コード例 #1
0
def room_of_bricks():
	posLoot = "" #Makes local ground loot
	print('\033[0;36;48m')#Sets text collor to cyan

	posLoot = actions.getGroundLoot(75)#Will MAYBE spawn loot
	groundLoot = actions.tellUserOfLoot(posLoot)#Checks if user can see loot
	#Makes a drawing with or without loot
	if groundLoot != "":
		art.startRoom(True)
	else:
		art.startRoom(False)

	#Intro
	print("\nThe room is empty. Looking around, you see three doors. Door A seems to be a simple wooden door. Door B gives the vibe of treasure to behold. Lastly, door C looks as if it holds the knowledge of millions.\n")
	print('\033[0;37;48m')#Default Color

	actions.stdActions(groundLoot)
	#Asks the user standard Actions, what they want to do in the room, and this repeats until they choose to leave

	#After they have chosen door, they will be asked what door they wish to go into
	nextDoor = actions.pickDoor(3)
	print('\033[0;37;48m')#Default Color
	#Calls next room
	if nextDoor == 'a':
		room_of_goblin()
	elif nextDoor == 'b':
		chest_room()
	elif nextDoor == 'c':
		library()
コード例 #2
0
def deadRoom():
	print('\033[0;36;48m')#Sets text collor to cyan
	#Gen Loot
	posLoot = actions.getGroundLoot(50)#Will MAYBE spawn loot
	groundLoot = actions.tellUserOfLoot(posLoot)#Checks if user can see loot
	#Makes var for drawing with or without loot
	if groundLoot != "":
		loot = True
	else:
		loot = False

	#If man is still there
	if var.deadManAlive:
		#Man will give ring
		#Draw man and maybe loot
		art.deadRoom(loot, True)
		print('Amoung corpses, a man, almost dead, reaches his hand to you.\n“Please, take this ring to my daughter as you leave. I beg you, make my dying wish come true.”')
		#To take or not to take
		take = input("Do you take the ring? Yes or no?\n").lower()
		while take != 'yes' and take != 'no': #yes or no, no maybe
			take = actions.line()
		if take == 'yes':
			#Coins or dyying wish?
			moral = input(var.userName + ", you can fulfil the man’s wish, or lie to him and turn the ring into 20 coins. Coins or Wish?\n").lower()
			while moral != 'coins' and moral != 'wish': #coins or wish, pick m8
				moral = actions.line()
			#Gain or wish
			if moral == 'coins':
				var.money += 25
				print("You gain 25 coins.")
			else:
				print("You smile a honest person's smile.")

		print("The man’s body falls dead, never to see the light again.")

	#No man
	else:
		#Draws maybe loot and no man
		art.deadRoom(loot, False)
		
	#Cant happen again
	var.deadManAlive = False
	print("The corpses of a party lie. Dead. Never to stand again.")

	print('\033[0;37;48m')#Default Color

	actions.stdActions(groundLoot)
	#Asks the user standard Actions, what they want to do in the room, and this repeats until they choose to leave

	#After they have chosen door, they will be asked what door they wish to go into
	nextDoor = actions.pickDoor(2)
	print('\033[0;37;48m')#Default Color
	if nextDoor == 'a':
		mimicRoom()
	elif nextDoor == 'b':
		cultRoom()
コード例 #3
0
def cultRoom():
	print('\033[0;36;48m')#Sets text collor to cyan
	#Gen Loot
	posLoot = actions.getGroundLoot(80)#Will MAYBE spawn loot
	groundLoot = actions.tellUserOfLoot(posLoot)#Checks if user can see loot
	#Makes var for drawing with or without loot
	if groundLoot != "":
		loot = True
	else:
		loot = False

	#Intro
	print("\nThe room has a magical vibe. On the ground, you can make out Davids star drawn with what seems to be dried blood. To your shock, you also notice a goats head sticking out from the opposing wall.\n")

	#If knight alive
	if var.knight:
		#Draws room with maybe loot and yes knight
		art.cultRoom(loot, True)
		#If paladin, the knight will kill himself
		if var.userCLASS == 3:
			print("You hear the metallic steps behind you.\nAs you turn around, a sword of an undead knight is swinging down at you.\nMidway, the knight stops, realizing you are a paladin.\nHe gets on his knees and begs for forgiveness.\nBefore you have a chance to say anything, the knight casts a spell on himself, turning himself into 25 coins as forgiveness.")
			var.money += 25
			var.knight = False
		#Else he will fight to the death
		else:
			var.knight = False
			monsters.monAlive = True
			monsters.monName = "knight"
			monsters.monIntros(monsters.monName)#Will spawn the knight

	#No knight drawing, and maybe loot
	else:
		art.cultRoom(loot, False)

	print('\033[0;37;48m')#Default Color

	actions.stdActions(groundLoot)
	#Asks the user standard Actions, what they want to do in the room, and this repeats until they choose to leave

	#After they have chosen door, they will be asked what door they wish to go into
	nextDoor = actions.pickDoor(3)
	print('\033[0;37;48m')#Default Color
	if nextDoor == 'a':
		deadRoom()
	elif nextDoor == 'b':
		library()
	elif nextDoor == 'c':
		dragon()
コード例 #4
0
def mimicRoom():
	print('\033[0;36;48m')#Sets text collor to cyan
	#Gen Loot
	posLoot = actions.getGroundLoot(80)#Will MAYBE spawn loot
	groundLoot = actions.tellUserOfLoot(posLoot)#Checks if user can see loot
	#Makes var for drawing with or without loot
	if groundLoot != "":
		loot = True
	else:
		loot = False

	#If mimic still there
	if var.mimicAlive:
		#Draw "chest" and maybe loot
		art.mimicRoom(loot, True)
		print("The room warms you as you see another chest. What joy!\n")
		#Does the user wish to open the 'chest'?
		take = input("Do you wish to open the chest?\n").lower()
		#Will keep asking
		while take != 'yes' and take != 'no': #yes or no, no maybe
			take = actions.line()
		if take == 'yes':
			print('\033[0;31;48m')#Sets color to red
			var.mimicAlive = False
			print("DECEPTION! Thou was no chest, but a mimic, the works of a devil!")
			monsters.monAlive = True
			monsters.monName = "mimic"
			monsters.monIntros(monsters.monName)#Will spawn the mimic
			
	else:
		art.mimicRoom(loot, False)
		print("Cold sweat runs down you as you no longer see what you once thought to be a chest.\n")

	print('\033[0;37;48m')#Default Color

	actions.stdActions(groundLoot)
	#Asks the user standard Actions, what they want to do in the room, and this repeats until they choose to leave

	#After they have chosen door, they will be asked what door they wish to go into
	nextDoor = actions.pickDoor(3)
	print('\033[0;37;48m')#Default Color
	if nextDoor == 'a':
		girlRoom()
	elif nextDoor == 'b':
		room_of_goblin()
	elif nextDoor == 'c':
		deadRoom()
コード例 #5
0
def girlRoom():
	print('\033[0;36;48m')#Sets text collor to cyan
	#Gen Loot
	posLoot = actions.getGroundLoot(80)#Will MAYBE spawn loot
	groundLoot = actions.tellUserOfLoot(posLoot)#Checks if user can see loot
	#Makes var for drawing with or without loot
	if groundLoot != "":
		loot = True
	else:
		loot = False

	#If girl still there
	if var.girlThere:
		#Draw girl and maybe loot
		art.girlRoom(loot, True)
		print("As you enter the room, you think of how sad and cold it would be to cry here. That is when you hear the crying of a girl in the corner. You realize you are not the only one with the trapped fate of this dungeon of rooms.\n")
		#Does the user wish to take her?
		take = input("Do you wish to take her with you in hopes of her being free? Yes or No?\n").lower()
		#Will keep asking
		while take != 'yes' and take != 'no': #yes or no, no maybe
			take = actions.line()
		if take == 'yes':
			var.girlThere = False
			print("You take the girl, together you will find freedom.")
	else:
		art.girlRoom(loot, False)
		print("The room is cold.\n")

	print('\033[0;37;48m')#Default Color

	actions.stdActions(groundLoot)
	#Asks the user standard Actions, what they want to do in the room, and this repeats until they choose to leave

	#After they have chosen door, they will be asked what door they wish to go into
	nextDoor = actions.pickDoor(2)
	print('\033[0;37;48m')#Default Color

	if nextDoor == 'a':#Store needs key, so if the user doesnt have it /shrug
		if 'silver key' not in var.inv:
			print("You need a silver key to go here.")
			nextDoor = actions.pickDoorsKey("タイガ", "b", "タイガ", "タイガ")#Will ask for b
		else:
			storeRoom()

	if nextDoor == 'b':
		mimicRoom()
コード例 #6
0
def room_of_goblin():
	print('\033[0;36;48m')#Sets text collor to cyan
	posLoot = 'golden key'
	groundLoot = actions.tellUserOfLoot(posLoot)#Checks if user can see loot

	goblin = random.randrange(1,101)#Most likly spawns a goblin
	if goblin <= 90:
		monsters.monAlive = True
		monsters.monName = "goblin"
	else:
		monsters.monAlive = False

	#Makes a drawing with or without loot and with maybe the goblin
	if groundLoot != "":
		art.goblinRoom(True, monsters.monAlive)
	else:
		art.goblinRoom(False, monsters.monAlive)

	if monsters.monAlive:
		print("\nThe room is cold, " + var.userName + ". As you enter, you notice the hideous creature in the corner. You shake in fear as you notice that it is armed. You fight begins.\n")
		print('\033[0;31;48m')#Sets color to red
		monsters.goblinIntro()
		print('\033[0;37;48m')#Default Color
	else:
		print("\nThe room is cold, " + var.userName + ". As you enter, there is nothing. Nothing alive or dead. Lucky you, I suppose.\n")

	actions.stdActions(groundLoot)
	#Asks the user standard Actions, what they want to do in the room, and this repeats until they choose to leave

	#After they have chosen door, they will be asked what door they wish to go into
	nextDoor = actions.pickDoor(3)
	print('\033[0;37;48m')#Default Color

	if nextDoor == 'a':#Store needs key, so if the user doesnt have it /shrug
		if 'silver key' not in var.inv:
			print("You need a silver key to go here.")
			nextDoor = actions.pickDoorsKey("タイガ", "b", "c", "タイガ")#Will ask for b or c
		else:
			storeRoom()

	if nextDoor == 'b':
		mimicRoom()
	if nextDoor == 'c':
		room_of_bricks()
コード例 #7
0
def dragon():
	print('\033[0;36;48m')#Sets text collor to cyan
	#Gen Loot
	posLoot = actions.getGroundLoot(80)#Will MAYBE spawn loot
	groundLoot = actions.tellUserOfLoot(posLoot)#Checks if user can see loot
	#Makes var for drawing with or without loot
	if groundLoot != "":
		loot = True
	else:
		loot = False

	#Intro
	print("\nThe room is warm, which is odd seeing how the rest of the rooms seemed deathly cold.\n")

	#If dragon alive
	if var.dragonAlive:
		#Draws room with maybe loot and yes dragon
		art.dragonRoom(loot, True)
		art.dragon()
		#Will only happen once, and fight begins
		var.dragonAlive = False
		monsters.monAlive = True
		monsters.monName = "dragon"
		monsters.monIntros(monsters.monName)#Will spawn the dragon

	#No dragon drawing, and maybe loot
	else:
		art.dragonRoom(loot, False)

	print('\033[0;37;48m')#Default Color

	actions.stdActions(groundLoot)
	#Asks the user standard Actions, what they want to do in the room, and this repeats until they choose to leave

	#After they have chosen door, they will be asked what door they wish to go into
	nextDoor = actions.pickDoor(3)
	print('\033[0;37;48m')#Default Color
	if nextDoor == 'a':
		library()
	elif nextDoor == 'b':
		cultRoom()
	elif nextDoor == 'c':
		lastRoom()
コード例 #8
0
def trapRoom():
	print('\033[0;36;48m')#Sets text collor to cyan
	posLoot = actions.getGroundLoot(100)
	groundLoot = actions.tellUserOfLoot(posLoot)#Checks if user can see loot
	#Draws map with or without loot
	if groundLoot != "":
		art.trapRoom(True)
	else:
		art.trapRoom(False)

	print("\nThis room... It doesn't feel right. It looks like a thin hallway.\n")

	#Will calculate if the arrow hits
	arrowHit = random.randrange(1,21)+2
	print("You were right to think so.")
	print("An arrow shoots out of the wall.")
	if arrowHit >= 15:
		print("Thankfully, you were able to dodge it.")
	else:
		print("The arrow penetrates your skin.")
		damage = random.randrange(1,7)
		print("Damage Dealt:", damage)
		actions.loseHP(damage)
		print("Current HP:", var.HP)
	
	print('\033[0;37;48m')#Default Color

	actions.stdActions(groundLoot)
	#Asks the user standard Actions, what they want to do in the room, and this repeats until they choose to leave

	#After they have chosen door, they will be asked what door they wish to go into
	nextDoor = actions.pickDoor(2)
	print('\033[0;37;48m')#Default Color

	if nextDoor == 'a':
		potionRoom()
	if nextDoor == 'b':
		chest_room()
コード例 #9
0
def potionRoom():

	mob = random.randrange(1,100)#Most likly spawns a mob
	if mob <= 80:
		monsters.genMon(40)
	else:
		monsters.monAlive = False

	print('\033[0;36;48m')#Sets text collor to cyan

	#Does the potion thing
	if var.potions == 0:
		#If there are no potions left
		posLoot = actions.getGroundLoot(75)#Will MAYBE spawn loot
		groundLoot = actions.tellUserOfLoot(posLoot)#Checks if user can see loot
		#Makes drawing with no scrolls, maybe loot, and maybe mon
		if groundLoot != "":
			art.pos(False, True, monsters.monAlive)
		else:
			art.pos(False, False, monsters.monAlive)

	else:
		#If there potions left
		art.pos(True, False, monsters.monAlive)
		groundLoot = ""
		#Makes drawing with potions and maybe mon
		print("There seem to be three potions you can pickup.")
		pick = input("Do you wish to take them?\n").lower()
		#Will keep asking
		while pick != 'yes' and pick != 'no': #yes or no, no maybe
			pick = actions.line()
		#If yes or no
		if pick == 'yes':
			print("\nYou have picked up three potions.\n")
			var.inv.append('potion')
			var.inv.append('potion')
			var.inv.append('potion')
			var.potions = 0
		
	#Room desc
	print("The room seems to be an ancient potionary of some sort. Maybe of a great brewer.\n")
		
	#Combat if needed
	if monsters.monAlive:
		print('\033[0;31;48m')#Sets color to red
		monsters.monIntros(monsters.monName)#Will spawn the monster needed
	
	print('\033[0;37;48m')#Default Color

	actions.stdActions(groundLoot)
	#Asks the user standard Actions, what they want to do in the room, and this repeats until they choose to leave

	#After they have chosen door, they will be asked what door they wish to go into
	nextDoor = actions.pickDoor(2)
	print('\033[0;37;48m')#Default Color

	if nextDoor == 'a':#Store needs key, so if the user doesnt have it /shrug
		if 'silver key' not in var.inv:
			print("You need a silver key to go here.")
			nextDoor = actions.pickDoorsKey("タイガ", "b", "タイガ", "タイガ")#Will ask for b
		else:
			storeRoom()

	if nextDoor == 'b':
		trapRoom()
コード例 #10
0
def library():

	mob = random.randrange(1,100)#Most likly spawns a mob
	if mob <= 80:
		monsters.genMon(40)
	else:
		monsters.monAlive = False

	print('\033[0;36;48m')#Sets text collor to cyan

	#Does the scroll thing
	if var.scrolls == 0:
		#If there are no scrolls left
		posLoot = actions.getGroundLoot(75)#Will MAYBE spawn loot
		groundLoot = actions.tellUserOfLoot(posLoot)#Checks if user can see loot
		#Makes drawing with no scrolls, maybe loot, and maybe mon
		if groundLoot != "":
			art.lia(False, True, monsters.monAlive)
		else:
			art.lia(False, False, monsters.monAlive)

	else:
		#If there scrolls left
		art.lia(True, False, monsters.monAlive)
		groundLoot = ""
		#Makes drawing with Scrolls and maybe mon
		print("There seem to be three scrolls you can pickup.")
		pick = input("Do you wish to take them?\n").lower()
		#Will keep asking
		while pick != 'yes' and pick != 'no': #yes or no, no maybe
			pick = actions.line()
		#If yes or no
		if pick == 'yes':
			print("\nYou have picked up three scrolls.\n")
			var.inv.append('magical scroll')
			var.inv.append('magical scroll')
			var.inv.append('magical scroll')
			var.scrolls = 0
		
	#Room desc
	print("The room seems to be an ancient library of some sort. Maybe of a great wizard.\n")
		
	#Combat if needed
	if monsters.monAlive:
		print('\033[0;31;48m')#Sets color to red
		monsters.monIntros(monsters.monName)#Will spawn the monster needed
	
	print('\033[0;37;48m')#Default Color

	actions.stdActions(groundLoot)
	#Asks the user standard Actions, what they want to do in the room, and this repeats until they choose to leave

	#After they have chosen door, they will be asked what door they wish to go into
	nextDoor = actions.pickDoor(4)
	print('\033[0;37;48m')#Default Color
	if nextDoor == 'a':
		room_of_bricks()
	elif nextDoor == 'b':
		cultRoom()
	elif nextDoor == 'c':
		lavaRoom()
	elif nextDoor == 'd':
		dragon()