def deathcheck(self, health): currenthealth = health if currenthealth <= 0: time.sleep(2) if self.player["health"] <= 0: print("You have died") elif self.opponent["health"] <= 0: print("You have killed your opponent") self.play.base_attributes[6] += 25 levelcheck = Character.Inplay() player_update = levelcheck.levelup(self.play.base_attributes) self.play = Character.Attributes(player_update) self.player = self.play.characterbuilder() else: pass time.sleep(1) next_battle = int(input("Start new battle?\n1.Yes? 2.No?\n")) if next_battle == 1: self.opponent["health"] = 100 start.firststrike() elif next_battle == 2: exit() else: print("I didn't understand.\nPlease enter a number.") start.deathcheck(currenthealth) else: return
def __init__(self, master=None): self.player_builder = Character.Attributes() self.player_attributes = None self.player = self.player_builder.characterbuilder() self.opponent = {} self.prompt_list = [None, None] Frame.__init__(self, master) self.text_font: tkfont = tkfont.Font(size=14) self.text_font2: tkfont = tkfont.Font(size=20) self.master = master self.master.geometry("1000x800") self.master.title("WorldRPG") menubar = Menu(self.master) filemenu = Menu(menubar, tearoff=0) filemenu.add_command(label="New", command=None) filemenu.add_command(label="Open", command=None) filemenu.add_command(label="Save", command=None) # Adds a solid line in the file menu after save and before exit filemenu.add_separator() filemenu.add_command(label="Exit", command=exit) # Builds the drop down menu for "File" menubar.add_cascade(label="File", menu=filemenu) self.master.config(menu=menubar) self.main_frame = Frame(self.master, width=800, height=1000) self.main_frame.pack()
def __init__(self): self.play = Character.Attributes(None) self.opponent = {} self.player = {} self.dice_roll = Combat self.player_counter = None self.opponent_counter = None self.combat_counter = None
def health_check(self, player_stat, opponent): player = player_stat if player["health"] <= 0: prompt = "You have died" temp_list = [True, prompt] return temp_list elif opponent["health"] <= 0: build = Character.Attributes(player_stat["base attributes"]) player["exp"] += opponent["exp"] prompt1 = "You have killed your opponent\nYou gain " + str(opponent["exp"]) + " experiance." player_update = build.levelup(player) temp_list = [False, player_update[0], prompt1, player_update[1]] return temp_list else: return
def deathcheck(self, health): defending = health["health"] if defending <= 0: if self.player["health"] <= 0: self.prompt_list[0] = "You have died" self.player_builder = Character.Attributes() self.player = self.player_builder.characterbuilder() self.main_frame.destroy() self.nxt_window() elif self.opponent["health"] <= 0: self.prompt_list[0] = "You have killed your opponent" self.player["exp"] += self.opponent["exp"] player_update = self.player_builder.levelup(self.player) self.player = player_update[0] self.prompt_list[1] = player_update[1] self.main_frame.destroy() self.nxt_window() else: pass else: return
def builder(self, base_attributes): create_character = Character.Attributes(base_attributes) character_stat_tree = create_character.characterbuilder() return character_stat_tree