def __init__(self): self.inventory = [items.Gold(15), items.Rock(), items.Dagger(), items.CrustyBread()] self.hp = 100 self.victory = False self.x = 1 self.y = 2 self.hp = 100
def __init__(self): self.name = "Yellow" self.inventory = [items.Gold(15), items.Rock()] self.hp = 100 self.location_x, self.location_y = world.starting_position self.pokemon = [pokemon.Pikachu()] self.victory = False
def find_loot(self, player): rand = random.randint(1, 1000) if 1 < rand < 10: Option.modify_player(Option, player, items.Sword(1)) print(">A shiny sword is behind a desk, you take it.") elif rand == 1: Option.modify_player(Option, player, items.Axe(1)) print(">You found a Axe hanging from the wall.") elif 10 < rand < 100: Option.modify_player(Option, player, items.Gold(5)) print(">There are 5 golden Coins") elif 300 < rand < 400: Option.modify_player(Option, player, items.Gold(7)) print(">A tiny bag of gold Coins") elif 500 < rand: print(">There is nothing here")
def __init__(self): self.inventory = [items.Gold(15), items.Pillow(), items.Rock()] # Inventory on startup self.hp = 100 # Health Points self.location_x, self.location_y = world.starting_position # (0, 0) self.victory = False # no victory on start up
def __init__(self): self.inventory = [items.Gold(15), items.Rock(), items.CrustyBread()] self.hp = 100 #UNUSED CODE, KEPT FOR REFERENCE #self.location_x, self.location_y = world.starting_position self.x = 1 self.y = 2 self.victory = False
def __init__(self): self.inventory = [items.Gold(15), items.Rock()] self.hp = 100 self.maxHP = 100 self.location_x, self.location_y = world.starting_position self.victory = False self.blackouts = 0 self.generatorPiecesObtained = 0 self.nonUppClassAreaRoomsVisited = 0
def __init__(self): self.inventory = [items.Gold(15), items.Rock(1), items.SmallPotion(1)] self.exp = [1, 0] self.hp = 100 self.hpmax = 100 self.victory = False self.roomcounter = 0 self.slayedEnemies = 0 self.fledFromRoom = 0
class Player: inventory = [items.Gold(15), items.Rock()] hp = 100 location_x, location_y = (2, 4) victory = False def is_alive(self): return self.hp > 0 def do_action(self, action, **kwargs): action_method = getattr(self, action.method.__name__) if action_method: action_method(**kwargs) def print_inventory(self): for item in self.inventory: print(item, '\n') def move(self, dx, dy): self.location_x += dx self.location_y += dy print(world.tile_exists(self.location_x, self.location_y).intro_text()) def move_north(self): self.move(dx=0, dy=-1) def move_south(self): self.move(dx=0, dy=1) def move_east(self): self.move(dx=1, dy=0) def move_west(self): self.move(dx=-1, dy=0) def attack(self, enemy): best_weapon = None max_dmg = 0 for i in self.inventory: if isinstance(i, items.Weapon): if i.damage > max_dmg: max_dmg = i.damage best_weapon = i print("You use {} against {}!".format(best_weapon.name, enemy.name)) enemy.hp -= best_weapon.damage if not enemy.is_alive(): print("You killed {}!".format(enemy.name)) else: print("{} HP is {}.".format(enemy.name, enemy.hp)) def flee(self, tile): """Moves the player randomly to an adjacent tile""" available_moves = tile.adjacent_moves() r = random.randint(0, len(available_moves) - 1) self.do_action(available_moves[r])
def __init__(self): self.inventory = [ items.Gold(15), items.Rock(), items.Flashlight(), items.HydroFlask(), items.Cable() ] self.hp = 50 self.location_x, self.location_y = world.starting_position self.victory = False
def __init__(self): self.inventory = [items.Gold(), items.Sword()] self.hp = creation.hp self.strength = creation.strength self.dex = creation.dex self.intelligence = creation.intelligence self.wis = creation.wis self.charisma = creation.charisma self.con = creation.con self.charclass = creation.charclass self.location_x, self.location_y = world.starting_position self.victory = False
def __init__(self): self.inventory = [items.Gold(15), items.Pillow(), items.Dagger(), items.Crossbow(),\ items.Revolver(), items.FinalKey(), items.Moltov()] self.hp = 100 self.maxHp = 100 self.location_x, self.location_y = world.starting_position self.victory = False self.experience = 0 self.level = 1 self.money = 30 self.attackPower = 100 self.nextLevelUp = 10 self.chosenWpn = None self.armor = False self.armorHits = 0 self.currentWpn = self.inventory[1]
def buy(self, merchant): x = items.Gold(1) bool = False for item in merchant.items: print( "\nItem: {} , Amount: {}, Description: {}, base Value: {}\n". format(item.name, item.amount, item.description, item.base)) what = input( str(">You have {} Gold. What would you like to buy, or are you finished buying?" .format(self.inventory[0].amount))) for mitems in merchant.items: if what.upper() == "FINISH": return merchant if mitems.name.upper() == what.upper( ) and not what.upper() == "GOLD": if mitems.base > self.inventory[0].amount: print("> You do not have enough gold") return merchant else: mitems.amount -= 1 mitems.value = mitems.base * mitems.amount merchant.gold.amount += mitems.base self.inventory[0].amount -= mitems.base self.inventory[0].value = self.inventory[ 0].amount * self.inventory[0].base for pitems in self.inventory: if pitems.name.upper() == what.upper(): pitems.amount += 1 pitems.value = pitems.amount * pitems.base bool = True if bool == False: if mitems.amount == 0: mitems.amount += 1 self.inventory.append(mitems) mitems.amount -= 1 return merchant else: self.inventory.append(mitems) if mitems.amount == 0: merchant.items.remove(mitems) return merchant
def __init__(self): """Player class to represent the player as they travel through the game. Attributes: -inventory: list containing items from the items.py class -hp: player's hitpoints; the game is over if they go to 0 -location_x: map horizontal location -location_y: map vertical location -victory: boolean that indicates if the player has won the game -weapon: equipped weapon -bestbag: equipped orb container -prev_tile: where the player came from -max_hp: the player's max possible """ self.inventory = [items.Gold(15), items.Rock()] self.hp = 100 self.location_x, self.location_y = world.starting_position self.victory = False self.weapon = None self.bestbag = None self.prev_tile = None self.max_hp = 100
def sell_loot(self): input_text = "Select item to sell:\n" for i in range(len(self.inventory)): input_text += "{}: {} ({} gold)".format(i, self.inventory[i].name, self.inventory[i].value) item = input(input_text) valid = False while not valid: if item.lower() == "x": valid = True break elif item.isdigit(): if int(item) >= 0 and int(item) < len(self.inventory): valid = True break item = input( "Invalid selection. Please select from the list below.\n" + input_text) if item.lower() == "x": pass else: sell = self.inventory.pop(int(item)) self.gold += items.Gold(sell.value)
def __init__(self, game): InventoryHolder.__init__(self, game) LivingEntity.__init__(self, game, name='You') # the position of the player self.pos = vec2(0, 0) self.victory = False self.game = game self.give_item(items.Gold(game, 15), items.Rock(game)) # slots self.item_slots = {} # strings # ------- self.str_possessive = "Your" self.str_name = "You"
def __init__(self): self._inventory = [items.Gold(15), items.Rock()] self._health_points = 100 self._location_x, self._location_y = world.STARTING_POSITION self._victory = False
def __init__(self): self.gold = items.Gold(100) self.items = []
def __init__(self): self.currentPlace = "" self.hp = 100 self.inventory = items.Gold(15) self.hunger = 0 self.alive = True
def __init__(self, x, y): super(Find5GoldRoom, self).__init__(x, y, items.Gold(5))
def __init__(self): self.inventory = [items.Gold(15), items.Dagger()] self.hp = 100 self.location_x, self.location_y = world.starting_position self.outofcave = False self.victory = False
def __init__(self): self.inventory = [items.Gold(15), items.Rock()] self.hp = 100 self.location_x, self.location_y = world.starting_position self.victory = False
def __init__(self): self.inventory = [items.Gold(15), items.Rock()] self.hp = 100 self.victory = False
def __init__(self): self.inventory = [items.Gold(15), items.Crystals(1), items.Gloves()] self.hp = 150 self.location_x, self.location_y = world.starting_position self.victory = False
def __init__(self, item=items.Gold(5)): self.item = item super().__init__(item)
def __init__(self, x, y): super(Find5GoldRoom, self).__init__(x, y, items.Gold(5)) self.id = "Treasure: Gold"
def __init__(self): self.inventory = [items.Gold(15), items.TatteredCloth(), items.ClothHood()] self.name = "Jean" self.name_long = "Jean Claire" self.hp = 100 self.maxhp = 100 self.maxhp_base = 100 self.fatigue = 100 # cannot perform moves without enough of this stuff self.maxfatigue = 100 self.maxfatigue_base = 100 self.strength = 10 # attack damage with strength-based weapons, parry rating, armor efficacy, influence ability self.strength_base = 10 self.finesse = 10 # attack damage with finesse-based weapons, parry and dodge rating self.finesse_base = 10 self.speed = 10 # dodge rating, combat action frequency, combat cooldown self.speed_base = 10 self.endurance = 10 # combat cooldown, fatigue rate self.endurance_base = 10 self.charisma = 10 # influence ability, yielding in combat self.charisma_base = 10 self.intelligence = 10 # sacred arts, influence ability, parry and dodge rating self.intelligence_base = 10 self.faith = 10 # sacred arts, influence ability, dodge rating self.faith_base = 10 self.resistance = [0,0,0,0,0,0] # [fire, ice, shock, earth, light, dark] self.resistance_base = [0,0,0,0,0,0] self.eq_weapon = None self.combat_exp = 0 # place to pool all exp gained from a single combat before distribution self.exp = 0 # exp to be gained from doing stuff rather than killing things self.level = 1 self.exp_to_level = 100 self.location_x, self.location_y = (0, 0) self.current_room = None self.victory = False self.known_moves = [moves.Rest(self), moves.Use_Item(self)] self.current_move = None self.heat = 1.0 self.protection = 0 self.states = [] self.in_combat = False self.savestat = None self.saveuniv = None self.universe = None self.map = None self.main_menu = False # escape switch to get to the main menu; setting to True jumps out of the play loop self.time_elapsed = 0 # total seconds of gameplay self.combat_idle_msg = [ 'Jean breathes heavily.', 'Jean anxiously shifts his weight back and forth.', 'Jean stomps his foot impatiently.', 'Jean carefully considers his enemy.', 'Jean spits on the ground.', "A bead of sweat runs down Jean's brow.", 'Jean becomes conscious of his own heart beating loudly.', 'In a flash, Jean remembers the face of his dear, sweet Amelia smiling at him.', 'With a smug grin, Jean wonders how he got himself into this mess.', "Sweat drips into Jean's eye, causing him to blink rapidly.", 'Jean misses the sound of his daughter laughing happily.', 'Jean recalls the sensation of consuming the Eucharist and wonders when - if - that might happen again.', 'Jean mutters a quick prayer under his breath.', 'Jean briefly recalls his mother folding laundry and humming softly to herself.', ] self.combat_hurt_msg = [ 'Jean tastes blood in his mouth and spits it out.', 'Jean winces in pain.', 'Jean grimaces.', "There's a loud ringing in Jean's ears.", 'Jean staggers for a moment.', "Jean's body shudders from the abuse it's received.", 'Jean coughs spasmodically.', "A throbbing headache sears into Jean's consciousness." "Jean's vision becomes cloudy and unfocused for a moment.", 'Jean vomits blood and bile onto the ground.', '''Jean whispers quietly, "Amelia... Regina..."''', '''A ragged wheezing escapes Jean's throat.''', '''A searing pain lances Jean's side.''' '''A sense of panic wells up inside of Jean.''' '''For a brief moment, a wave of fear washes over Jean.''' ]
def __init__(self, x, y): super().__init__(x, y, items.Gold(5), "It's 5 gold coins!")
def __init__(self, x, y): super().__init__(x, y, items.Gold(random.randint(1, 10)))
def __init__(self, x, y): super().__init__(x, y, items.Gold(5))
def __init__(self, x, y): super().__init__(x, y, items.Gold(300), "It's a treasure chest filled with gold coins!")