Kanjin - Original Text Based Game
Currently not developing this version as I am working on the engine build.
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Kanjin-TextOriginal
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340
Kanjin-TextOriginal
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from functions import *
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from enum import Enum, auto
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from random import randint
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from scenes import entry
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class Player:
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"""Character Creation"""
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# Default Character
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def __init__(self, name, gender, age, race, job):
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# Personality
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self.name = name
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self.gender = gender
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self.age = age
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self.race = race
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self.job = job
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# Health
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self.currentHP = 100
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self.maxHP = 100
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# Levels
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self.level = 1
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self.exp = 0
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self.maxEXP = 100
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# Magic
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self.spells_known = []
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self.spells_ready = []
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# Equipment
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self.weapon = rock
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self.armor = tornRags
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# Defence
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self.ac = 0
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self.elemental_resistance = {DamageType.FIRE: False, DamageType.WATER: False, DamageType.LIGHTNING: False}
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self.physical_resistance = {DamageType.SLASHING: False, DamageType.CRUSHING: False, DamageType.PIERCING: False}
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# Ability Scores
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self.stats = {"Strength": 0,
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"Dexterity": 0,
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"Constitution": 0,
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"Intelligence": 0,
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"Wisdom": 0,
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"Charisma": 0}
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# Ability Modifiers
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self.mods = {"Strength": 0,
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"Dexterity": 0,
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"Constitution": 0,
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"Intelligence": 0,
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"Wisdom": 0,
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"Charisma": 0}
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# Held items
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self.inventory = {rock: {"Count": 1,
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"object": Weapon,
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"equipped": True
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},
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tornRags: {"Count": 1,
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"object": Armor,
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"equipped": True
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},
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GP1: {"Count": 10,
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"object": Money,
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"equipped": False
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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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self.mods["Constitution"] = -5 + self.stats["Constitution"] // 2
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self.mods["Intelligence"] = -5 + self.stats["Intelligence"] // 2
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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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# Race
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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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# Job
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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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self.stats["Charisma"] += 1
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def introduce(self):
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typingPrint("Adjusting for your race and class bonuses." + "\n", time)
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time.sleep(1)
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typingPrint(f'Welcome {self.name}, to Kanjin: An RPG Text Adventure.\n', time)
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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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print("Your current stats are:")
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print(f'Hit Points: {self.currentHP}/{self.maxHP}')
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print(f'Strength: {self.stats["Strength"]}')
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print(f'Dexterity: {self.stats["Dexterity"]}')
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print(f'Constitution: {self.stats["Constitution"]}')
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print(f'Intelligence: {self.stats["Intelligence"]}')
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print(f'Charisma: {self.stats["Charisma"]}')
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def current_equip(self):
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"""Prints a list of items currently equipped."""
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typingPrint(f"You have equipped:\n {self.armor.name}\n"
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f" {self.armor.description}"
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f"\n{self.weapon.name}\n"
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f" {self.weapon.description}\n", time)
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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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self.introduce()
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print(' ')
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time.sleep(2)
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self.rollStats()
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self.set_stats()
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print(' ')
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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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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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def take_damage(self, DMGtype, size):
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"""Define the damage type and dice size"""
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damage = randint(1, size)
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if DMGtype in self.elemental_resistance or DMGtype in self.physical_resistance:
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damage //= 2
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self.currentHP -= damage
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return damage
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def dice_rolls(self, attribute):
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"""Rolling 4d6 to get stats 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
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del rolls[rolls.index(min(rolls))]
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self.stats[attribute] += sum(rolls)
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return attribute
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# Inventory list
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def current_inventory():
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"""Prints a list of items in your backpack that aren't equipped to your person."""
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typingPrint(f'In your rucksack you have:\n', time)
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for item_key, item_value in user.inventory.items():
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for key, value in item_value.items():
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if key == "equipped" and value == False:
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typingPrint(f'{item_key.name}\n'
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f' {item_key.description}\n', time)
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# Equipment list
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def equipped():
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"""Print currently equipped, print a list of held armor pieces,
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if input matches a held item, replace equipped condition"""
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print(f"You currently have equipped: {user.armor}\n")
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print("Would you like to equip something new? Y/N")
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answer = input(">> ").lower().strip()
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if answer == "n" or answer == "no":
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pass
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if answer == "y" or answer == "yes":
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answer = input(
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"Which which item from your inventory would you like to equip?" + "\n" + ">> ").lower().strip()
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for item_key, item_value in user.inventory.items():
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# item_info = dict
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for key, value in item_value.items():
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# Leather armor[items], "object"[key], Armor[value]
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if key == "object" and value == Armor:
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print("\n", item_key)
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else:
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print("I'm sorry, I didn't understand that." + "\n" + "Would you like to equip something new? Y/N")
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class DamageType(Enum):
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SLASHING = auto()
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CRUSHING = auto()
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PIERCING = auto()
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FIRE = auto()
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WATER = auto()
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LIGHTNING = auto()
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class DamageMod(Enum):
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STRENGTH = auto()
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DEXTERITY = auto()
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CONSTITUTION = auto()
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INTELLIGENCE = auto()
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WISDOM = auto()
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CHARISMA = auto()
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class Item:
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"""The base class for all items"""
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def __init__(self, name, description, value, magical):
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self.name = name
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self.description = description
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self.value = value
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self.magical = magical
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def __repr__(self):
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return f"{self.name}\n=====\n{self.description}\nValue: {self.value}\n"
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class Money(Item):
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"""The currency item used in the world of Kanjin"""
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def __init__(self, name, amt, magical):
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self.name = name
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self.amt = amt
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self.magical = magical
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super().__init__(name=self.name,
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description=f"A small round coin made of {self.name.lower()} "
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f"with the imperial city logo stamped on the face.",
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value=self.amt,
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magical=self.magical)
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class Weapon(Item):
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"""The base class for all weapons"""
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def __init__(self, name, description, value, damage1H, damage2H, dmgType, dmgMod, vers, thrown, magical):
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self.damage1H = damage1H
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self.damage2H = damage2H
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self.dmgType = dmgType
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self.dmgMod = dmgMod
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self.vers = vers
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self.thrown = thrown
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super().__init__(name, description, value, magical)
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def __repr__(self):
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return f"{self.name}\n=====\n{self.description}\nValue: {self.value}" \
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f"\nDamage: One Handed - {self.damage1H}" \
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f"\nDamage: Two Handed - {self.damage2H}\n" \
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f"Damage Type: {self.dmgType}\nMagical: {self.magical}.\n"
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class Armor(Item):
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"""The base class for all armor"""
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def __init__(self, name, description, value, grade, ac, disadvantage, dmgRes, magical):
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self.grade = grade
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self.ac = ac
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self.stealthDis = disadvantage
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self.dmgRes = dmgRes
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super().__init__(name, description, value, magical)
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def __repr__(self):
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if self.stealthDis:
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return f"{self.name}\n=====\n{self.description}\nValue: {self.value}\n" \
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f"AC: {self.ac}\nMagical: {self.magical}"
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elif not self.stealthDis:
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return f"{self.name}\n=====\n{self.description}\nValue: {self.value}\n" \
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f"AC: {self.ac}\nDisadvantage on Stealth checks: {self.stealthDis}\nMagical: {self.magical}"
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# Different types of coins
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GP1 = Money("Gold", 1, False)
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SP1 = Money("Silver", 1, False)
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CP1 = Money("Copper", 1, False)
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rock = Weapon(
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name="Rock",
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description="A fist-sized rock, suitable for bludgeoning.",
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value="No value",
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damage1H=randint(1, 6),
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damage2H=0,
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dmgType=DamageType.CRUSHING,
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dmgMod=DamageMod.STRENGTH,
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vers=False,
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thrown=True,
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magical=False
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)
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tornRags = Armor(
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name="Torn Rags",
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description="A ripped and worn-out outfit.",
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value=0,
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grade="Light",
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ac=0,
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disadvantage=True,
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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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# user.new_char()
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entry()
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