I am trying some text based rpg game as a beginner in python. But i am struggling to get done one thing.
If i use while loop to run program 5 times. So i want repeat killing monster but without saving his attributes.
If you run this code, character kills a monster in couple of moves and appends his experience to himself and monster hp decreases to <= 0 and dies.
Looping whole program does not work, randomly created monster is still the same, i just want to create new monster with new random attributes every time i loop program. It is possible? I am new to this and can't figure it out at this moment. Some tips ?
Here is some code but without while loop: final output is to loop this menu and fight simulator to gain exp and items from random monsters.
import random
import time
# List of items to drop
normal_items = ['Copper ore', 'Apple', 'Animal skin', 'Stone', 'Feather', 'Rotten egg', 'Bag of sand', "Simple dagger", "Blue flower"]
rare_items = ['Energized wand', 'Staff of purity', 'Enhanced gloves', 'Adamant chest plate']
legendary_items = ['Crown of Immortality', 'Robe of fire-dragon']
drop_chance_dice = random.randint(1, 100)
# Simple drop chance function
def dice():
if drop_chance_dice <= 70:
random_choice = (random.choice(normal_items))
print(f"You got: {random_choice} ")
if 70 <= drop_chance_dice <= 98:
random_choice = (random.choice(rare_items))
print(f"You got: {random_choice} ")
if 99 <= drop_chance_dice <= 100:
random_choice = (random.choice(legendary_items))
print(f"Congratulations! You got an legendary item: {random_choice}")
# Instances and mobs
rat_nest= ['Rat', 'Giant Rat', 'Leader of Rats']
northern_forest = ['Snake', 'Wolf', 'Witch']
# My Character Class
class YourCharacter:
def __init__(self, intro, name, attack, exp, level, hp):
self.intro = intro
self.name = name
self.attack = attack
self.exp = exp
self.level = level
self.hp = hp
# Creating my character(preset)
my_character = YourCharacter("Your character \n", 'FroGres', 16, 0, 1, 100)
# Introduction
def introduction_of_player(my_character):
print(f"{my_character.intro}")
print(f"{my_character.name}")
print(f"Attack: {my_character.attack}")
print(f"Experience: {my_character.exp}")
print(f"Level: {my_character.level}")
print(f"HP: {my_character.hp}")
# Monsters class build
class Monster:
def __init__(self, intro, name, attack, exp, level, hp):
self.intro = intro
self.name = name
self.attack = attack
self.exp = exp
self.level = level
self.hp = hp
# Monsters attributes + list of mobs (for testing - to be upgraded)
# rat nest
rat = Monster("You fight vs: \n", "Rat", random.randint(4, 6), random.randint(8, 14), random.randint(1, 3),
random.randint(50, 100))
giant_rat = Monster("You fight vs: \n", "Giant Rat", random.randint(6, 8), random.randint(10, 18), random.randint(2, 4),
random.randint(80, 130))
rat_boss = Monster("You fight vs: \n", "Leader of Rats", random.randint(4, 6), random.randint(8, 14),
random.randint(1, 3),
random.randint(50, 100))
# northern forest
#Witch = Monster("You fight vs: \n", "Witch", random.randint(8, 12), random.randint(12, 20), random.randint(3, 6), random
# .randint(120, 200))
list_of_mobs = [rat, giant_rat, rat_boss]
event_mob = random.choice(list_of_mobs) # Random pick monster , USED in function
# Introduction of Monster
def introduction_of_monster_ratnest(list_of_mobs):
print(f"{list_of_mobs.intro}")
print(f"{list_of_mobs.name}")
print(f"Attack: {list_of_mobs.attack}")
print(f"Experience: {list_of_mobs.exp}")
print(f"Level: {list_of_mobs.level}")
print(f"HP: {list_of_mobs.hp}")
def escape_or_fight():
take_input = input("[a]ttack or [r]un?")
if take_input == 'a':
return attack()
if take_input == 'r':
print("You run as fast as possible.. ")
print("You returning to your hideout..")
else:
print("Something wrong")
# Menu of actions
def menu_dungs():
asking = input("Where do you want to go?: 1.Rat Nest or 2.Northern Forest :")
if asking == "1":
print("You entering rat nest.. good luck!\n")
time.sleep(1)
print("Some ugly creature stays on your way!")
print(f"{event_mob.name} is looking at you!")
if event_mob == rat:
introduction_of_monster_ratnest(rat)
escape_or_fight()
elif event_mob == giant_rat:
introduction_of_monster_ratnest(giant_rat)
escape_or_fight()
elif event_mob == rat_boss:
introduction_of_monster_ratnest(rat_boss)
escape_or_fight()
else:
print("Something went horribly wrong.. Don't even ask..")
elif asking == "2":
print("You entering northern forest.. good luck!\n")
print("Dungeon unavailable at this moment, try another one")
pass
# Not in use
else:
print("Try again and choose correct location\n")
menu_dungs()
def attack():
gain_exp = event_mob.exp + my_character.exp
rounds = 0
while event_mob.hp > 0:
event_mob.hp = event_mob.hp - my_character.attack
rounds += 1
print(f"You hit with: {my_character.attack} damage. Enemy HP is {event_mob.hp}")
print(f"Enemy HP after your attack is {event_mob.hp}", "\n")
if event_mob.hp <= 0:
print(f"{event_mob.name} has died..")
print(f"It tok you: {rounds} moves to kill that creature! \n")
print("Congratulations! Here is your loot")
dice()
print(f"You got: {event_mob.exp} experience from that fight.")
print(f"Your experience is now: {gain_exp}")
menu_dungs()
I tried: to create new unique monster with new randomly created attributes every time i run program. I used while loop but monster is not "respawning"
I expect: Some sort of simulator, after i kill monster, program creates new one and my character gains experience and items every fight.
I wonder: If there is some method to makes this class unique every loop.
Here is HOW-TO to achieve all goals in your question:
each time generate monsters with different parameters
respawn monsters
First you create 3 sepreate functions that would return a new monster - the class of returned value is always the same (Monster) but they return new instances on each call:
def get_rat():
return Monster("You fight vs: \n", "Rat", ...)
def get_giant_rat():
return Monster(...)
def get_rat_boss():
reutrn Monster(...)
You will also need to modify how you select monsters. I would suggest to create list of functions - so instead of selecting a monster you select a function, that generates monster:
# This should replace the list_of_mob
list_of_mob_generators = [get_rat, get_giant_rat, get_rat_boss]
And the last - you should select monster on each loop interation in main menu (so the monster could respawn). The shortest way is to change your global variable:
event_mob = None # we change event_mob initially to None - we will select in later
def menu_dungs():
global event_mob # this is new
asking = input("Where do you want to go?: 1.Rat Nest or 2.Northern Forest :")
if asking == "1":
event_mob_generator = random.choice(list_of_mob_generators) # get one of the functions
event_mob = event_mob_generator() # call the function to get monster
print("You entering rat nest.. good luck!\n")
time.sleep(1)
print("Some ugly creature stays on your way!")
print(f"{event_mob.name} is looking at you!")
# and this condition has changed, since we do not have one instance of each monster anymore
if event_mob.name == 'Rat':
introduction_of_monster_ratnest(event_mob)
escape_or_fight()
elif event_mob.name == 'Giant Rat':
introduction_of_monster_ratnest(event_mob)
escape_or_fight()
elif event_mob.name == 'Rat Boss':
introduction_of_monster_ratnest(event_mob)
escape_or_fight()
else:
print("Something went horribly wrong.. Don't even ask..")
... # and so on
and of course do not forget a while loop for main menu =)
while True:
menu_dungs()
Thanks for help, program works as i wanted but still shows me 8 yellow errors in attack() function. Cannot find reference 'hp' in 'None' etc.
maybe because this event_mob = None ?
Could you run this code and see what is going on ? very likely i did put something in wrong place..
import random
import time
# List of items to drop
normal_items = ['Copper ore', 'Apple', 'Animal skin', 'Stone', 'Feather', 'Rotten egg', 'Bag of sand', "Simple dagger", "Blue flower"]
rare_items = ['Energized wand', 'Staff of purity', 'Enhanced gloves', 'Adamant chest plate']
legendary_items = ['Crown of Immortality', 'Robe of fire-dragon']
drop_chance_dice = random.randint(1, 100)
# Simple drop chance function
def dice():
if drop_chance_dice <= 70:
random_choice = (random.choice(normal_items))
print(f"You got: {random_choice} ")
if 70 <= drop_chance_dice <= 98:
random_choice = (random.choice(rare_items))
print(f"You got: {random_choice} ")
if 99 <= drop_chance_dice <= 100:
random_choice = (random.choice(legendary_items))
print(f"Congratulations! You got an legendary item: {random_choice}")
# Instances and mobs
rat_nest= ['Rat', 'Giant Rat', 'Leader of Rats']
#not in use
northern_forest = ['Snake', 'Wolf', 'Witch']
# My Character Class
class YourCharacter:
def __init__(self, intro, name, attack, exp, level, hp):
self.intro = intro
self.name = name
self.attack = attack
self.exp = exp
self.level = level
self.hp = hp
# Creating my character(preset)
my_character = YourCharacter("Your character \n", 'FroGres', 16, 0, 1, 100)
# Introduction
def introduction_of_player(my_character):
print(f"{my_character.intro}")
print(f"{my_character.name}")
print(f"Attack: {my_character.attack}")
print(f"Experience: {my_character.exp}")
print(f"Level: {my_character.level}")
print(f"HP: {my_character.hp}")
# Monsters class build
class Monster:
def __init__(self, intro, name, attack, exp, level, hp):
self.intro = intro
self.name = name
self.attack = attack
self.exp = exp
self.level = level
self.hp = hp
# Monsters getting functions
# rat nest
def get_rat():
return Monster("You fight vs: \n", "Rat", random.randint(4, 6), random.randint(8, 14), random.randint(1, 3),
random.randint(50, 100))
def get_giant_rat():
return Monster("You fight vs: \n", "Giant Rat", random.randint(6, 8), random.randint(10, 18), random.randint(2, 4),
random.randint(80, 130))
def get_rat_boss():
return Monster("You fight vs: \n", "Rat Boss", random.randint(4, 6), random.randint(8, 14),random.randint(1, 3),
random.randint(50, 100))
# northern forest
# def get_witch():
# return Monster("You fight vs: \n", "Witch", random.randint(8, 12), random.randint(12, 20), random.randint(3, 6), random
# .randint(120, 200))
list_of_mobs_generators = [get_rat, get_giant_rat, get_rat_boss]
def escape_or_fight():
take_input = input("[a]ttack or [r]un?")
if take_input == 'a':
return attack()
if take_input == 'r':
print("You run as fast as possible.. ")
print("You returning to your hideout..")
else:
print("Something wrong")
# Menu of actions
event_mob = None
def menu_dungs():
global event_mob
asking = input("Where do you want to go?: 1.Rat Nest or 2.Northern Forest :")
if asking == "1":
event_mob_generator = random.choice(list_of_mobs_generators)
event_mob = event_mob_generator()
def introduction_of_monster_ratnest(event_mob):
print(f"{event_mob.intro}")
print(f"{event_mob.name}")
print(f"Attack: {event_mob.attack}")
print(f"Experience: {event_mob.exp}")
print(f"Level: {event_mob.level}")
print(f"HP: {event_mob.hp}")
print("You entering rat nest.. good luck!\n")
time.sleep(1)
print("Some ugly creature stays on your way!")
print(f"{event_mob.name} is looking at you!")
if event_mob.name == 'Rat':
introduction_of_monster_ratnest(event_mob)
escape_or_fight()
elif event_mob.name == 'Giant Rat':
introduction_of_monster_ratnest(event_mob)
escape_or_fight()
elif event_mob.name == 'Rat Boss':
introduction_of_monster_ratnest(event_mob)
escape_or_fight()
else:
print("Something went horribly wrong.. Don't even ask..")
elif asking == "2":
print("You entering northern forest.. good luck!\n")
print("Dungeon unavailable at this moment, try another one")
pass
# Not in use
else:
print("Try again and choose correct location\n")
def attack():
gain_exp = event_mob.exp + my_character.exp
rounds = 0
while event_mob.hp > 0:
event_mob.hp = event_mob.hp - my_character.attack
rounds += 1
print(f"You hit with: {my_character.attack} damage. Enemy HP is {event_mob.hp}")
print(f"Enemy HP after your attack is {event_mob.hp}", "\n")
if event_mob.hp <= 0:
print(f"{event_mob.name} has died..")
print(f"It tok you: {rounds} moves to kill that creature! \n")
print("Congratulations! Here is your loot")
dice()
print(f"You got: {event_mob.exp} experience from that fight.")
print(f"Your experience is now: {gain_exp}")
while True:
menu_dungs()
I am in the midst of making an RPG game in Python.
I have made different classes, but I am having problems with one of my enemy types. It is a spider, and to spice things up, I tried to make the spider do dot (damage over time). It is not guaranteed poison damage, but when it does poison you, it stacks.
This is my parent class (enemy):
class Enemy():
def __init__(self, number_of, name):
self.number_of = int(number_of)
self.name = name
self.hp = 20 * self.number_of
self.dmg = 2 * self.number_of
def attack(self):
print(f"you now have {round(class1.hp)} health" + "\n")
def appearing(self):
if self.number_of > 1:
print (f"{self.number_of} {self.name}s have appeared")
else:
print(f"A {self.name} has appeared")
print (f"They have {self.hp} health")
Note: the class1 is the player
This is my spider class:
class Spider(Enemy):
posion_dmg = 0
def __init__(self, number_of, name):
Enemy.__init__(self, number_of, name)
self.posion_dmg = 0
def attack(self,player):
if self.posion_dmg > 0:
dot = 2 ** (self.poison_dmg + 1)
player.hp -= dot
print ("you are posioned" + "\n")
print (f"it deals {round(dot)} damage")
dmg = random.uniform(1.2 * self.dmg, 1.8* self.dmg)
player.hp -= dmg
print ("The spider(s) bite(s) you. ")
print(f"It deals {round(dmg)} damage")
if randint(1,4) == 1:
self.poison_dmg += 1
if self.number_of == 1:
print ("The spider poisons you")
else:
print ("The spiders poison you")
return Enemy.attack(self)
def appearing(self):
print ("*Spiders have a chance to hit you with poison that deals damage over time - this stack exponentially*")
return Enemy.appearing(self)
When I go in combat with the spider, and the randint is 1, it says that "Spider" has no attribute "poison_dmg", but I made it an attribute, right?
im kind of a newbie to python but i've successfully gone through the "Make Your Own Python Text Adventure" guide and i got a basic grip of how this works, although i do not completely understand how you're making the dot work, i think your problem is:
class Spider(Enemy):
posion_dmg = 0
def __init__(self, number_of, name):
Enemy.__init__(self, number_of, name)
self.posion_dmg = 0 <-----------------------HERE
in combination with this:
def attack(self,player):
if self.posion_dmg > 0:
dot = 2 ** (self.poison_dmg + 1)
player.hp -= dot
print ("you are posioned" + "\n")
print (f"it deals {round(dot)} damage")
dmg = random.uniform(1.2 * self.dmg, 1.8* self.dmg)
player.hp -= dmg
print ("The spider(s) bite(s) you. ")
print(f"It deals {round(dmg)} damage")
if randint(1,4) == 1: <----------------------------HERE
self.poison_dmg += 1
if self.number_of == 1:
print ("The spider poisons you")
else:
print ("The spiders poison you")
The if statement is indented within a def that begins with another if poison_dmg > 0, and is not because you've already defined it to be 0 in the init.
i would invert the order of the if statements within the attack function, so you first generate a poison_dmg value, and then you evaluate wether or not that value is greater than 0.
Hope it works!
PD1: This is my firs stackoverflow comment ever, sorry if i missed some answering standards.
PD2: English is not my mother tongue, please let me know if i didn't make myself clear at any point.
background: I'm currently writing a text-based adventure and each enemy has a certain amount of turns you can attack it before it attacks back.
So to handle this the code sets an argument in the function for the fight dictating how many times you can attack.
def fight_sequence(rounds):
while rounds > 0:
attack = input()
if attack == magic:
magic("you teleport away to safety. Congratulations you have stayed alive through your journey and found a few souvenoirs. nice job!", 1, "you muster up all of your energy, chant the spell.... and nothing happens.Cthulu... seems unimpressed", 1, "")
elif attack == sword:
sword(1)
def magic(teleportmessage, teleportsuccess, firemessage, firefail, winmessage):
x = 0
while x == 0:
fightorflight = input("""you open the book to cast a spell
Do you want to try teleporting or use a fireball?""").lower()
if "teleport" in fightorflight:
if teleportsuccess = 1:
print(teleportmessage)
x = 1
else:
choice = input("You can't teleport out of this battle. Would you like to try a fireball?")
if choice == yes:
fightorflight = "fireball"
else:
x = 1
elif "fire" in fightorflight:
print(firemessage)
if firefail == 1:
choice = input("do you want to try to teleport instead?").lower()
if "yes" in choice:
fightorflight = "teleport"
else:
x = 1
else:
print(winmessage)
else:
print("Sorry not sure what you mean")
def sword(attacksuccess):
if attacksuccess == 1:
print("You pull out the sword and swing at the monster damaging it severely.")
else:
print("You pull out the sword and swing at the monster, but its immune to blunt objects.")
fight_sequence(3)
both magic() and sword() need to be able to decrease rounds by 1, originally i just did that before entering the magic or sword function. however some items to attack with allow you to attack more than once if you want so that won't work for them. Such as magic if they also choose to teleport. Is there a way to allow me to change the variable rounds while inside of another function?
I think using a return value might help but I'm not sure how to go about it
You can simply add a new argument to the magic function, and pass the 'rounds' variable through when you call it.
e.g.
def fight_sequence(rounds):
...
magic("some message", false, "fired", false, "you won", rounds)
def magic(teleportmessage, teleportsuccess, firemessage, firefail, winmessage, rounds):
Your passing through the variable (not just the value) so it will change in every context where rounds can be seen.
HTH.
I would recommend using classes to create this game rather than lots of functions, an example of a class in a hero game below.
class Hero:
def __init__(self):
self.health = 10
def eatApple(self):
self.health += 1
def takeDamage(self):
self.health -= 1
init function runs as class is initialized.
player = Hero()
print(player.health) # will print 10
player.takeDamage()
print(player.health) # will print 9
This way you can have global variables for you functions which can be changed in each function and is much more organised.
I am having a hard time tracking and adjusting player["health"] I created a function reduce_health(): that lowers the player health based on enemy attack, but when I run a fight the health does not work. I just simply win the fight or when I edit the code it just goes back and forth attacking forever. How can I create a function the reduce health and tracks it after each attack until the player dies? Note the code may not look well structured because I'm still working on it and will clean it up after I figure this out.
import random
import time
#Tracking weapon and player health
player = {"weapon":None, "health": None}
#function for questions avoide repeat
def ask(question):
answer = input(question + " [y/n]")
return answer in ["y", "Y", "Yes", "YES", "yes"]
def game_over():
print ("You Lose")
#initial question to start
print ("The adventures Of Magical Nadia")
#Question to start game or end game
if ask("Do you wish to embark on this great adventure?"):
print ("You have accepted the adventure. God Speed my young rass!")
player["health"] = 100
else:
print ("You are a coward and shall not in bark on a great adventure!")
#Dic of all the weapons in the game
WEAPONS = {
"Spear": (3, 10), None:(1,3), "knife":(4,16), "Gun":(16,25), "Glass Bottle":(4,16)
}
#to give the player weapons code
#player["weapon"] = "Spear"
#Enemys type
enemy = {"name":None, "health":None, "attack":None }
Gaint_spider = {"name":"Spider","health":(10), "attack":(7, 10) }
Dogs = {"name":"Dogs","health": (50), "attack":(4,15)}
Dragon = {"name":"Dragon","health": (150), "attack":(35,45)}
def reduce_health():
healthcheck = int(player["health"])
enemyattack = int("enemy_damage")
player["health"] = healthcheck - enemyattack
print (player["health"])
if player["health"] <= 0:
game_over()
#Function each fight gives random dmg, have a player and enemy, winner and loser
def combat (player, enemy):
player_damage = random.randint (*WEAPONS[player["weapon"]])
enemy_damage = random.randint(*enemy["attack"])
player_win = player_damage >= enemy["health"]
enemy_win= enemy_damage >= player["health"]
return player_damage, player_win , enemy_damage, enemy_win
#Structure of a fight
Sample_FIGHT = {
"player_damage": "You desperately try to stop the %s for %i damage",
"enemy_damage": "%s gores you for %i damage",
"player_win": "The %s collapses with a thunderous boom",
"enemy_win": "You are squished"
}
# describe the fight in a function
def describe_combat(player, enemy, fight_description,reduce_health):
player_damage, player_win , enemy_damage, enemy_win = combat(player, enemy)
print (fight_description["player_damage"] % (enemy["name"], player_damage))
time.sleep(1.0)
print (fight_description["enemy_damage"] % (enemy["name"], enemy_damage) )
return reduce_health
if player_win:
print (fight_description["player_win"] % enemy["name"])
return True
if enemy_win:
print (fight_description["player_win"] % enemy["name"])
return False
return None # fight is a draw
fight_result = describe_combat(player, Gaint_spider, Sample_FIGHT, reduce_health)
while fight_result is None:
describe_combat(player, Gaint_spider, Sample_FIGHT,reduce_health)
if True:
print ("You have won the fight")
else:
print ("You lost")
Returns this:
The adventures Of Magical Nadia
Do you wish to embark on this great adventure? [y/n] Y
You have accepted the adventure. God Speed my young rass!
You desperately try to stop the Spider for 2 damage
Spider gores you for 7 damage
You have won the fight
Goal:
The adventures Of Magical Nadia
Do you wish to embark on this great adventure? [y/n] Y
You have accepted the adventure. God Speed my young rass!
You desperately try to stop the Spider for 2 damage
Spider gores you for 7 damage
Player health 93
You desperately try to stop the Spider for 2 damage
Spider gores you for 7 damage
Player health 86
Instead of using a dict to store player attributes, why not use a class?
class Player:
def __init__(self, weapon, health):
self.weapon = weapon
self.health = health
def reduce_health(amount):
self.health -= amount
You can add additional methods like calculate_damage() to the Player class that take into account the type of weapon the player has. If you also create a monster class, your fight sequence could look something like
def fight():
monster.reduce_health(player.calculate_damage())
monster.check_dead()
player.reduce_health(monster.calculate_damage())
player.check_dead()
...
I'm not really sure how to word this, but I'll try my best. I've created a function for a zombie, and another one for attacks. But I don't know how to pass on the parameters of the zombie function into the attack function. Also if there is a more technical way to word this please let me know. Here is my test code for it, I'm sure this community will be able to figure out what I mean. The end goal is to create a function where I can plug in a monster name and have it's assigned parameters (health, defense, etc..) be run in through the combat function. ie def combat(monster_name): Any and all advice is much appreciated. Thank you!
#Functions
def zombie():
global zombie_hp
zombie_hp = 10
print "Zombie encounter"
print "Current Health:", zombie_hp
def attack(monster):
if monster > 0:
while monster > 0:
user_action = raw_input("Do you attack the zombie? [y]: ")
if user_action == "y":
monster_hp = monster_hp - 1
print "Health remaining: ", monster_hp
def user_action():
global user_action
user_action = raw_input("Do you attack the zombie? [y]: ")
# Zombie Encounter (attack_testing)
attack(zombie())
if zombie_hp == 0:
print "Zombie Defeated"
I suggest you use a class:
class Zombie:
def __init__(self):
self.defense = 10
self.hp = 100
def hit(self, hp):
self.hp-=hp
def upgrade(self, level):
self.defense+=level
This will remember the hp and defense for every zombie that you create
>>> Max = Zombie()
>>> Max.hit(17)
>>> Max.upgrade(2)
>>> Max.hp
83
>>> Max.defense
12
>>>