我已經制定了如何做大部分的這個東西在過去的幾天我越來越不正確,但是這所有的經驗,我有,所以這可能很簡單。 無論如何,一切都很順利,直到我試圖使一些公式複雜化,或者至少改變他們使用的值。這是我正在與之合作。我做Python中的龍與地下城風格的遊戲,但如果回報
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)
然後它被引用這個。
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
而一切都變得驚人,沒有錯誤,但我得到這個。
輕型攻擊! 你捲了700,小姐! 0傷害! #Should是一個打擊和傷害
普通攻擊! 你滾了278,小姐! 0傷害! #should被擊中並破壞
重磅出擊! 你滾了135,小姐! 0傷害!#should是尼克和損壞
我敢肯定,這只是我真的不知道,但如果你能幫助我走出這將是驚人的! 謝謝!
而且,這裏是我寫的代碼。可能有一些冗餘...: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#######################################
您沒有將任何參數傳遞給您的方法。我不確定你沒有得到錯誤。 – That1Guy 2013-03-05 21:39:51
我希望我是,這就是我學到這麼多TT_TT – 2013-03-05 21:43:05
只是一種風格的暗示。不要在行末加分號。不要將東西放在不需要它的父親身上。調用你的函數或使它們成爲屬性。 – cmd 2013-03-05 21:52:38