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@Dinocrusher
Created March 21, 2018 11:57
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*All Variables*
Exit = 'Exit'
E = 'E'
Yes = 'Yes'
Y = 'Y'
No = 'No'
N = 'N'
A = 'A'
B = 'B'
C = 'C'
D = 'D'
Loop = True
LoopBreak = False
OneTimeEvent1 = True
# Important variables
# Weapons/Items/Gold Section
IronWeapons = ['Iron Sword', 'Iron Mace', 'Iron Hammer', 'Iron Bow & Arrow', 'Iron Axe', 'Iron Spear']
IronWeaponsAmount = [1, 1, 1, 0, 0, 0]
IronWeaponsDamage = [2, 1, 2.5, 1.5, 2, 1.5] # Second one has a 50% chance of dealing 3 damage, Fourth one has a 20% chance of dealing 4 damage and the sixth one has a 30% chance of dealing 3 damage
SteelWeapons = ['Steel Sword', 'Steel Mace', 'Steel Hammer', 'Steel Bow & Arrow', 'Steel Axe', 'Steel Spear']
SteelWeaponsAmount = [0, 0, 0, 0, 0, 0]
GoldWeapons = ['Gold Katana', 'Gold Mace', 'Gold Great Hammer', 'Gold Bow & Arrow', 'Gold Axe', 'Gold Spear', 'Gold Crossbow', 'Gold Battleaxe', 'Gold Slicer']
GoldWeaponsAmount = [0, 0, 0, 0, 0, 0, 0, 0, 0,]
DiamondWeapons = ['Diamond Katana', 'Diamond Mace', 'Diamond Great Hammer', 'Diamond Bow & Arrow', 'Diamond Axe', 'Diamond Spear', 'Diamond Crossbow', 'Diamond Battleaxe', 'Diamond Slicer']
DiamondWeaponsAmount = [0, 0, 0, 0, 0, 0, 0, 0, 0,]
CrystalWeapons = ['Crystal Katana', 'Crystal Ultra Mace', 'Crystal Ultra Hammer', 'Crystal Bow & Arrow', 'Crystal Heavy Axe', 'Crystal Double Circular Blade Spear', 'Crystal Crossbow', 'Crystal Double Battleaxe', 'Crystal Slicer', 'Crystal Arm-Blade', 'Crystal Scythe', 'Crystal Dual-Katana']
CrystalWeaponsAmount = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
LaserWeapons = ['Laser Katana', 'Laser Ultra Mace', 'Laser Ultra Hammer', 'Laser Bow & Arrow', 'Laser Heavy Axe', 'Laser Double Circular Blade Spear', 'Laser Crossbow', 'Laser Ultra Double Battleaxe', 'Laser Slicer', 'Laser Arm-Blade', 'Laser Scythe', 'Laser Dual-Katana']
LaserWeaponsAmount = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,]
WeaponCriticalHit = random.randint(0, 0)
WeaponCriticalHitDamage = 0
WeaponCriticalHitEnabled = False
IsWeaponCriticalHit = False
EquippedWeapon = ''
Armor = ['Leather Helmet', 'Leather Gauntlets', 'Leather Chestplate', 'Leather Armor', 'Leather Boots']
ArmorProtection = [1.5, 1.5, 3, 1.5]
ArmorAmount = [1, 1, 1, 1, 1,]
Items = ['Rock']
ItemsAmount = [1]
Gold = 10
# Skills Section
DestructionSkillsNovice = ['Fire Blast', 'Ice Spike', 'Lightning Beam']
DestructionSkillsNoviceEarned = [1, 0, 0]
DestructionSkillsApprentice = ['Fire Fist', 'Ice Spear', 'Lightning Claws']
DestructionSkillsApprenticeEarned = [0, 0, 0]
DestructionSkillsMaster = ['Ignite!', 'Ice Crush!', 'Lightning Destructive Orb!']
DestructionSkillsMasterEarned = [0, 0, 0]
IllusionSkillsNovice = ['Flash', 'Deflect', 'Teleport']
IllusionSkillsNoviceEarned = [0, 0, 0]
IllusionSkillsApprentice = ['Dimension Slash', 'Dimension Surrounding', '1,000 Dimension Spears']
IllusionSkillsApprenticeEarned = [0, 0, 0]
IllusionSkillsMaster = ['Transform into a Ice Golem', 'Transform into a Dragon', 'Transform into a Ancient Warrior']
IllusionSkillsMasterEarned = [0, 0, 0]
SummoningSkillsNovice = ['Summon Wild Boar', 'Summon Bandit', 'Summon Wolf']
SummoningSkillsNoviceEarned = [0, 0, 0]
SummoningSkillsApprentice = ['Summon Raptor', 'Summon Triceratops', 'Summon Mammoth', 'Summon Tyrannosaurus Rex']
SummoningSkillsApprenticeEarned = [0, 0, 0, 0]
SummoningSkillsMaster = ['Summon Earth Golem', 'Summon Dragon', 'Summon Ancient Warrior']
SummoningSkillsMasterEarned = [0, 0, 0]
BendingSkillsNovice = ['Earth Punch', 'Earth Wall', 'Earth Boulder']
BendingSkillsNoviceEarned = [0, 0, 0]
BendingSkillsApprentice = ['Rock Stab', '50 Rock\'s', 'Rock Smash']
BendingSkillsApprenticeEarned = [0, 0, 0]
BendingSkillsMaster = ['Metal Slam', '200 Metal Shurikens', 'Massive Metal Battleaxe']
BendingSkillsMasterEarned = [0, 0, 0]
WeaponSkills = ['Strike']
WeaponSkillsEarned = [1]
# Level up Section
# Player Section
PlayerHealth = 30
PlayerMana = 10
PlayerWeaponDamage = 0
PlayerWeaponDamageSet = 0
PlayerSkillDamage = 0
AttackMode = 0
PermaEquipWeapon = ''
PermaEquipWeaponEnabled = False
PermaEquipHelmet = ''
PermaEquipGauntlets = ''
PermaEquipArmor = ''
PermaEquipBoots = ''
PermaEquipShoulders = ''
# Enemies
PracticeEnemy = '<Enemy>'
PracticeEnemyHealth = 10
PracticeEnemyDamage = 2
EnemyDefeated = 0
EnemyWon = 0
*Section of code I'm having a problem with*
def Inventory():
if OneTimeEvent1 == True:
PermaEquipWeaponEnabled = False
Loop = True
LoopBreak = False
while Loop == True:
print ("Your inventory:")
if IronWeaponsAmount[0] >= 1:
print ("(" + str(IronWeaponsAmount[0]) + ") " + IronWeapons[0])
if IronWeaponsAmount[1] >= 1:
print ("(" + str(IronWeaponsAmount[1]) + ") " + IronWeapons[1])
if IronWeaponsAmount[2] >= 1:
print ("(" + str(IronWeaponsAmount[2]) + ") " + IronWeapons[2])
if IronWeaponsAmount[3] >= 1:
print ("(" + str(IronWeaponsAmount[3]) + ") " + IronWeapons[3])
if IronWeaponsAmount[4] >= 1:
print ("(" + str(IronWeaponsAmount[4]) + ") " + IronWeapons[4])
if IronWeaponsAmount[5] >= 1:
print ("(" + str(IronWeaponsAmount[5]) + ") " + IronWeapons[5])
if ArmorAmount[0] >= 1:
print ("(" + str(ArmorAmount[0]) + ") " + Armor[0])
if ArmorAmount[1] >= 1:
print ("(" + str(ArmorAmount[1]) + ") " + Armor[1])
if ArmorAmount[2] >= 1:
print ("(" + str(ArmorAmount[2]) + ") " + Armor[2])
if ArmorAmount[3] >= 1:
print ("(" + str(ArmorAmount[3]) + ") " + Armor[3])
if ArmorAmount[4] >= 1:
print ("(" + str(ArmorAmount[4]) + ") " + Armor[4])
if ItemsAmount[0] >= 1:
print ("(" + str(ItemsAmount[0]) + ") " + Items[0])
print ("A) Choose which weapon you want to equip.")
print ("B) Choose which armor you want to equip.")
print ("E) Exit")
print ("Enter in the item you wish to view.")
# The first section of the contents displayed when you enter the inventory
basicAnswerStr = input()
if basicAnswerStr.lower() == A.lower():
if PermaEquipWeaponEnabled == False:
PermaEquipWeapon = ''
#Objectives
#1. List all the weapons
#1.5. Display which weapon is currently equipped
#2. Choose which weapon to assign the perma equip to
#3. Allow the player to exit
if IronWeaponsAmount[0] >= 1:
print (IronWeapons[0])
if IronWeaponsAmount[1] >= 1:
print (IronWeapons[1])
if IronWeaponsAmount[2] >= 1:
print (IronWeapons[2])
if IronWeaponsAmount[3] >= 1:
print (IronWeapons[3])
if IronWeaponsAmount[4] >= 1:
print (IronWeapons[4])
if IronWeaponsAmount[5] >= 1:
print (IronWeapons[5])
print ("")
print ("Equipped weapon: " + PermaEquipWeapon)
print ("")
print ("A) Change Equipped Weapon.")
print ("E) Exit")
while Loop == True:
if LoopBreak == True:
LoopBreak = False
break
basicAnswerStr = ''
basicAnswerStr = input()
if basicAnswerStr.lower() == A.lower():
print ("What would you like your equipped weapon to be?")
if IronWeaponsAmount[0] >= 1:
print (IronWeapons[0])
if IronWeaponsAmount[1] >= 1:
print (IronWeapons[1])
if IronWeaponsAmount[2] >= 1:
print (IronWeapons[2])
if IronWeaponsAmount[3] >= 1:
print (IronWeapons[3])
if IronWeaponsAmount[4] >= 1:
print (IronWeapons[4])
if IronWeaponsAmount[5] >= 1:
print (IronWeapons[5])
print ("E) Exit")
while Loop == True:
basicAnswerStr = input()
if basicAnswerStr.lower() == IronWeapons[0]:
if IronWeaponsAmount[0] >= 1:
PermaEquipWeapon = IronWeapons[0]
return PermaEquipWeapon
PlayerWeaponDamage = IronWeaponsDamage[0]
return PlayerWeaponDamage
PermaEquipWeaponEnabled = True
return PermaEquipWeaponEnabled
LoopBreak = True
break
if basicAnswerStr.lower() == IronWeapons[1]:
if IronWeaponsAmount[1] >= 1:
PermaEquipWeapon = IronWeapons[1]
return PermaEquipWeapon
PlayerWeaponDamage = IronWeaponsDamage[1]
return PlayerWeaponDamage
IsWeaponCriticalHit = True
return IsWeaponCriticalHit
PermaEquipWeaponEnabled = True
return PermaEquipWeaponEnabled
LoopBreak = True
break
if basicAnswerStr.lower() == IronWeapons[2]:
if IronWeaponsAmount[2] >= 1:
PermaEquipWeapon = IronWeapons[2]
return PermaEquipWeapon
PlayerWeaponDamage = IronWeaponsDamage[2]
return PlayerWeaponDamage
LoopBreak = True
break
if basicAnswerStr.lower() == IronWeapons[3]:
if IronWeaponsAmount[3] >= 1:
PermaEquipWeapon = IronWeapons[3]
return PermaEquipWeapon
PlayerWeaponDamage = IronWeapons[3]
return PlayerWeaponDamage
IsWeaponCriticalHit = True
return IsWeaponCriticalHit
PermaEquipWeaponEnabled = True
return PermaEquipWeaponEnabled
LoopBreak = True
break
if basicAnswerStr.lower() == IronWeapons[4]:
if IronWeaponsAmount[4] >= 1:
PermaEquipWeapon = IronWeapons[4]
return PermaEquipWeapon
PlayerWeaponDamage = IronWeapons[4]
return PlayerWeaponDamage
PermaEquipWeaponEnabled = True
return PermaEquipWeaponEnabled
LoopBreak = True
break
if basicAnswerStr.lower() == IronWeapons[5]:
if IronWeaponsAmount[5] >= 1:
PermaEquipWeapon = IronWeapons[5]
return PermaEquipWeapon
PlayerWeaponDamage = IronWeaponsDamage[5]
return PlayerWeaponDamage
IsWeaponCriticalHit = True
return IsWeaponCriticalHit
PermaEquipWeaponEnabled = True
return PermaEquipWeaponEnabled
LoopBreak = True
break
if basicAnswerStr.lower() == E.lower():
LoopBreak = True
break
if basicAnswerStr.lower() == Exit.lower():
LoopBreak = True
break
if basicAnswerStr.lower() == E.lower():
LoopBreak = True
basicAnswerStr = ''
break
if basicAnswerStr.lower() == Exit.lower():
LoopBreak = True
basicAnswerStr = ''
break
if basicAnswerStr.lower() == B.lower():
print ("")
if basicAnswerStr.lower() == Exit.lower():
break
if basicAnswerStr.lower() == E.lower():
break
if basicAnswerStr.lower() == IronWeapons[0].lower():
if IronWeaponsAmount[0] >= 1:
print ("Iron Sword:")
print ("")
print ("Description: A sword made out of iron with a leather handle.")
print ("")
print ("Stats: 2 Damage.")
print ("")
if basicAnswerStr.lower() == IronWeapons[1].lower():
if IronWeaponsAmount[1] >= 1:
print ("Iron Mace:")
print ("")
print ("Description: A mace made out of iron with a leather handle. ")
print ("")
print ("Stats: 1 Damage (With a 50% chance of doing 3 Damage).")
print ("")
if basicAnswerStr.lower() == IronWeapons[2].lower():
if IronWeaponsAmount[2] >= 1:
print ("Iron Hammer:")
print ("")
print ("Description: A heavy hammer made out of iron with a leather handle.")
print ("")
print ("Stats: 2.5 Damage.")
print ("")
if basicAnswerStr.lower() == IronWeapons[3].lower():
if IronWeaponsAmount[3] >= 1:
print ("Iron Bow & Arrow:")
print ("")
print ("Description: A bow made out of iron, the arrows are wooden with the arrowhead also being made with iron.")
print ("")
print ("Stats: 2 Damage (With a 20% chance of dealing 4 damage.)")
print ("")
if basicAnswerStr.lower() == IronWeapons[4].lower():
if IronWeaponsAmount[4] >= 1:
print ("Iron Axe:")
print ("")
print ("Description: A axe with a wooden handle with the blade being made out of iron.")
print ("")
print ("Stats: 2 Damage.")
print ("")
if basicAnswerStr.lower() == IronWeapons[5].lower():
if IronWeaponsAmount[5] >= 1:
print ("Iron Spear")
print ("")
print ("Description: A spear with a wooden handle with the blade being made out of iron.")
print ("")
print ("Stats: 1.5 Damage (With a 30% chance of dealing 3 damage).")
print ("")
if basicAnswerStr.lower() == Armor[0].lower():
if ArmorAmount[0] >= 1:
print ("Leather Helmet:")
print ("")
print ("Description: A helmet covered in leather to provide extra protection.")
print ("")
print ("Stats: 1.5% Less damage taken.")
print ("")
if basicAnswerStr.lower() == Armor[1].lower():
if ArmorAmount[1] >= 1:
print ("Leather Gauntlets:")
print ("")
print ("Description: Gauntlets covered in leather to provide extra protection.")
print ("")
print ("Stats: 1.5% Less damage taken.")
print ("")
if basicAnswerStr.lower() == Armor[2].lower():
if ArmorAmount[2] >= 1:
print ("Leather Chestplate:")
print ("")
print ("Description: A chestplate covered in leather to provide extra protection.")
print ("")
print ("Stats: 3% Less damage taken.")
print ("")
if basicAnswerStr.lower() == Armor[3].lower():
if ArmorAmount[3] >= 1:
print ("Leather Armor:")
print ("")
print ("Description: Leather armor, this covers the arms and legs with a thin form of leather.")
print ("")
print ("Stats: 2% Less damage taken.")
print ("")
if basicAnswerStr.lower() == Armor[4].lower():
if ArmorAmount[4] >= 1:
print ("Leather Boots:")
print ("")
print ("Description: Boots covered in leather to provide extra protection.")
print ("")
print ("Stats: 1.5% Less damage taken.")
print ("")
if basicAnswerStr.lower() == Items[0].lower():
if Items[0] >= 1:
print ("Rock:")
print ("")
print ("Description: Just a normal sized rock.")
print ("")
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