a wooden stick and a wooden shield ( + Spell for testing ) PlayerClass.char.equipped_items["Weapon"] = ItemClass.wooden_stick PlayerClass.char.inventory.append(ItemClass.wooden_shield) # Temporary spell added to inventory for testing PlayerClass.char.inventory.append(ItemClass.fire_ball) # Place some normal items around the board GameBoard.theBoard[ ItemClass.leather_armour.position] = ItemClass.leather_armour.hidden GameBoard.theBoard[ ItemClass.leather_cap.position] = ItemClass.leather_cap.hidden print("\nWelcome to Monster_Hunter.\n\n" "Kill monsters, gather gold, buy better\n" "equipment and battle with the boss.\n\n" "Available Commands:\n\n" "help Display help menu\n" "start Start the game\n" "load Load last save\n" "exit Exit the game\n") menuAction()
get_healed = input(f"It will cost you {rounded_cost} gold. Deal? [y/n] > ") if get_healed == "y": if PlayerClass.char.gold >= rounded_cost: PlayerClass.char.gold -= rounded_cost PlayerClass.char.hp += healing_need print("All of your wounds magically disappear...") else: print("You don't have enough gold for that.") else: print("Stop wasting my time!") else: print("Stop wasting my time!") # Create an NPC the_trader = Npc("Mystic Trader", "T", "Trader", gen_ran_pos(), " ", False) the_trader.gold = 1000 the_healer = Npc("The Healer", "H", "Healer", gen_ran_pos(), " ", False) # Give items to an NPC the_trader.inventory.append(ItemClass.leather_cap) the_trader.inventory.append(ItemClass.leather_armour) the_trader.inventory.append(ItemClass.iron_helmet) the_trader.inventory.append(ItemClass.iron_shield) the_trader.inventory.append(ItemClass.iron_armour) the_trader.inventory.append(ItemClass.iron_sword) the_trader.inventory.append(ItemClass.dragon_plate) the_trader.inventory.append(ItemClass.half_moon_katana)
PlayerClass.char.hp -= i.health PlayerClass.char.defence -= i.defence PlayerClass.char.equipped_items[item] = None print(f"\n{i.name} is now unequipped") PlayerClass.char.inventory.append(i) else: print("Invalid item.") # Create normal items wooden_stick = Item("Wooden Stick", "Weapon", " ", None, 5, 0, 0, 10, "Normal", False) wooden_shield = Item("Wooden Shield", "Shield", " ", None, 0, 5, 0, 10, "Normal", False) leather_cap = Item("Leather Cap", "Helmet", " ", gen_ran_pos(), 0, 7, 2, 17, "Normal", False) leather_armour = Item("Leather Armour", "Chest", " ", gen_ran_pos(), 0, 12, 2, 28, "Normal", False) iron_sword = Item("Iron Sword", "Weapon", " ", None, 25, 0, 0, 120, "Normal", False) iron_armour = Item("Iron Armour", "Chest", " ", None, 0, 27, 0, 62, "Normal", False) iron_shield = Item("Iron Shield", "Shield", " ", gen_ran_pos(), 0, 22, 0, 48, "Normal", False) iron_helmet = Item("Iron Helmet", "Helmet", " ", None, 0, 17, 0, 32, "Normal", False) # Create rare items dragon_plate = Item("Dragon Plate", "Chest", " ", None, 2, 55, 15, 260, "Rare", False)
f"Here is your upgraded item! {obj.name} +{obj.level}" ) again = input("Upgrade again? [y/n] > ") if again == 'y': pass elif again == 'n': upgrading = False else: print("Come again!") upgrading = False except AttributeError: pass # Create an NPC the_trader = Npc("The Mystical Trader", "⚖", "Trader", gen_ran_pos(), " ", False) the_trader.gold = 1000 the_healer = Npc("The Healer", "🧚", "Healer", gen_ran_pos(), " ", False) the_wizard = Npc("The Wizard", "🧙", "Wizard", gen_ran_pos(), " ", False) the_blacksmith = Npc("The Blacksmith", "🔧", "Blacksmith", 1, " ", False) # Give items to an NPC # Normal - leather_cap, leather_armour, iron_helmet, iron_shield, iron_armour, iron_sword # Rare - dragon_plate, half_moon_katana # Unique - one_hit_wonder the_trader.inventory = ItemClass.Item.trader_items # Wizard/Spells
PlayerClass.char.equipped_items[item] = None print(f"\n{i.name} is now unequipped") PlayerClass.char.inventory.append(i) else: print("Please select one of the available options.") # name, i_type, hidden, position, damage, defence, health, dexterity, intelligence, magic, value, rarity, found, # level, NPC # Create normal items wooden_stick = Item("Wooden Stick", "Weapon", " ", None, 5, 0, 0, 2, 0, 0, 10, "Normal", False, 0) wooden_shield = Item("Wooden Shield", "Shield", " ", None, 0, 5, 0, 2, 0, 0, 10, "Normal", False, 0) leather_cap = Item("Leather Cap", "Helmet", " ", gen_ran_pos(), 0, 7, 2, 0, 0, 0, 17, "Normal", False, 0, 'trader') leather_armour = Item("Leather Armour", "Chest", " ", gen_ran_pos(), 0, 12, 2, 0, 0, 0, 28, "Normal", False, 0, 'trader') iron_sword = Item("Iron Sword", "Weapon", " ", None, 25, 0, 0, -1, 0, 0, 120, "Normal", False, 0, 'trader') iron_armour = Item("Iron Armour", "Chest", " ", None, 0, 27, 0, -3, 0, 0, 62, "Normal", False, 0, 'trader') iron_shield = Item("Iron Shield", "Shield", " ", None, 0, 22, 0, -2, 0, 0, 48, "Normal", False, 0, 'trader') iron_helmet = Item("Iron Helmet", "Helmet", " ", None, 0, 17, 0, -1, 0, 0, 32, "Normal", False, 0, 'trader') # Create rare items dragon_plate = Item("Dragon Plate", "Chest", " ", None, 2, 55, 15, -3, 5, 10, 260, "Rare", False, 0, 'trader')