Character Creation Update
CC is almost complete, need to create a magic system, then should be all done.
This commit is contained in:
196
Kanjin-Engine
196
Kanjin-Engine
@@ -1,7 +1,3 @@
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# This file contains all classes for player, objects, and scenes.
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# All interactable items will also be created here.
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# The game engine can be found at the bottom.
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import time
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from random import randint
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from functions import startGame, typingPrint, typingInput
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@@ -20,6 +16,7 @@ class Player:
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self.race = race
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self.job = job
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# Health
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self.hitDie = randint(1, 6)
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self.currentHP = 100
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self.maxHP = 100
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# Levels
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@@ -65,10 +62,6 @@ class Player:
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},
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}
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# @property
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# def dexMod(self):
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# return self.mods["Dexterity"]
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def getModifier(self):
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self.mods["Strength"] = -5 + self.stats["Strength"] // 2
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self.mods["Dexterity"] = -5 + self.stats["Dexterity"] // 2
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@@ -77,26 +70,45 @@ class Player:
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self.mods["Wisdom"] = -5 + self.stats["Wisdom"] // 2
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self.mods["Charisma"] = -5 + self.stats["Charisma"] // 2
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def set_stats(self):
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if self.race == "elf":
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self.stats["Dexterity"] += 2
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self.stats["Intelligence"] += 2
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elif self.race == "human":
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self.stats["Strength"] += 2
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self.stats["Constitution"] += 2
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elif self.race == "dwarf":
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self.stats["Constitution"] += 2
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self.stats["Strength"] += 2
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elif self.job == "warrior":
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self.stats["Strength"] += 2
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self.stats["Constitution"] += 1
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elif self.job == "ranger":
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self.stats["Dexterity"] += 2
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self.stats["Charisma"] += 1
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elif self.job == "mage":
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self.stats["Intelligence"] += 2
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def set_stats_race(self):
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if self.race.lower() == "human":
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print("Human")
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self.stats["Strength"] += 1,
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self.stats["Dexterity"] += 1,
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self.stats["Constitution"] += 1,
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self.stats["Intelligence"] += 1,
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self.stats["Wisdom"] += 1,
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self.stats["Charisma"] += 1
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elif self.race.lower() == "elf":
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print("Elf")
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self.stats["Dexterity"] += 2
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self.stats["Intelligence"] += 1
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elif self.race.lower() == "dwarf":
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print("Dwarf")
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self.stats["Constitution"] += 2
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self.stats["Wisdom"] += 1
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def set_stats_job(self):
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if self.job.lower() == "warrior":
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print("Warrior")
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self.hitDie = randint(1, 12)
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self.maxHP = (12 + self.mods["Constitution"])
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self.currentHP = (12 + self.mods["Constitution"])
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elif self.job.lower() == "ranger":
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print("Ranger")
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self.hitDie = randint(1, 10)
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self.maxHP = (10 + self.mods["Constitution"])
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self.currentHP = (10 + self.mods["Constitution"])
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elif self.job.lower() == "mage":
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print("Mage")
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self.hitDie = randint(1, 8)
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self.maxHP = (8 + self.mods["Constitution"])
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self.currentHP = (8 + self.mods["Constitution"])
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def current_stats(self):
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"""Prints a display of the user's current statistics."""
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typingPrint("Your current stats are:\n", time)
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@@ -105,6 +117,7 @@ class Player:
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typingPrint(f'Dexterity: {self.stats["Dexterity"]}\n', time)
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typingPrint(f'Constitution: {self.stats["Constitution"]}\n', time)
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typingPrint(f'Intelligence: {self.stats["Intelligence"]}\n', time)
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typingPrint(f'Wisdom: {self.stats["Wisdom"]}\n', time)
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typingPrint(f'Charisma: {self.stats["Charisma"]}\n', time)
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def current_equip(self):
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@@ -116,50 +129,18 @@ class Player:
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def new_char(self):
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"""Outputs final stats, armour, and inventory"""
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# typingPrint("We will now generate random stats for your character.\n", time)
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# typingPrint("Adjusting for your race and class bonuses.\n", time)
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# print(' ')
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# time.sleep(2)
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self.dicerolls()
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self.allocation()
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print(' ')
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self.set_stats_race()
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self.set_stats_job()
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self.getModifier()
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self.current_stats()
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print(' ')
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time.sleep(2)
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time.sleep(1)
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self.current_equip()
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print(' ')
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# current_inventory()
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print(' ')
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def rollStats(self):
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"""Rolls stats 4d6kh3"""
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# Roll stats
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typingPrint("Rolling for Strength...\n", time)
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self.dice_rolls("Strength")
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typingPrint(f'Strength: {self.stats["Strength"]}\n', time)
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time.sleep(1)
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typingPrint("Rolling for Dexterity...\n", time)
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self.dice_rolls("Dexterity")
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typingPrint(f'Dexterity: {self.stats["Dexterity"]}\n', time)
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time.sleep(1)
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typingPrint("Rolling for Constitution...\n", time)
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self.dice_rolls("Constitution")
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typingPrint(f'Constitution: {self.stats["Constitution"]}\n', time)
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time.sleep(1)
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typingPrint("Rolling for Intelligence...\n", time)
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self.dice_rolls("Intelligence")
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typingPrint(f'Intelligence: {self.stats["Intelligence"]}\n', time)
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time.sleep(1)
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typingPrint("Rolling for Wisdom...\n", time)
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self.dice_rolls("Wisdom")
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typingPrint(f'Wisdom: {self.stats["Wisdom"]}\n', time)
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time.sleep(1)
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typingPrint("Rolling for Charisma...\n", time)
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self.dice_rolls("Charisma")
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typingPrint(f'Charisma: {self.stats["Charisma"]}\n', time)
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time.sleep(1)
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def health_check(self):
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"""Print out current/max HP"""
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print(f'You have {self.currentHP}/{self.maxHP} HP.')
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@@ -172,53 +153,44 @@ class Player:
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self.currentHP -= damage
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return damage
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def dicerolls(self):
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"""Rolling 4d6 to get stat value for PC"""
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rolls = []
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# roll 4d6
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for roll in range(4):
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r = randint(1, 6)
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rolls.append(r)
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# Drop the lowest number and then add to single value
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del rolls[rolls.index(min(rolls))]
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val = sum(rolls)
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return str(val)
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def allocation(self):
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# Display rolls and instructions
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rolls = []
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stats = []
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attributes = ["Strength", "Dexterity", "Constitution", "Intelligence", "Wisdom", "Charisma"]
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for _ in range(6):
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stats.append((Player.dicerolls(self)))
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while len(stats) != 6:
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# roll 4d6
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for roll in range(4):
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r = randint(1, 6)
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rolls.append(r)
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# Drop the lowest number and then add to single value
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del rolls[rolls.index(min(rolls))]
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val = sum(rolls)
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stats.append(str(val))
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rolls = []
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print("Please assign a stat to a selected attribute by entering the number then the attribute.\n"
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"For example, '10 strength' will assign the stat 10 to your strength, if you have a 10 showing.\n"
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"Type 'Finish' when you think you're ready to view your allocation before replacing or continuing.\n")
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"For example, '10 strength' will assign the stat 10 to your strength, if you have a 10 showing.\n")
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print("Please select a stat and an attribute")
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print("Your rolled stats are:\n" + ', '.join(stats) + "\n")
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print("Your attributes are:\n" + ', '.join(attributes) + "\n")
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# Allocate
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while len(stats) != 0:
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input_text = input("> ").title()
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input_text = input(">> ").title()
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words = input_text.split()
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print(words[0], words[1], len(stats))
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if words[0] in stats and words[1] in attributes:
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self.stats[words[1]] += int(words[0])
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stats.remove(words[0])
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attributes.remove(words[1])
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if len(stats) == 0:
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print("")
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break
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print("The remaining options are:\n")
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print(stats)
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print(attributes)
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elif words[0] in ["fin", "end", "finish", "cont", "continue"]:
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print(self.stats)
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break
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print(', '.join(stats))
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print(', '.join(attributes))
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else:
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print("Error")
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break
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print("Error. Input was not recognised. Please try again with 'Number' + 'Attribute'.")
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continue
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class Scene(object):
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@@ -371,35 +343,24 @@ tornRags = Armor(
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dmgRes="None",
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magical=False
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)
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# user = Player(*startGame())
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user = Player("Jamie", "Male", 29, "Elf", "Mage")
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class Begin(Scene):
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name = "Welcome to Kanjin"
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descrip = "Chocolate"
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descTrue = "You return to the cave entrance."
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descFalse = "You are standing at the entryway to a cave."
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has_visited = True
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name = "Kanjin - An RPG Text Adventure"
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with open('EntryDescrip.txt') as d:
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desc = d.read()
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def enter(self):
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typingPrint(f'\n===================\n', time)
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typingPrint(f'{Begin.name}', time)
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typingPrint(f'\n===================\n', time)
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if self.has_visited:
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typingPrint(f'\n{self.descTrue}\n'
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f'\n', time)
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else:
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typingPrint(f'===========\n{self.descFalse}\n', time)
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Begin.has_visited = True
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# print("")
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# typingPrint(f'{Begin.name}', time)
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# print("")
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# typingPrint(f'\n{self.desc}\n'
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# f'\n', time)
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# user = Player(*startGame())
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user.new_char()
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action = "begin"
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if action == "begin":
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typingPrint("result", time)
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return "pod"
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return "tutorial"
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class CaveEntrance(Scene):
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@@ -487,10 +448,11 @@ class A1(Scene):
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# pass
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class EscapePod(Scene):
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name = "Escape Pod"
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with open('pod.txt') as d:
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descrip = d.read()
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class Tutorial(Scene):
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name = "Tutorial Level"
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descrip = ("There are certain commands that will be available almost anytime you are able to type,\n"
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"such as viewing your inventory, checking your equipped items, and also changing them.\n"
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"You can also view your stats including your current and max hp.\n")
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def enter(self):
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print(f'\n===========\n'
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@@ -521,7 +483,7 @@ class Map(object):
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'A1': A1(),
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# 'death': Death(),
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# 'bridge': TheBridge(),
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'pod': EscapePod(),
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'Tutorial': Tutorial(),
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"begin": Begin()
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}
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