2013-03-05 21 views
2

我已经制定了如何做大部分的这个东西在过去的几天我越来越不正确,但是这所有的经验,我有,所以这可能很简单。 无论如何,一切都很顺利,直到我试图使一些公式复杂化,或者至少改变他们使用的值。这是我正在与之合作。我做Python中的龙与地下城风格的游戏,但如果回报

class EnemyStats(): 
    def Ename(self): 
     return #Not sure What i should put in these spots... 
    def EBaseDodge(self): 
     return 
    def EnemyEvasion(self): 
     return 
    def ENickRange(self): 
     return 
    def EBaseAttack(self): 
     return 
    def EWeaponAttack(self): 
     return 
    def EAttackRating(self): 
     return 
    def EnemyDefense(self): 
     return 
    def EAttackDamage(self): 
     return 
    def Damage(self): 
     return ((PAttackDamage-EnemyDefense)if (PAttackDamage-EnemyDefense>0) else 0); 
    def EDamage(self): 
     return ((EAttackDamage-PDefense) if ((EAttackDamage-PDefense)>0) else 0); 
    def LightAttackDamage(self): 
     return int(LightAttackDamage == (Damage * 0.72)); 
    def HeavyAttackDamage(self): 
     return (Damage * 1.28); 
    def LightNicked(self): 
     return (LightAttackDamage/2); 
    def HeavyNicked(self): 
     return (HeavyAttackDamage/2); 
    def Nicked(self): 
     return (Damage/2) 

    def Estats(self): 
     Ename = raw_input('Target Enemy Name: '); 
     EBaseDodge = int(raw_input('Enter Enemy Dodge: ')); 
     EnemyEvasion = int(raw_input('Enter Enemy Evasion: ')); 
     ENickRange = (EBaseDodge + EnemyEvasion); 
     EBaseAttack = int(raw_input('Enter Enemy Base Attack: ')); 
     EWeaponAttack = int(raw_input('Enter Enemy Weapon Attack(If N/A, 0): ')); 
     EAttackRating = (EBaseAttack + EWeaponAttack); 
     EnemyDefense = int(raw_input('Enter Enemy Defense: ')); 
     EAttackDamage = int(raw_input('Enter Enemy Attack Damage: ')); 
     Damage = ((PAttackDamage-EnemyDefense)if (PAttackDamage-EnemyDefense>0) else 0); 
     EDamage = ((EAttackDamage-PDefense) if ((EAttackDamage-PDefense)>0) else 0); 
     LightAttackDamage = (Damage * 0.72); 
     HeavyAttackDamage = (Damage * 1.28); 
     LightNicked = (LightAttackDamage/2); 
     HeavyNicked = (HeavyAttackDamage/2); 
     Nicked = (Damage/2) 

然后它被引用这个。

def PLightAttackForm():#light attack 
    print 'Light attack!'; 
    d = dice() 
    lightbase = d.LightAttack() 
    EE = EnemyStats() 
    if lightbase <= EE.EBaseDodge: 
     print 'You rolled', lightbase, ', Miss!', 0, 'Damage!' 
    elif lightbase > EE.ENickRange: 
     print 'You rolled', lightbase, ', Hit!', EE.LightAttackDamage, 'Damage!' 
    elif lightbase < EE.ENickRange: 
     print 'You rolled', lightbase, ', Nicked!', EE.LightNicked, 'Damage!' 
    else: 
     print lightbase 

而一切都变得惊人,没有错误,但我得到这个。

轻型攻击! 你卷了700,小姐! 0伤害! #Should是一个打击和伤害

普通攻击! 你滚了278,小姐! 0伤害! #should被击中并破坏

重磅出击! 你滚了135,小姐! 0伤害!#should是尼克和损坏

我敢肯定,这只是我真的不知道,但如果你能帮助我走出这将是惊人的! 谢谢!

而且,这里是我写的代码。可能有一些冗余...:D

import random 
Name = raw_input("Enter Name: ") 
#EName=== 
#EBaseDodge = int(raw_input("Enter Enemy Dodge: ")) 
PBaseDodge = int(input('Enter Base Dodge: ')) 
#EnemyEvasion = int(raw_input("Enter Enemy Evasion: ")) 
PEvasion = int(input('Enter Evasion: ')) 
#ENickRange = (EBaseDodge + EnemyEvasion) 
PNickRange = (PBaseDodge + PEvasion) 
PBaseAttack = int(raw_input("Enter Base Attack: ")) 
#EBaseAttack=== 
PWeaponAttack = int(raw_input("Enter Weapon Attack: ")) 
#EWeaponAttack=== 
PAttackRating = (PBaseAttack + PWeaponAttack) 
#EAttackRating = (EBaseAttack + EWeaponAttack) 
#EnemyDefense = int(raw_input("Enter Enemy Defense: ")) 
PDefense = int(input('Enter Defense: ')) 
PAttackDamage = int(raw_input("Enter Attack Damage: ")) 
#EAttackDamage=== 
#Damage = (PAttackDamage-EnemyDefense) 
#EDamage = (EAttackDamage-PDefense) 
#LightAttackDamage = (Damage * 0.72) 
#HeavyAttackDamage = (Damage * 1.28) 
#LightNicked = (LightAttackDamage/2) 
#HeavyNicked = (HeavyAttackDamage/2) 
#Nicked = Damage/2 


class dice(): 
     def NormalAttack(self): 
      return random.randint(1, PAttackRating); 
     def LightAttack(self): 
      return random.randint(1, (int(PAttackRating*1.25))); 
     def HeavyAttack(self): 
      return random.randint(1, (int(PAttackRating*0.75))); 


#def att(): 
# d = dice() 
# base = d.roll() 
# if base <= a: 
#  print 'You rolled', base, ', Miss!', 0, 'Damage!' 
# elif base > b: 
#  print 'You rolled', base, ', Hit!', Damage, 'Damage!' 
# elif base < b: 
#  print 'You rolled', base, ', Nicked!', Nicked, 'Damage!' 
# else: 
#  print base 

####################NEW CODE####################################### 
def Menu(): 
    print '(1)Attack'; 
    print '(2)Choose Enemy'; 
    print '(3)Charge'; 
    print '(4)Item'; 


def select(): 
    choice = input('Enter Choice: '); 
    EE = EnemyStats() 
    if (choice == 1): 
     Attacktype(); 
    elif (choice == 2): 
     EE.Estats(); 
    elif (choice == 3): 
     Charge(); 
    elif (choice == 4): 
     ItemSelection(); 
    else: 
     print 'There are Numbers for a reason Nuub!',; 

##############Enemy Stats############ 

class EnemyStats(): 
    def Ename(self): 
     return 
    def EBaseDodge(self): 
     return 
    def EnemyEvasion(self): 
     return 
    def ENickRange(self): 
     return 
    def EBaseAttack(self): 
     return 
    def EWeaponAttack(self): 
     return 
    def EAttackRating(self): 
     return 
    def EnemyDefense(self): 
     return 
    def EAttackDamage(self): 
     return 
    def Damage(self): 
     return ((PAttackDamage-EnemyDefense)if (PAttackDamage-EnemyDefense>0) else 0); 
    def EDamage(self): 
     return ((EAttackDamage-PDefense) if ((EAttackDamage-PDefense)>0) else 0); 
    def LightAttackDamage(self): 
     return int(LightAttackDamage == (Damage * 0.72)); 
    def HeavyAttackDamage(self): 
     return (Damage * 1.28); 
    def LightNicked(self): 
     return (LightAttackDamage/2); 
    def HeavyNicked(self): 
     return (HeavyAttackDamage/2); 
    def Nicked(self): 
     return (Damage/2) 

    def Estats(self): 
     Ename = raw_input('Target Enemy Name: '); 
     EBaseDodge = int(raw_input('Enter Enemy Dodge: ')); 
     EnemyEvasion = int(raw_input('Enter Enemy Evasion: ')); 
     ENickRange = (EBaseDodge + EnemyEvasion); 
     EBaseAttack = int(raw_input('Enter Enemy Base Attack: ')); 
     EWeaponAttack = int(raw_input('Enter Enemy Weapon Attack(If N/A, 0): ')); 
     EAttackRating = (EBaseAttack + EWeaponAttack); 
     EnemyDefense = int(raw_input('Enter Enemy Defense: ')); 
     EAttackDamage = int(raw_input('Enter Enemy Attack Damage: ')); 
     Damage = ((PAttackDamage-EnemyDefense)if (PAttackDamage-EnemyDefense>0) else 0); 
     EDamage = ((EAttackDamage-PDefense) if ((EAttackDamage-PDefense)>0) else 0); 
     LightAttackDamage = (Damage * 0.72); 
     HeavyAttackDamage = (Damage * 1.28); 
     LightNicked = (LightAttackDamage/2); 
     HeavyNicked = (HeavyAttackDamage/2); 
     Nicked = (Damage/2) 



#Attacking 
def Attacktype(): 
    print '(1)LightAttack'; 
    print '(2)NormalAttack'; 
    print '(3)HeavyAttack'; 
    print '(4)Use Dem Magicks'; 
    print '(5)Menu(<<This is for nuublets)'; 
    Attchoice = input('Enter Choice: ') 
    if (Attchoice == 1): 
     PLightAttackForm(); 
    elif (Attchoice == 2): 
     PNormalAttackForm(); 
    elif (Attchoice == 3): 
     PHeavyAttackForm(); 
    elif (Attchoice == 4): 
     MagicMenu(); 
    elif (Attchoice == 5): 
     Menu(); 
    else: 
     print 'You wot M8?'; 
     Menu(); 


def PLightAttackForm():#light attack 
    print 'Light attack!'; 
    d = dice() 
    lightbase = d.LightAttack() 
    EE = EnemyStats() 
    if lightbase <= EE.EBaseDodge: 
     print 'You rolled', lightbase, ', Miss!', 0, 'Damage!' 
    elif lightbase > EE.ENickRange: 
     print 'You rolled', lightbase, ', Hit!', EE.LightAttackDamage, 'Damage!' 
    elif lightbase < EE.ENickRange: 
     print 'You rolled', lightbase, ', Nicked!', EE.LightNicked, 'Damage!' 
    else: 
     print lightbase 

def PNormalAttackForm():#Normal attack 
    print 'Normal Attack!'; 
    d = dice() 
    base = d.NormalAttack() 
    EE = EnemyStats() 
    if base <= EE.EBaseDodge: 
     print 'You rolled', base, ', Miss!', 0, 'Damage!' 
    elif base > EE.ENickRange: 
     print 'You rolled', base, ', Hit!', EE.Damage, 'Damage!' 
    elif base < EE.ENickRange: 
     print 'You rolled', base, ', Nicked!', EE.Nicked, 'Damage!' 
    else: 
     print base 

def PHeavyAttackForm():#Heavy Attack 
    print 'Heavy Attack!'; 
    d = dice() 
    heavybase = d.HeavyAttack() 
    EE = EnemyStats() 
    if heavybase <= EE.EBaseDodge: 
     print 'You rolled', heavybase, ', Miss!', 0, 'Damage!' 
    elif heavybase > EE.ENickRange: 
     print 'You rolled', heavybase, ', Hit!', EE.HeavyAttackDamage, 'Damage!' 
    elif heavybase < EE.ENickRange: 
     print 'You rolled', heavybase, ', Nicked!', EE.HeavyNicked, 'Damage!' 
    else: 
     print heavybase 

def MagicMenu():#magic menu() 
    print 'Magic menu!'; 


##############Enemy Stats############ 



####################NEW CODE####################################### 
+2

您没有将任何参数传递给您的方法。我不确定你没有得到错误。 – That1Guy 2013-03-05 21:39:51

+0

我希望我是,这就是我学到这么多TT_TT – 2013-03-05 21:43:05

+0

只是一种风格的暗示。不要在行末加分号。不要将东西放在不需要它的父亲身上。调用你的函数或使它们成为属性。 – cmd 2013-03-05 21:52:38

回答

4

由于1Guy说,你没有传递参数给你的函数。在Python中,函数也是对象,您可以将它们与其他对象进行比较。所以当你这样做时:

if lightbase <= EE.EBaseDodge: 
    print 'You rolled', lightbase, ', Miss!', 0, 'Damage!' 
elif lightbase > EE.ENickRange: 
    print 'You rolled', lightbase, ', Hit!', EE.LightAttackDamage, 'Damage!' 
elif lightbase < EE.ENickRange: 
    print 'You rolled', lightbase, ', Nicked!', EE.LightNicked, 'Damage!' 
else: 
    print lightbase 

lightbase <= EE.EBaseDodge总是评估为真。

您需要将括号添加到对EBase...方法的调用中。还需要将返回值添加到方法的声明中。这样会让你的功能,看起来像(假设你有一个变量,名为base_dodge):

def EBaseDodge(self): 
    return base_dodge 

,改变你的IFS到:

if lightbase <= EE.EBaseDodge(): 
    ... 

我不知道为什么你要使用的方法所有这些价值都摆在首位。如果这些方法是属性,则会更有意义。

尝试删除所有的方法Enemystats,使您的变量,实例变量:

class EnemyStats: 
    def Estats(self): 
     #Keep this method to set all of the stats and add self. before them like this 
     self.Ename = raw_input('Target Enemy Name: '); 
     self.EBaseDodge = int(raw_input('Enter Enemy Dodge: ')); 
     self.EnemyEvasion = int(raw_input('Enter Enemy Evasion: ')); 
     self.ENickRange = (self.EBaseDodge + self.EnemyEvasion); 
     .... 

所有变量之前把self.它们关联到你的类(EnemyStats)的一个实例。

然后创建一个新的EnemyStats对象输入数值:

EE = EnemyStats() 
EE.Estats() # will prompt you for the values 

后,像你本来想,你可以参考你的价值观面前:

if lightbase <= EE.EBaseDodge: 
    ... 

只要你知道,这并不是最有组织/推荐的做事方式。

+0

不知道先回复谁!谢谢,这发出了错误!现在我可以修复它XD。 同时感谢def-> return的帮助! – 2013-03-05 21:52:56

+0

@HunterTracy如果这个答案是正确的,你应该标记它,以帮助未来的用户识别他们的问题。 – That1Guy 2013-03-05 21:54:00

+0

这不是全部故事。请注意'Estats'方法?如果他这样称呼,它会用一个数字代替EBaseDodge方法。我认为这个数字是他真正想要在这里比较的。 – abarnert 2013-03-05 21:58:45

1

你从来没有真正调用过任何你的类方法。您只需将您的值与函数对象本身进行比较,这不是您通常所做的事情。举例来说,你应该做的:

if lightbase <= EE.EBaseDodge(): 

(注意括号) - 当然,只要你做到这一点,你会得到很多很多的错误,因为有这个代码的几个其他问题。