def angelAtk(): #angel chance to hit rollHit = random.randrange(1, 21) + 2 #If hits or not if rollHit > var.CurrentAC: damage = random.randrange(1, 5) print("The angel swings at you and hits.") print("Damage Dealt:", damage) actions.loseHP(damage) print("Current HP:", var.HP) else: print("The angel swings at you and misses.")
def knightAtk(): #knight chance to hit rollHit = random.randrange(1, 21) + 5 #If hits or not if rollHit > var.CurrentAC: damage = random.randrange(1, 7) + 5 print("The knight swings his sword and hits.") print("Damage Dealt:", damage) actions.loseHP(damage) print("Current HP:", var.HP) else: print("The knight swings his sword and misses.")
def dragonAtk(): #dragon chance to hit rollHit = random.randrange(1, 21) - 1 #If hits or not if rollHit > var.CurrentAC: damage = random.randrange(1, 5) print("The dragon spits a fireball at you and hits.") print("Damage Dealt:", damage) actions.loseHP(damage) print("Current HP:", var.HP) else: print("The dragon spits a fireball at you and and misses.")
def mimicAtk(): #mimic chance to hit rollHit = random.randrange(1, 21) + 4 #If hits or not if rollHit > var.CurrentAC: damage = random.randrange(1, 7) + 4 print("The mimic goes for a bite and lands.") print("Damage Dealt:", damage) actions.loseHP(damage) print("Current HP:", var.HP) else: print("The mimic goes for a bite but misses.")
def orcAtk(): #orc chance to hit rollHit = random.randrange(1, 21) + 3 #If hits or not if rollHit > var.CurrentAC: damage = random.randrange(1, 7) + 3 print("The orc thrusts its meaty fist at you and hits.") print("Damage Dealt:", damage) actions.loseHP(damage) print("Current HP:", var.HP) else: print("The orc thrusts its meaty fist at you and misses.")
def trollAtk(): #troll chance to hit rollHit = random.randrange(1, 21) + 2 #If hits or not if rollHit > var.CurrentAC: damage = random.randrange(1, 7) + 2 print("The troll swings his great and mighty club and hits.") print("Damage Dealt:", damage) actions.loseHP(damage) print("Current HP:", var.HP) else: print("The troll swings his great and mighty club and misses.")
def zombieAtk(): #zombies chance to hit rollHit = random.randrange(1, 21) + 1 #If hits or not if rollHit > var.CurrentAC: damage = random.randrange(1, 5) + 1 print("The zombie scratches you.") print("Damage Dealt:", damage) actions.loseHP(damage) print("Current HP:", var.HP) else: print("The zombie misses to scratch you.")
def goblinAtk(): #Goblins chance to hit rollHit = random.randrange(1, 21) + 2 #If hits or not if rollHit > var.CurrentAC: damage = random.randrange(1, 7) + 2 print("The goblin swings his club and hits.") print("Damage Dealt:", damage) actions.loseHP(damage) print("Current HP:", var.HP) else: print("The goblin swings his club and misses.")
def lavaRoom(): print('\033[0;36;48m')#Sets text collor to cyan #intro art.lavaRoom() print("\nThe room is filled with lava. One-step and you’re testing your luck with a jump. That said, if you have a rope, your chances increase.\n") #There is no loot groundLoot = '' 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 nextDoor = actions.pickDoor(3) #Now, the user shall jump, if thos fails, damage shall acour #Math chance = 12 + random.randrange(-2,3) playerChance = random.randrange(1,21) if 'rope' in var.inv: playerChance += 5 if playerChance >= chance: print("You jump to the door and succeed.") if 'rope' in var.inv: print("Your rope came in useful.") else: damage = random.randrange(1,7) print("You jump to the door and fail.") print("Damage Dealt:", damage) actions.loseHP(damage) print("Current HP:", var.HP) if nextDoor == 'b':#Store needs key, so if the user doesnt have it /shrug if 'golden key' not in var.inv: print("You need a golden key to go here.") nextDoor = actions.pickDoorsKey("a", "タイガ", "c", "タイガ")#Will ask for other door else: treasure() if nextDoor == 'a': library() if nextDoor == 'c': lastRoom()
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()