Пример #1
0
def attack(event=0):
    global active_button
    if can_leave() == 1: return 0
    if active_button == -1:
        last_mon_num = select_monster()
    else:
        last_mon_num = active_button
    if last_mon_num == -1: return 0
    global cur_button
    cur_button = 0
    clear_slashes()

    #Both hp's *should* be over 0. Just a precaution.
    if monster_list[last_mon_num].hp > 0 and player.hp > 0:
        attack_monster(last_mon_num, player.adj_attack)
    global used_gem
    global num_dice
    if used_gem == 1:
        player.adj_attack = old_attack
        main.refresh_bars()
        num_dice = 1
        used_gem = 0
    attack_player()
    if can_leave() == 0:
        active_button = -1
        monster_mouse_move((0, 0))
        refresh()
        refresh_buttons()
Пример #2
0
def useskill(free_skill=0):
    #sanity checks
    skill_index = curr_item
    if skill_index >= len(player.skill): return 0

    if free_skill == 0:
        if player.skill[skill_index][5] == 0: return 0
        if player.skill[skill_index][2] > player.ep: return 0

    if player.skill[skill_index][1] == 5 or \
                    player.skill[skill_index][1] == 6:  #Scripted
        tempxy = (g.xgrid, g.ygrid, g.zgrid)
        #If the scripting ends with an "end" command,
        if action.activate_lines(g.xgrid, g.ygrid, g.zgrid,
                                 player.skill[skill_index][6]) == 1:
            if free_skill == 0:
                #pay for the skill
                player.give_stat("ep", -1 * player.skill[skill_index][2])
        main.refresh_bars()
        refresh_stat_display()
        if tempxy != (g.xgrid, g.ygrid, g.zgrid):
            return "end"
    return 1
Пример #3
0
def useskill(skill_index, free_skill=0):
    global active_button
    #don't do anything if monster is dead.
    if can_leave() == 1:
        return 0

    clear_slashes()

    #sanity checks
    if skill_index >= len(player.skill): return 0

    if free_skill == 0:
        if player.skill[skill_index][5] == 0: return 0
        if player.skill[skill_index][2] > player.ep: return 0
        if player.skill[skill_index][1] == 5: return 0

    #actually use the skill.
    if player.skill[skill_index][1] == 0:  #rage
        if free_skill == 0:
            #pay for the skill
            player.give_stat("ep", -1 * player.skill[skill_index][2])
        main.print_message("You fly into a rage.")
        #increase attack ability
        player.give_stat("adj_attack", (1 + int(player.level) / 4))
        main.refresh_bars()
        main.refresh_inv_icon()
        attack_player()

    elif player.skill[skill_index][1] == 1:  #Sneak away
        if free_skill == 0:
            #pay for the skill
            player.give_stat("ep", -1 * player.skill[skill_index][2])
        global run_attempts
        if g.die_roll(1, 10 + int(player.level) + run_attempts) > 4:
            runaway(True)
            global did_run
            did_run = 1
        else:
            run_attempts += 3
            main.print_message("You fail to sneak away.")
            attack_player()
    elif player.skill[skill_index][1] == 2:  #Frenzy
        if free_skill == 0:
            #pay for the skill
            player.give_stat("ep", -1 * player.skill[skill_index][2])
        mon_num = select_monster()
        for i in range(2 + int(player.level) / 4):
            if monster_list[mon_num].hp < 1:
                mon_num = select_monster()
            if mon_num == -1: return 0
            attack_monster(mon_num, player.adj_attack)
            if can_leave() == 1:
                break
            active_button = -1
            monster_mouse_move((0, 0))
            refresh()
        if can_leave() == 0: attack_player()
    elif player.skill[skill_index][1] == 3:  #Dismember
        if free_skill == 0:
            #pay for the skill
            player.give_stat("ep", -1 * player.skill[skill_index][2])
        mon_num = select_monster()
        if mon_num == -1: return 0
        damage = (player.adj_attack)
        monster_hurt(mon_num, damage)
        if can_leave() == 0:
            attack_player()
    elif player.skill[skill_index][1] == 4 or \
                    player.skill[skill_index][1] == 6:  #Scripted
        #If the scripting ends with an "end" command,
        if action.activate_lines(g.xgrid, g.ygrid, g.zgrid,
                                 player.skill[skill_index][6]) == 1:
            if free_skill == 0:
                #pay for the skill
                player.give_stat("ep", -1 * player.skill[skill_index][2])
        if can_leave() == 0:
            attack_player()
        main.refresh_bars()

    if can_leave() == 1:
        inv.leave_inner()
        return 0
    active_button = -1
    monster_mouse_move((0, 0))
    refresh()

    #replace the cursor
    if free_skill == 0:
        inv.leave_inner()
        refresh_buttons()
Пример #4
0
def useitem(item_index, leave_item=0):
    global active_button
    #don't do anything if battle is over.
    if can_leave() == 1 or item_index == -1:
        return 0
    clear_slashes()
    item_value = item_index
    item_type = g.item.item[item_value].type

    #if item is healing
    if item_type == 11:
        #heal the player, delete the item
        player.give_stat("hp", g.item.item[item_value].quality)
        main.print_message("You are healed for " +
                           str(g.item.item[item_value].quality) + " " +
                           g.hp_name + ".")
        if leave_item == 0:
            g.item.drop_inv_item(g.item.find_inv_item(item_value))
            attack_player()

    #if item is a gem
    if item_type == 14:
        global old_attack
        old_attack = player.adj_attack
        gem_power = g.item.item[item_value].quality
        #gem power increases attack strength potential
        player.give_stat("adj_attack", gem_power * 0.75)
        #gem power increases num_dice (ie. chance to hit and total damage)
        global num_dice
        num_dice = num_dice + gem_power / 4
        main.print_message("The " + g.item.item[item_value].name +
                           " focuses the power of your " +
                           g.attack_name.lower() + ".")
        main.refresh_bars()
        if leave_item == 0:
            g.item.drop_inv_item(g.item.find_inv_item(item_value))
        global used_gem
        used_gem = 1
        if leave_item == 0: attack()

    #if item is explosive
    if item_type == 12:
        sel_mon = select_monster()
        if sel_mon == -1: return 0
        #if monster is still alive
        if monster_list[sel_mon].hp > 0:
            damage = int(g.item.item[item_value].quality)
            if leave_item == 0:
                g.item.drop_inv_item(g.item.find_inv_item(item_value))
            monster_hurt(sel_mon, damage)
            if can_leave() == 0 and leave_item == 0:
                attack_player()
        active_button = -1

    #If item is scripted:
    if item_type == 15 or item_type == 17:
        #If the scripting ends with an "end" command,
        if action.activate_lines(g.xgrid, g.ygrid, g.zgrid,
                                 g.item.item[item_value].scripting) == 1:
            if leave_item == 0:
                g.item.drop_inv_item(g.item.find_inv_item(item_value))
        if can_leave() == 0 and leave_item == 0:
            attack_player()
        active_button = -1

    #If item is equippable:
    if item_type < 6:
        #trade the item and whatever's in the equip slot
        temp = player.equip[item_type]
        player.equip[item_type] = item_index
        g.item.drop_inv_item(g.item.find_inv_item(item_index))
        g.item.take_inv_item(temp)
        main.print_message("You equip yourself with your " +
                           g.item.item[player.equip[item_type]].name + ".")
        player.reset_stats()
        if can_leave() == 0 and leave_item == 0:
            attack_player()

    if can_leave() == 1:
        inv.leave_inner()
        return 0
    refresh()

    #back to battle
    if leave_item == 0:
        inv.leave_inner()
        refresh_buttons()
Пример #5
0
def refresh():
    global monster_slashes
    g.screen.fill(
        g.colors["black"],
        (main.tilesize * main.half_mapx - background_pic.get_width() / 2 - 2,
         main.tilesize * main.half_mapy - background_pic.get_height() / 2 - 2,
         background_pic.get_width() + 2, background_pic.get_height() + 2))
    g.screen.blit(
        background_pic,
        (main.tilesize * main.half_mapx - background_pic.get_width() / 2 - 1,
         main.tilesize * main.half_mapy - background_pic.get_height() / 2 - 1))
    #monsters
    for i in range(len(monster_list)):
        #if x and y positions were given, use them; otherwise, start at the
        #middle, and go right. This works for 1 or two monsters, but xy
        #coords are recommended for more.
        if len(monster.monster_groups[mon_index].x_pos) > i:
            xstart = monster_start[0] + monster.monster_groups[
                mon_index].x_pos[i]
        else:
            xstart = monster_start[0] + background_pic.get_width() / 2 + i * 40
        ystart = y_start(i)
        g.screen.blit(monster_pic[i], (base_mon_hp_start[i], ystart))

        # 		if monster_slashes[i][0] == 1:
        # 			g.screen.blit(g.buttons["slash_attack.png"],
        # 				(base_mon_hp_start[i]+4, ystart+4))

        #Under (red) part of the monster hp display
        g.create_norm_box((base_mon_hp_start[i], base_mon_hp_y_start[i]),
                          (base_mon_hp_width[i], 5),
                          inner_color="hp_red")
        #Over (green) part of the monster hp display
        temp_width = base_mon_hp_width[i] * int(monster_list[i].hp) / \
                     int(monster_list[i].maxhp)
        if temp_width < 0: temp_width = 0
        g.create_norm_box((base_mon_hp_start[i], base_mon_hp_y_start[i]),
                          (temp_width, 5),
                          inner_color="hp_green")

        g.print_string(g.screen,
                       str(monster_list[i].hp) + "/" +
                       str(monster_list[i].maxhp),
                       g.font, (xstart, base_mon_hp_y_start[i] + 6),
                       align=1)

    #refresh the player
    g.screen.blit(hero_pic, hero_loc)
    # 	if monster_slashes[-1][0] == 1:
    # 			g.screen.blit(g.buttons["slash_attack.png"], (hero_loc[0]+4,hero_loc[1]+4))
    #Under (red) part of the player hp display
    g.create_norm_box((monster_start[0] +
                       (background_pic.get_width() - base_mon_hp_width[0]) / 2,
                       monster_start[1] + background_pic.get_height() -
                       hero_pic.get_height() * 3 / 2 - 2),
                      (base_mon_hp_width[0], 5),
                      inner_color="hp_red")

    #Over (green) part of the player hp display
    temp_width = base_mon_hp_width[0] * int(player.hp) / \
                 int(player.adj_maxhp)
    if temp_width < 0: temp_width = 0
    g.create_norm_box((monster_start[0] +
                       (background_pic.get_width() - base_mon_hp_width[0]) / 2,
                       monster_start[1] + background_pic.get_height() -
                       hero_pic.get_height() * 3 / 2 - 2), (temp_width, 5),
                      inner_color="hp_green")

    g.print_string(
        g.screen,
        str(player.hp) + "/" + str(player.adj_maxhp),
        g.font,
        (monster_start[0] + background_pic.get_width() / 2, monster_start[1] +
         background_pic.get_height() - hero_pic.get_height() * 3 / 2 + 4),
        align=1)

    #refresh the player ep bar
    #Under (red) part of the player ep display
    g.create_norm_box((monster_start[0] +
                       (background_pic.get_width() - base_mon_hp_width[0]) / 2,
                       monster_start[1] + background_pic.get_height() -
                       hero_pic.get_height()), (base_mon_hp_width[0], 5),
                      inner_color="hp_red")
    #Over (green) part of the player ep display
    temp_width = base_mon_hp_width[0] * int(player.ep) / int(player.adj_maxep)
    if temp_width < 0: temp_width = 0
    g.create_norm_box((monster_start[0] +
                       (background_pic.get_width() - base_mon_hp_width[0]) / 2,
                       monster_start[1] + background_pic.get_height() -
                       hero_pic.get_height()), (temp_width, 5),
                      inner_color="ep_blue")

    g.print_string(
        g.screen,
        str(player.ep) + "/" + str(player.adj_maxep),
        g.font,
        (monster_start[0] + background_pic.get_width() / 2, monster_start[1] +
         background_pic.get_height() - hero_pic.get_height() + 7),
        align=1)

    #slashes
    tmp_surface = pygame.Surface((32, 64))
    for i in range(len(monster_list)):
        if monster_slashes[i][0] == 1:
            monster_slashes[i][0] = 0
            ystart = y_start(i)
            tmp_surface.blit(g.screen, (0, 0),
                             (base_mon_hp_start[i], ystart - 32, 32, 64))
            for j in range(13):
                g.screen.blit(tmp_surface, (base_mon_hp_start[i], ystart - 32))
                g.screen.blit(g.buttons["slash_attack.png"],
                              (base_mon_hp_start[i] + j, ystart + j))
                pygame.display.flip()
            g.screen.blit(tmp_surface, (base_mon_hp_start[i], ystart - 32))
            pygame.display.flip()
    if monster_slashes[-1][0] == 1:
        monster_slashes[-1][0] = 0
        tmp_surface.blit(g.screen, (0, 0),
                         (hero_loc[0], hero_loc[1] - 32, 32, 64))
        for j in range(13):
            g.screen.blit(tmp_surface, (hero_loc[0], hero_loc[1] - 32))
            g.screen.blit(g.buttons["slash_attack.png"],
                          (hero_loc[0] + j, hero_loc[1] + j))
            pygame.display.flip()
        g.screen.blit(tmp_surface, (hero_loc[0], hero_loc[1] - 32))
        pygame.display.flip()

    #Draw the monster selection arrow if needed.
    # 	main.canvas_map.delete("monster_arrow")
    global active_button
    if active_button != -1:
        g.screen.blit(g.buttons["sword_pointer.png"],
                      (base_mon_hp_start[active_button],
                       base_mon_hp_y_start[active_button] - 20))
    # 		main.canvas_map.create_image(
    # 			base_mon_hp_start[active_button],
    # 			base_mon_hp_y_start[active_button]-20,
    # 			anchor=N, image=g.buttons["sword_pointer.png"],
    # 			tags=("monster_arrow", "battle"))
    main.refresh_bars()
Пример #6
0
def refresh_shop():
    # 	main.canvas_map.delete("item")
    invpos = 0
    # 		main.canvas_map.create_rectangle(
    # 			canvas_x_start+temp_canvas_width*2+(curr_item%shop_width)*g.tilesize + 2 *
    # 												((curr_item%shop_width)+1),
    # 			canvas_y_start+(curr_item/shop_width)*g.tilesize + 2 *
    # 												((curr_item/shop_width)+1),
    # 			canvas_x_start+temp_canvas_width*2+((curr_item%shop_width)+1)*(g.tilesize + 2),
    # 			canvas_y_start+((curr_item/shop_width)+1)*(g.tilesize + 2),
    # 											fill=g.fill_sel_colour, tags=("item", "shop"))

    #per-item borders
    for y in range(shop_height):
        for x in range(shop_width):
            g.create_norm_box(
                (canvas_x_start + x * g.tilesize + 2 *
                 (x + 1), canvas_y_start + y * g.tilesize + 2 * (y + 1)),
                (g.tilesize, g.tilesize),
                inner_color="dh_green")
    for y in range(shop_height):
        for x in range(shop_width):
            g.create_norm_box(
                (temp_canvas_width * 2 + canvas_x_start + x * g.tilesize + 2 *
                 (x + 1), canvas_y_start + y * g.tilesize + 2 * (y + 1)),
                (g.tilesize, g.tilesize),
                inner_color="dh_green")

    #if the shop is selected, draw a selection box around the current item.
    if curr_focus == 1:
        g.create_norm_box(((canvas_x_start + temp_canvas_width * 2 +
                            (curr_item % shop_width) * g.tilesize + 2 *
                            ((curr_item % shop_width) + 1)), canvas_y_start +
                           (curr_item / shop_width) * g.tilesize + 2 *
                           ((curr_item / shop_width) + 1)),
                          (g.tilesize, g.tilesize),
                          inner_color="dark_green")

    #draw the item pictures.
    for i in range(len(g.shops[store_num].itemlist)):
        if i != -1:
            g.screen.blit(g.tiles[g.shops[store_num].itemlist[i].picture],
                          (canvas_x_start + temp_canvas_width * 2 +
                           (invpos % shop_width) * g.tilesize + 2 *
                           ((invpos % shop_width) + 1), canvas_y_start +
                           (invpos / shop_width) * g.tilesize + 2 *
                           ((invpos / shop_width) + 1)))
            # 			main.canvas_map.create_image(
            # 				canvas_x_start+temp_canvas_width*2+(invpos%shop_width)*g.tilesize + 2 *
            # 													((invpos%shop_width)+1),
            # 				canvas_y_start+(invpos/shop_width)*g.tilesize + 2 * ((invpos/shop_width)+1),
            # 				image=g.tiles[g.shops[store_num].itemlist[i].picture],
            # 				anchor="nw", tags=("item", "shop"))
            invpos += 1
    invpos = 0
    #if the inv is selected, draw a selection box around the current item.
    if curr_focus == 0:
        g.create_norm_box(
            (canvas_x_start + (curr_item % shop_width) * g.tilesize + 2 *
             ((curr_item % shop_width) + 1), canvas_y_start +
             (curr_item / shop_width) * g.tilesize + 2 *
             ((curr_item / shop_width) + 1)), (g.tilesize, g.tilesize),
            inner_color="dark_green")
    # 		main.canvas_map.create_rectangle(
    # 				canvas_x_start+(curr_item%shop_width)*g.tilesize +
    # 							2 * ((curr_item%shop_width)+1),
    # 				canvas_y_start+(curr_item/shop_width)*g.tilesize +
    # 							2 * ((curr_item/shop_width)+1),
    # 				canvas_x_start+((curr_item%shop_width)+1)*(g.tilesize + 2),
    # 				canvas_y_start+((curr_item/shop_width)+1)*(g.tilesize + 2),
    # 							fill=g.fill_sel_colour, tags=("item", "shop"))

    #draw the item pictures.
    for i in range(len(item.inv)):
        if item.inv[i] != -1:
            g.screen.blit(
                g.tiles[item.item[item.inv[i]].picturename],
                (canvas_x_start + (i % shop_width) * g.tilesize + 2 *
                 ((i % shop_width) + 1), canvas_y_start +
                 (i / shop_width) * g.tilesize + 2 * ((i / shop_width) + 1)))
            # 			main.canvas_map.create_image(canvas_x_start+(i%shop_width)*g.tilesize + 2 *
            # 												((i%shop_width)+1),
            # 				canvas_y_start+(i/shop_width)*g.tilesize + 2 * ((i/shop_width)+1),
            # 				image=g.tiles[item.item[item.inv[i]].picturename],
            # 				anchor="nw", tags=("item", "shop"))
            invpos += 1

    #set gold and skillpoints
    g.screen.fill(g.colors["light_gray"],
                  (canvas_x_start + temp_canvas_width + 5,
                   canvas_y_start + temp_canvas_height - 26, 120, 25))

    g.print_string(g.screen, g.gold_name + ": " + str(player.gold), g.font,
                   (canvas_x_start + temp_canvas_width + 5,
                    canvas_y_start + temp_canvas_height - 26))
    g.print_string(g.screen, g.skill_name + ": " + str(player.skillpoints),
                   g.font, (canvas_x_start + temp_canvas_width + 5,
                            canvas_y_start + temp_canvas_height - 11))

    # 	main.canvas_map.create_text(canvas_x_start+temp_canvas_width+5,
    # 		canvas_y_start+temp_canvas_height-20, anchor=SW,
    # 		text=g.gold_name+": "+str(player.gold), tags=("item", "shop"))
    # 	main.canvas_map.create_text(canvas_x_start+temp_canvas_width+5,
    # 		canvas_y_start+temp_canvas_height-2, anchor=SW,
    # 		text=g.skill_name+": "+str(player.skillpoints), tags=("item", "shop"))
    #	curr_gold.set("Gold: " + str(player.gold))
    #	curr_skill.set("Skillpoints: " + str(player.skillpoints))
    main.refresh_inv_icon()
    main.refresh_bars()
Пример #7
0
def refresh_stat_display():
    start_x = (g.tilesize * main.mapsizex) / 2
    start_y = (g.tilesize * main.mapsizey - total_height) / 2
    #hp/ep bars
    #	main.canvas_map.delete("stats")
    #Create the hp/ep background bars

    bar_height = 15
    bar_start = start_y + 21

    g.create_norm_box((start_x + 5, bar_start - 1),
                      (g.hpbar_width, bar_height),
                      inner_color="hp_red")
    g.create_norm_box((start_x + 5, bar_start + bar_height + 1),
                      (g.hpbar_width, bar_height),
                      inner_color="hp_red")

    temp_width = g.hpbar_width * player.hp / player.adj_maxhp
    if temp_width < 0: temp_width = 0

    bar_height = 15
    bar_start = start_y + 21
    g.create_norm_box((start_x + 5, bar_start - 1), (temp_width, bar_height),
                      inner_color="hp_green")
    # 	main.canvas_map.create_rectangle(start_x+5, bar_start-1, start_x+temp_width+5,
    # 		bar_start+bar_height-1, fill="#05BB05", tags=("stats", "inv"))
    # 	main.canvas_map.delete("show_ep")
    temp_width = g.hpbar_width * player.ep / player.adj_maxep
    if temp_width < 0: temp_width = 0
    g.create_norm_box((start_x + 5, bar_start + bar_height + 1),
                      (temp_width, bar_height),
                      inner_color="ep_blue")
    # 	main.canvas_map.create_rectangle(start_x+5, bar_start+bar_height+1, start_x+temp_width+5,
    # 		bar_start+bar_height*2+1, fill="#2525EE", tags=("stats", "inv"))
    # 	main.canvas_map.lift("bar")

    tmp_width = 52
    g.screen.fill(
        g.colors["light_gray"],
        (start_x + tmp_width,
         (g.tilesize * main.mapsizey - total_height) / 2 + 5, 50, 14))
    g.print_string(g.screen, player.name, g.font,
                   (start_x + tmp_width,
                    (g.tilesize * main.mapsizey - total_height) / 2 + 5))
    g.print_string(g.screen,
                   str(player.hp) + "/" + str(player.adj_maxhp), g.font,
                   (start_x + tmp_width,
                    (g.tilesize * main.mapsizey - total_height) / 2 + 22))
    g.print_string(g.screen,
                   str(player.ep) + "/" + str(player.adj_maxep), g.font,
                   (start_x + tmp_width,
                    (g.tilesize * main.mapsizey - total_height) / 2 + 39))

    g.screen.fill(
        g.colors["light_gray"],
        (start_x + tmp_width,
         (g.tilesize * main.mapsizey - total_height) / 2 + 55, 50, 80))
    g.print_string(g.screen, str(player.adj_attack), g.font,
                   (start_x + tmp_width,
                    (g.tilesize * main.mapsizey - total_height) / 2 + 55))
    g.print_string(g.screen, str(player.adj_defense), g.font,
                   (start_x + tmp_width,
                    (g.tilesize * main.mapsizey - total_height) / 2 + 70))
    g.print_string(g.screen, str(player.gold), g.font,
                   (start_x + tmp_width,
                    (g.tilesize * main.mapsizey - total_height) / 2 + 85))
    g.print_string(g.screen, str(player.level), g.font,
                   (start_x + tmp_width,
                    (g.tilesize * main.mapsizey - total_height) / 2 + 100))
    tmp = str(player.exp_till_level())
    if tmp == "9999":
        g.print_string(g.screen,
                       str(player.exp) + "/----", g.font,
                       (start_x + tmp_width,
                        (g.tilesize * main.mapsizey - total_height) / 2 + 115))
    else:
        g.print_string(
            g.screen,
            str(player.exp) + "/" + str(player.exp_till_level() + player.exp),
            g.font, (start_x + tmp_width,
                     (g.tilesize * main.mapsizey - total_height) / 2 + 115))

    main.refresh_bars()
    main.refresh_inv_icon()
    pygame.display.flip()
Пример #8
0
def refresh_equip():
    refresh_inv_display("equip")
    #rebuild the equipment display
    temp_canvas_width = (g.tilesize * equip_size) + 8
    tmpx = tmp_x_base - temp_canvas_width
    tmpy = tmp_y_base

    for i in range(9):
        g.create_norm_box(
            (tmpx + (i % equip_size) * g.tilesize + 2 *
             ((i % equip_size) + 1), tmpy + (i / equip_size) * g.tilesize + 2 *
             ((i / equip_size) + 1)), (g.tilesize, g.tilesize),
            inner_color="dh_green")

    #Draw selection rectangle for equipment display
    if (curr_item != -1 and curr_item >= inv_width * inv_height):
        c_item = curr_item - inv_width * inv_height
        g.create_norm_box((tmpx + (c_item % equip_size) * g.tilesize + 2 *
                           ((c_item % equip_size) + 1), tmpy +
                           (c_item / equip_size) * g.tilesize + 2 *
                           ((c_item / equip_size) + 1)),
                          (g.tilesize, g.tilesize),
                          inner_color="dark_green")

    #Weapon
    if player.equip[0] != -1:
        draw_item(item.item[player.equip[0]].picturename, 0, 1, tmpx, tmpy,
                  "equip")
    else:
        draw_item("items/weapon_eq.png", 0, 1, tmpx, tmpy, "equip")
    #Armor
    if player.equip[1] != -1:
        draw_item(item.item[player.equip[1]].picturename, 1, 1, tmpx, tmpy,
                  "equip")
    else:
        draw_item("items/armor_eq.png", 1, 1, tmpx, tmpy, "equip")
    #Shield
    if player.equip[2] != -1:
        draw_item(item.item[player.equip[2]].picturename, 2, 1, tmpx, tmpy,
                  "equip")
    else:
        draw_item("items/shield_eq.png", 2, 1, tmpx, tmpy, "equip")
    #Helmet
    if player.equip[3] != -1:
        draw_item(item.item[player.equip[3]].picturename, 1, 0, tmpx, tmpy,
                  "equip")
    else:
        draw_item("items/helmet_eq.png", 1, 0, tmpx, tmpy, "equip")
    #Gloves
    if player.equip[4] != -1:
        draw_item(item.item[player.equip[4]].picturename, 2, 0, tmpx, tmpy,
                  "equip")
    else:
        draw_item("items/gloves_eq.png", 2, 0, tmpx, tmpy, "equip")
    #Boots
    if player.equip[5] != -1:
        draw_item(item.item[player.equip[5]].picturename, 1, 2, tmpx, tmpy,
                  "equip")
    else:
        draw_item("items/boots_eq.png", 1, 2, tmpx, tmpy, "equip")

    main.refresh_bars()
    pygame.display.flip()