582 lines
22 KiB
Python
582 lines
22 KiB
Python
from enum import Enum, auto
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from random import randint
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import functions
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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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# Identity
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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 (move off Player, keep on Job)
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# self.hitDie = self.job.hd
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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 (Not ready yet)
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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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paper: {"Count": 1,
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"object": Weapon,
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"equipped": False
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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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def getModifier(self):
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"""Floor calculation to work out skill check modifiers"""
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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_race(self):
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if self.race.lower() == "human":
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print("As a Human, two different ability scores of your choice increase by 1.")
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selection1 = input("Choose the first ability score to increase by 1.\n"
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"1) Strength\n"
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"2) Dexterity\n"
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"3) Constitution\n"
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"4) Intelligence\n"
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"5) Wisdom\n"
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"6) Charisma\n\n >> ").lower()
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while True:
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if selection1 in ("1", "strength"):
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self.stats["Strength"] += 1
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break
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elif selection1 in ("2", "dexterity"):
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self.stats["Dexterity"] += 1
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break
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elif selection1 in ("3", "constitution"):
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self.stats["Constitution"] += 1
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break
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elif selection1 in ("4", "intelligence"):
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self.stats["Intelligence"] += 1
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break
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elif selection1 in ("5", "wisdom"):
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self.stats["Wisdom"] += 1
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break
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elif selection1 in ("6", "charisma"):
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self.stats["Charisma"] += 1
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break
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else:
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selection1 = input("Sorry, I didn't recognise that. Please select from the following:\n"
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"1) Strength\n"
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"2) Dexterity\n"
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"3) Constitution\n"
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"4) Intelligence\n"
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"5) Wisdom\n"
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"6) Charisma\n >> ").lower()
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continue
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selection2 = input("Choose the second ability score to increase by 1.\n"
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"1) Strength\n"
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"2) Dexterity\n"
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"3) Constitution\n"
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"4) Intelligence\n"
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"5) Wisdom\n"
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"6) Charisma\n\n >> ").lower()
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while True:
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if selection2 in ("1", "strength"):
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self.stats["Strength"] += 1
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break
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elif selection2 in ("2", "dexterity"):
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self.stats["Dexterity"] += 1
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break
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elif selection2 in ("3", "constitution"):
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self.stats["Constitution"] += 1
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break
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elif selection2 in ("4", "intelligence"):
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self.stats["Intelligence"] += 1
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break
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elif selection2 in ("5", "wisdom"):
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self.stats["Wisdom"] += 1
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break
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elif selection2 in ("6", "charisma"):
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self.stats["Charisma"] += 1
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break
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else:
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selection2 = input("Sorry, I didn't recognise that. Please select from the following:\n"
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"1) Strength\n"
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"2) Dexterity\n"
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"3) Constitution\n"
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"4) Intelligence\n"
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"5) Wisdom\n"
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"6) Charisma\n >> ").lower()
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continue
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elif self.race.lower() == "elf":
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self.stats["Dexterity"] += 2
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elif self.race.lower() == "dwarf":
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self.stats["Constitution"] += 2
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def set_stats_job(self):
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if self.job.lower() == "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() == "cleric":
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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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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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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'Wisdom: {self.stats["Wisdom"]}')
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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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print(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}")
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def drop_item(self, object1):
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x = None
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for list_key, list_value in self.inventory.items(): # string, dictionary
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if object1 in list_key.name.lower(): # if user input is in the inventory list
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x = self.inventory.copy()
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del x[list_key]
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print("Did I drop it?")
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return x
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# Add the inventory commands to parser // take off Player
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def update_inventory(self, x):
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self.inventory = x
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def loot_object(self, object1):
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for scene, room in Map.scenes.items(): # iterate map scenes
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if Engine.seed == scene: # set new Engine seed in each room.enter()
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for list_key, list_value in room.lootable_items.items(): # string, dictionary
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for var, count in list_value.items(): # variable/object, integer
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if object1 in list_key: # if user input is in the lootable items
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if var in self.inventory: # if object is in inventory
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self.inventory[var]["Count"] += count # increase item count
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print(f'{var.name} x {count} has been added to your existing stack.')
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elif var not in self.inventory[var]: # if variable not in inventory
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self.inventory[var] = {"Count": count, # add it in
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"object": var.type,
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"equipped": False}
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print(f'{var.name} x {count} has been added to your rucksack.')
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room.lootable_items[object1][var] = 0 # set item to 0
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break
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else:
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print("You don't see one of those to loot.")
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break
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def add_inventory(self, object1):
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for scene, room in Map.scenes.items(): # iterate map scenes
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if Engine.seed == scene: # set new Engine seed in each room.enter()
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for list_key, list_value in room.available_items.items(): # string, dictionary
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for var, count in list_value.items(): # variable/object, integer
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if object1 in list_key: # if user input is in the available items
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response = input(f'There are {room.available_items[object1][var]}.\n'
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f'How many will you take?\n>> ').lower()
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if response in ("0", "none"):
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break
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elif response == "all":
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if var in self.inventory:
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self.inventory[var]["Count"] += count # increase item count
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print(f'{var.name} x {count} has been added to your existing stack.')
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room.available_items[object1][var] = 0
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elif var not in self.inventory: # if objects not in inventory
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self.inventory[var] = {"Count": count, # add it in
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"object": var.type,
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"equipped": False}
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print(f'{var.name} x {count} has been added to your rucksack.')
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room.available_items[object1][var] = 0
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elif int(response) <= count:
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if var in self.inventory:
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self.inventory[var]["Count"] += int(response) # increase item count
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print(f'{var.name} x {response} has been added to your existing stack.')
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room.available_items[object1][var] = \
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room.available_items[object1][var] - int(response)
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elif var not in self.inventory: # if objects not in inventory
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self.inventory[var] = {"Count": response, # add it in
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"object": var.type,
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"equipped": False}
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print(f'{var.name} x {response} has been added to your rucksack.')
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room.available_items[object1][var] = \
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room.available_items[object1][var] - int(response)
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else:
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print("You can't take more than exist.")
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break
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else:
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print("You don't see any lying around..")
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break
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def new_char(self):
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"""Outputs final stats, armour, and inventory"""
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self.allocation()
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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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functions.current_equipment()
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print(' ')
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functions.current_inventory()
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print(' ')
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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 allocation(self):
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while True:
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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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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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if r < 6:
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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(f"Please assign a stat to a selected attribute by entering the number then the attribute.\n"
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f"For example, '10 strength' will assign 10 to your strength, if you have a 10 available.\n\n"
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f"Please select a stat and an attribute.\n\n"
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f"Your rolled stats are:\n {', '.join(stats)}\n\n"
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f"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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words = input_text.split()
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if len(words) <= 2:
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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) == 1:
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self.stats[attributes[0]] += int(stats[0])
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print("")
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break
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print(f"The remaining stats are:\n {', '.join(stats)}\n\n"
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f"The remaining attributes are:\n {', '.join(attributes)}")
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else:
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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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else:
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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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print(f"Your current stats are:\n"
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f'Strength: {self.stats["Strength"]}\n'
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f'Dexterity: {self.stats["Dexterity"]}\n'
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f'Constitution: {self.stats["Constitution"]}\n'
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f'Intelligence: {self.stats["Intelligence"]}\n'
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f'Wisdom: {self.stats["Wisdom"]}\n'
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f'Charisma: {self.stats["Charisma"]}\n')
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select = input("Are you happy with this selection? Y/N?\n"
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"WARNING: If you select 'N', your dice will be randomly rolled again. Proceed?\n"
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" >> ").lower()
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if select == "n":
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continue
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if select == 'y':
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break
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elif select not in ("y", "n"):
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print("Error. Input was not recognised. Please select 'Y' or 'N'.")
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select = input("Are you happy with this selection? Y/N?\n"
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"WARNING: If you select 'N', your dice will be randomly rolled again. Proceed?\n"
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" >> ").lower()
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if select == "y":
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break
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else:
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continue
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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 ItemType(Enum):
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Armor = auto()
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Weapon = auto()
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Money = auto()
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Item = auto()
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class Slots(Enum):
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MainHand = auto()
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OffHand = auto()
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TwoHanded = auto()
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Helm = auto()
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Chest = auto()
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Wrists = auto()
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Feet = auto()
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Neck = auto()
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Cloak = auto()
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LeftRing = auto()
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RightRing = auto()
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Attunement = 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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self.type = ItemType.Item
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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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self.type = ItemType.Money
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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, slot, damage1H, damage2H,
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dmgType, dmgMod, versatile, thrown, magical):
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self.slot = slot
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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.versatile = versatile
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self.thrown = thrown
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self.itemType = ItemType.Weapon
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self.attunement = False
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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=====" \
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f"\n{self.description}" \
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f"\nValue: {self.value}" \
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f"\nDamage: One Handed - {self.damage1H}" \
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f"\nDamage: Two Handed - {self.damage2H}" \
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f"\nDamage Type: {self.dmgType.name.title()}" \
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f"\nMagical: {self.magical}"
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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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self.itemType = ItemType.Armor
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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" \
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f"=====\n" \
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f"{self.description}\n" \
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f"Value: {self.value}\n" \
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f"AC: {self.ac}\n" \
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f"Magical: {self.magical}"
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elif not self.stealthDis:
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return f"{self.name}\n=====" \
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f"\n{self.description}\n" \
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f"Value: {self.value}\n" \
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f"AC: {self.ac}\n" \
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f"Disadvantage on Stealth checks: {self.stealthDis}\n" \
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f"Magical: {self.magical}\n"
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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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# starting equip
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rock = Weapon(
|
|
name="Rock",
|
|
description="A fist-sized rock, suitable for bludgeoning.",
|
|
value=None,
|
|
slot=Slots.MainHand,
|
|
damage1H='1d6',
|
|
damage2H=None,
|
|
dmgType=DamageType.Crushing,
|
|
dmgMod=DamageMod.Strength,
|
|
versatile=False,
|
|
thrown=True,
|
|
magical=False
|
|
)
|
|
|
|
dagger = Weapon(
|
|
name="Dagger",
|
|
description="Pointy stabby-stab",
|
|
value=None,
|
|
slot=Slots.MainHand,
|
|
damage1H='1d6',
|
|
damage2H=None,
|
|
dmgType=DamageType.Slashing,
|
|
dmgMod=DamageMod.Dexterity,
|
|
versatile=False,
|
|
thrown=True,
|
|
magical=False
|
|
)
|
|
|
|
tornRags = Armor(
|
|
name="Torn Rags",
|
|
description="A ripped and worn-out outfit.",
|
|
value=None,
|
|
grade="Light",
|
|
ac=0,
|
|
disadvantage=True,
|
|
dmgRes="None",
|
|
magical=False
|
|
)
|
|
paper = Item(
|
|
name="Paper",
|
|
description="A blank piece of paper",
|
|
value=None,
|
|
magical=False
|
|
)
|
|
|
|
Inventory = {
|
|
rock: {"Count": 1,
|
|
"object": Weapon,
|
|
},
|
|
dagger: {"Count": 1,
|
|
"object": Weapon,
|
|
},
|
|
paper: {"Count": 1,
|
|
"object": Item
|
|
},
|
|
tornRags: {"Count": 1,
|
|
"object": Armor
|
|
},
|
|
GP1: {"Count": 10,
|
|
"object": Money
|
|
},
|
|
}
|
|
|
|
Equipment = {
|
|
"Main Hand": rock,
|
|
"Off Hand": None,
|
|
"Two Handed": None,
|
|
"Helm": None,
|
|
"Chest": tornRags,
|
|
"Wrists": None,
|
|
"Feet": None,
|
|
"Neck": None,
|
|
"Cloak": None,
|
|
"Left Ring": None,
|
|
"Right Ring": None,
|
|
"Attunement": None
|
|
}
|
|
|