def intro(): """Another part to the game introduction""" inventory_insert('potion') print_slow("Now you are ready to go on an adventure. You will be able to travel", 0.025) print_slow("and collect awesome items and level up to your hearts content.", 0.025)
def _random_encounter(): rand = random.randrange(0, 10) if 0 <= rand <= 5: print("A group of trees\n") elif 6 <= rand <= 8: print_slow("You encountered a monster", 0.05) fight() elif rand == 9: print_slow("You found an item on the ground", 0.05) random.seed() type = ["item", "weapon", "armor"] choosenType = random.choice(type) list_of_items = item_list(type) item = [] if not list_of_items: item = random.choice(list(item_list('item').items())) else: item = random.choice(list(list_of_items.items())) print(item[0] + "\n") inventory_insert(item[0]) else: print("ERROR: Something went wrong with Forest")
def _decide_equip(item_name): print("Do you want to equip the " + item_name + ": yes/no") choice = input() if choice == 'yes': _equip_item(item_name) elif choice == 'no': inventory_insert(item_name) else: print("\nERROR: Could not put away or equip " + item_name + "\n")
def _check_item_type(item_name): item_type = Items[item_name][Item.Type] if item_type != 'item': _decide_equip(item_name) elif item_type == 'item': print("Item put in your inventory.\n") inventory_insert(item_name) else: print("\nERROR: Something went wrong with buying item\n")
def castle_quest_reward(reward): """Assigns quest reward to player""" Items[reward.weaponName] = reward.weaponStats Items[reward.armorName] = reward.armorStats inventory_insert(reward.weaponName) inventory_insert(reward.armorName) print("You were also given a " + reward.weaponName + " & " + reward.armorName) pause()
def quest_drop(item_type): """Determines what quest reward will be Arguments: item_type -- The type of the item being dropped """ random.seed() i_list = item_list(item_type) item = random.choice(list(i_list.items())) inventory_insert(item[0]) print("You got a " + item[0] + " for you efforts. It has been put in your inventory.\n")
def drop(item_type): """Determines what items drop from the monster Arguments: item_type -- The type of the item being dropped """ random.seed() temp = item_list(item_type) key = random.choice(list(temp.items())) inventory_insert(key[0]) print("The monster dropped a " + key[0] + ". It has been put in your inventory.\n")
def duplicate_item(choice): """Duplicates an item in the players Inventory when the correct sequence is pushed Arguments: choice -- The direction that the player chooses """ duplication_check = [Directions.LEFT.value, Directions.LEFT.value, Directions.UP.value, Directions.RIGHT.value, Directions.DOWN.value] # QUESTION: Why do I have choiceList and LastDirections Features.choiceList.append(choice) if len(Features.choiceList) == 5: if Features.choiceList == duplication_check: inventory_insert(list(Player.Inventory.keys())[random.randrange(0, len(list(Player.Inventory.keys())))]) Features.choiceList.clear()
def delete_equip(Etype): '''Unequips equipment Arguments: Etype -- gives the type of the item (weapon/armor/healer/item) ''' temp = equip_type_check(Etype) if temp: item_name = _find_item_name(Etype) if Player.Equipment[item_name][ Item. Type] == Etype and Player.Equipment[item_name][Item.count] > 0: Player.Strength -= Player.Equipment[item_name][Item.attack] Player.Defense -= Player.Equipment[item_name][Item.defense] Player.MaxHP -= Player.Equipment[item_name][Item.HP] inventory_insert(item_name) del Player.Equipment[item_name] else: print("ERROR: could not find item in equipment")
def _equip_item(item_name): equip_insert(item_name) if Items[item_name][Item.lvl] > Player.lvl: inventory_insert(item_name) print("The item has been put in your inventory\n")
def _found_item(): print("You found an item") item_gained = random.choice(list(item_list('weapon'))) inventory_insert(item_gained) print("A " + item_gained + " was added to your inventory.\n")