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