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()
...
Related
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()
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'm creating a game where one of the bosses (Suru) acts differently based on what the user inputs. The user input is created in a def() function inside a class (Player) and has to use returns to pass the results to the main def() function (boss_battle). However, whenever i try to use an if code to set conditions for the battle function, the user input repeats itself until the last line of the if statement.
Here is the if code that's causing the problem:
if player.attack(boss)== 'mercy':
kind = True
break
#If the player input returns 'mercy' then the battle will stop
#However the results don't show as the code moves on to repeat itself in the next line
elif player.attack(boss) in ('heal, no_mercy'):
pass
#If the player chooses to heal or fails to give mercy then the battle will continue as normal, however Suru won't be able to attack the player that turn
#The same happens with this line
elif player.attack(boss)==('attack'):
wait = 'no'
#If the player chooses to fight then the battle will commence as normal, however Suru will no be able to attack throughout the rest of the battle
#This line prints out the results but the results end up being inaccurate as 'mercy' or 'heal' aren't taken into effect
What is supposed to happen is whatever the user inputs (and the code returns) will affect what Suru does: 'heal' and 'no_mercy) causes him to wait (not attacking on that turn), 'mercy' causes the battle to end and 'attack' causes Suru to attack the player back (and continue to do so for the rest of the battle).
However what is does instead is repeat the player input 3 times, only taking the third input into account. This causes the code to be inaccurate as the condition meet by the third input will only work for attack (allowing the Suru to attack the player) and not for mercy or heal / no_mercy.
Keep in mind that even if you enter the correct condtions for the statement, the code will continue to go through each if statement (causing the user input to be requiered 3 times instead of 1).
Below is a sample code to run if needed while explaining the bases of the code and what im trying to achieve.
class Character:
#Creates the base for the Player and the enemy setup
def __init__(self, health, power, speed, core, max_health):
self.health = health
self.power = power
self.speed = speed
self.core = core
def attack(self, other):
raise NotImplementedError
#Allows for the enemy_attack and attack_enemy methods (functions) to be placed into separate classes
#Allows for the player and enemy to be able to attack each other
class Player(Character):
#Creates Data and stats for the Player
def __init__(self, name, health, power, speed, core, max_health, heal, counter, endure):
super().__init__(health, power, speed, core, max_health)
#Creates the base for the stats required for the player
#Super() allows for the parent class in (charecter class) to be called and used to create stats the child class (Player)
self.name = name
self.power = power
self.speed = speed
self.core = core
self.max_health = max_health
self.heal = heal
self.counter = counter
self.endure = endure
def attack(self, other):
action = input("\nWhat move would you like to make (fight, heal or mercy)? ").lower()
print()
sleep(1)
#Asks the user what to do
if action in ('fight', 'heal', 'mercy'):
if action == 'heal':
print("\nYou try to heal your wounds")
sleep(1)
self.health += self.heal
print("You have {0.health} hp.\n".format(self))
sleep(1)
return 'heal'
#Returns that the user has healed that turn and did not attack, allowing wait to remain as 'yes' - unless the user has attacked before
elif action == 'mercy':
chance = (random.randint(1, 10))
response = random.choice(["You tell the {0.name} that you don't want to fight.".format(other),
"You refuse to fight.", "You remain still to show the {0.name} that you don't wan't to fight.",
"You try to give the {0.name} mercy.".format(other)])
re_response = random.choice(response)
print(response)
sleep(1)
if chance >= other.mercy_count:
response_fail = random.choice(["But you were unable to convince the {0.name} not to fight.".format(other),
"But the {0.name} didn't believe you.".format(other),
"Yet the {0.name} still wants to fight.".format(other),
"But it didn't work."])
print(response_fail)
sleep(1)
return 'no_mercy'
elif chance < other.mercy_count:
response_pass = random.choice(["You were able to convince the {0.name} not to fight.".format(other),
"The {0.name} decided believe you.".format(other),
"As it turns out, the {0.name} didn't want to fight.".format(other),
"It worked."])
print(response_pass)
return 'mercy'
sleep(1)
#Mercy is based on a selective chance, if the player is able to spare Suru, then it returns 'mercy', causing the battle to end
elif action == 'fight':
print("You attack the {0.name}.".format(other))
other.health -= int(self.power * random.randint(1,3))
sleep(1)
#other.health = enemy health
#uses the Player's power to randomly (within reason) generate the damage taken by the enemy
#Also allows for a way to bypass the problem of not being able to convert player.power to a numeric figure
return 'attack'
#Returns attack - stating that the user has chosen to fight - and allows for the code to inishiate Suru's attack pattern
else:
print("you stumble...")
sleep(1)
#If the entry isn't valid then the message is diplayed and the sequence is conitnued
class Boss(Character):
def __init__(self, name, health, power, speed, core, max_health, mercy_count):
super().__init__(health, power, speed, core, max_health)
self.name = name
self.power = power
self.speed = speed
self.mercy_count = mercy_count
self.max_health = max_health
def attack(self, other):
print("The {0.name} attacks...".format(self))
sleep(1)
other.health -= int(self.power * random.randint(1,3)
def boss_battle(player, boss):
#Battle Function
kind = False
#variable used for mercy
wait = 'yes'
#variable used to determine whether on not Suru is to attack on that turn
print ("\n{0.name} confronts you!".format(boss))
sleep(0.5)
print ("{0.name} has {0.health} hp.".format(boss))
sleep(1)
print("\nYour stats are: {0.health} hp {0.power} atk {0.speed} spd\n".format(player))
sleep(0.75)
while player.health > 0 and boss.health > 0:
#Loop runs while both the player and Suru have hp left
#The following if code sparks the requested problem
if player.speed >= boss.speed:
#If the player's speed is greater than the bosses
if player.attack(boss)== 'mercy':
kind = True
break
#If the player input returns 'mercy' then the battle will stop
#However the results don't show as the code moves on to repeat itself in the next line
elif player.attack(boss) in ('heal'. 'no_mercy'):
pass
#If the player chooses to heal then the battle will continue as normal, however Suru won't be able to attack the player that turn
#The same happens with this line
elif player.attack(boss)==('attack'):
wait = 'no'
#If the player chooses to fight then the battle will commence as normal, however Suru will no be able to attack throughout the rest of the battle
#This line prints out the results but the results end up being inaccurate as 'mercy' or 'heal' aren't taken into effect
#End of problem if code
if boss.health <= 0:
break
#If Suru is dead (health lower than 0) then the battle ends
print ("{0.name} has {0.health} hp.\n".format(boss))
#Displays a message telling the user the hp stsatus of the enemy
sleep(0.5)
if boss.name == 'Suru':
if wait == 'yes':
b_response = random.choice(["Suru is watching you.", "Suru seems hesitant to strike."])
print(b_response)
#Suru skips it's turn
else:
boss.attack(player)
# Suru attacks the player
if player.health <= 0:
break
#If the player is dead (health lower than 0) then the battle ends
print("You have {0.health} hp.\n".format(boss))
sleep(1)
#Displays the player's health
if kind:
print("\nYou part ways with {0.name}.\n\n".format(boss))
sleep(1)
else:
if player.health > 0:
print("\nYou killed {0.name}.".format(boss))
print()
sleep(1)
elif boss.health > 0:
print("\nThe {0.name} has killed you.".format(boss))
print()
if __name__ == '__main__':
#Allows for the main script to be run and variables to be created and entered
players = (Player("Hero", 100, 18, 50, 300, 100, 50, 0, 0))
#Player list allows for the player to have stats that can be changed
bosses = [Boss("Feng", 100, 15, 70, 50, 100, 8), Boss("Shen", 150, 15, 80, 100, 150, 5),
Boss("Suru", 200, 20, 20, 200, 200, 3), Boss ("Mlezi", 45, 10, 60, 0, 45, 6)]
boss_battle(players, bosses[2])
#Allows for Suru boss battle
This is what the code displays:
(Not sure how to display a picture, sorry)
Suru confronts you!
Suru has 200 hp.
Your stats are: 100 hp 18 atk 50 spd
What move would you like to make (fight, heal or mercy)? fight (user input)
You attack the Suru.
What move would you like to make (fight, heal or mercy)? fight
(it repeats due to the second line of the if code even though it's not supposed to)
You attack the Suru.
What move would you like to make (fight, heal or mercy)? heal
(it repeats a third time due to the third line of the if code even though it's not supposed to)
You try to heal your wounds
You have 100 hp.
Suru has 110 hp.
Suru is watching you.
You have 110 hp.
(Finally displays the result but is in accurate as i initially entered 'fight' which causes Suru to attac'; however, i change the final input to 'heal' to show how the code doesn't accept the first input (even though it should) and only accepts the third input (despite the fact the third and second inputs shouldn't exists)
What move would you like to make (fight, heal or mercy)?
(Repeats for the next turn)
I've already tried researching my question on stackflow, and other sites, using phrases such as 'how to check multiple conditions in if statement' (since i thought a way to anwser my question was to have python check the condtions in one line, limiting the amount of elifs and player.attack()) however this only turned up with ways to make multiple if statments / condtions more visualy appealing). Another search i tried was 'if statement in user defined function' but that didn't give me the results that i needed (or found useful).
I would really appreciate any feedback, not only on my code (however this is what's mainly addressed) but also any feedback on way i could improve my overall code (not as important).
Thanks in advance
It sounds like you're just asking how to store a value in a variable:
attack_result = player.attack(boss)
if attack_result == 'mercy':
# etc.
elif attack_result in ('heal, no_mercy'):
# etc.
elif attack_result == 'attack':
# etc.
This way, instead of calling player.attack(boss) over and over, we just call it once, and then use the result over and over.
While we're at it, as pointed out by David in a comment, in ('heal, no_mercy') probably isn't testing what you wanted.
'heal, no_mercy' is a single string. So ('heal, no_mercy') is a single string wrapped in meaningless parentheses. It's very different from ('heal', 'no_mercy'), which is a pair of strings.
What you've written will do a substring search—which will actually be true for heal and no_mercy, but also for mercy and al and any other substring. You probably want to change it to:
elif attack_result in ('heal', 'no_mercy'):
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
>>>
I'm relatively new to Python and OOP, I'm trying to write a mini adventure game with classes and have gotten stuck with my BattleEngine class.
The idea is to have options to fight or outwit an opponent based on your characters and the opponents 'strength' and 'wit'.
I get an error when I try to call my attack method here:
class Armory(Scene):
def enter(self):
print "This room appears to be some kind of armory. There are shelves full of weaponry lining"
print "the walls. You walk around admiring the shiny weapons, you reach out to pick up a"
print "massive battleaxe. Right as your fingers touch it you hear voices from behind the"
print "next door. They sound like they're getting closer. As the voices grow nearer you must make"
print "a decision. Will you stand and fight (enter 'fight') or will you use your wit to outsmart"
print "your opponent(enter 'wit')?"
decision = raw_input("> ")
battle = BattleEngine()
if decision == "fight":
attack(self, Player.strength, 3)
if player_wins:
print "A man in light armour walks in and sees you with your sword drawn. A look of"
print "shock and disbelief is on his face. You act quickly and lunge at him."
print "The soldier struggles to unsheath his sword as you run him through."
print "He collapses to the ground wearing the same look of disbelief."
print "Your strength has increased by 1."
Player.strength += 1
elif decision == "wit":
outwit(self, Player.wit, 3)
Here is where I defined my BattleEngine class:
class BattleEngine(object):
def attack(self, player_strength, nonplayer_strength):
player_roll = randint(1,6)
nonplayer_roll = randint(1,6)
if (player_roll + player_strength) >= (nonplayer_roll + nonplayer_strength):
return player_wins
else:
return 'death'
def outwit(self, player_wit, nonplayer_wit):
player_roll = randint(1,6)
nonplayer_roll = randint(1,6)
if (player_roll + player_wit) >= (nonplayer_roll + nonplayer_wit):
return player_wins
else:
return 'death'
Once I get to this point in my program is receive the error that : 'attack global name is not defined'
I'm not sure what I'm doing wrong exactly. Any help would be fantastic!
You need to call attack on your BattleEngine instance, and you do not need to pass in self:
battle = BattleEngine()
if decision == "fight":
player_wins = battle.attack(Player.strength, 3)
Note that you need to receive the return value of the .attack() method.
The same applies to the .outwit() method further on:
elif decision == "wit":
player_wins = battle.outwit(Player.wit, 3)
You probably need to fix the return values in the .attack() and .outwit() methods; instead of return player_wins and return 'death', return True or False perhaps.
The self parameter is taken care of for you by Python, and will refer to the specific BattleEngine instance.
Not that you really need classes here, your BattleEngine() class currently has no per-instance state, for example. You don't use self in any of the methods, because there is nothing on the instance to refer to.