我正在尝试为正在制作的基于文本的RPG游戏编写玩家和暴民攻击代码,我为玩家和暴民的出勤率和暴击几率设置了randomint,但我不知道如何为他们获得一个新的整数每次重新启动循环时,它都使用与第一次进入循环时所用的整数相同的整数。
### GAME VALUES ###
class roll_dice:
def __init__(self):
self.spawn = random.randint(1,100)
self.escape = random.randint(1,100)
self.playercrit = random.randint(1,100)
self.playerhitchance = random.randint(1,100)
self.mobcrit = random.randint(1,100)
self.mobhitchance = random.randint(1,100)
roll = roll_dice()
### ORC SPAWN ###
if fight_walk.lower() == 'fight':
orcMobSpawn()
while True:
fight_orc = input(">>> ")
if fight_orc.lower() == 'a':
### PLAYER ATTACK ###
while True:
roll.playercrit
roll.playerhitchance
if roll.playercrit <= 10 and roll.playerhitchance >= 6:
print("You crit orc for",str(userPlayer.atk * 2),"damage!")
orcMob.hp = orcMob.hp - userPlayer.atk * 2
print("Orc HP:",orcMob.hp)
break
elif roll.playercrit >= 11 and roll.playerhitchance >= 6:
print("You hit orc for",str(userPlayer.atk),"damage!")
orcMob.hp = orcMob.hp - userPlayer.atk
print("Orc HP:",orcMob.hp)
break
elif roll.playercrit >= 11 and roll.playerhitchance <= 5:
print("You missed!")
break
elif roll.playercrit <= 10 and roll.playerhitchance <= 5:
print("You missed!")
break
elif orcMob.hp <= 0 and userPlayer.hp >= 1:
print("Your HP:",str(userPlayer.hp))
print("You win!")
break
elif userPlayer.hp <= 0:
print("You died!")
exit()
### ORC ATTACK ###
while True:
roll.mobcrit
roll.mobhitchance
if orcMob.hp <= 0 and userPlayer.hp >= 1:
break
if roll.mobcrit <= 5 and roll.mobhitchance >= 25:
print("\nOrc crit for",str(orcMob.atk * 2),"damage!")
userPlayer.hp = userPlayer.hp - orcMob.atk * 2
print("Your HP:",str(userPlayer.hp))
break
elif roll.mobcrit >= 5 and roll.mobhitchance >= 25:
print("\nOrc hit for",str(orcMob.atk),"damage!")
userPlayer.hp = userPlayer.hp - orcMob.atk
print("Your HP",str(userPlayer.hp))
break
elif roll.mobcrit <= 5 and roll.mobhitchance <= 25:
print("Orc missed!")
print("Your HP:",str(userPlayer.hp))
break
elif roll.mobcrit >= 5 and roll.mobhitchance <= 25:
print("Orc missed!")
print("Your HP:",str(userPlayer.hp))
break
if orcMob.hp <= 0 and userPlayer.hp >= 1:
break
elif orcMob.hp >= 1:
continue
答案 0 :(得分:1)
问题出在您的roll_dice
类上。您具有在类初始化时定义的值,但以后再也不会更新它们。因此,self.escape
或self.spawn
在程序启动后将始终是相同的值。解决问题而无需大量重写的最简单方法是,每次要掷骰子时都要制作另一个roll_dice()
实例。像这样:
### GAME VALUES ###
class roll_dice:
def __init__(self):
self.spawn = random.randint(1,100)
self.escape = random.randint(1,100)
self.playercrit = random.randint(1,100)
self.playerhitchance = random.randint(1,100)
self.mobcrit = random.randint(1,100)
self.mobhitchance = random.randint(1,100)
# roll = roll_dice() # you don't need to make an instance here
### ORC SPAWN ###
if fight_walk.lower() == 'fight':
orcMobSpawn()
while True:
fight_orc = input(">>> ")
if fight_orc.lower() == 'a':
### PLAYER ATTACK ###
while True:
roll = roll_dice() # make a new instance with each loop
roll.playercrit
roll.playerhitchance
if roll.playercrit <= 10 and roll.playerhitchance >= 6:
print("You crit orc for",str(userPlayer.atk * 2),"damage!")
orcMob.hp = orcMob.hp - userPlayer.atk * 2
print("Orc HP:",orcMob.hp)
break
elif roll.playercrit >= 11 and roll.playerhitchance >= 6:
print("You hit orc for",str(userPlayer.atk),"damage!")
orcMob.hp = orcMob.hp - userPlayer.atk
print("Orc HP:",orcMob.hp)
break
elif roll.playercrit >= 11 and roll.playerhitchance <= 5:
print("You missed!")
break
elif roll.playercrit <= 10 and roll.playerhitchance <= 5:
print("You missed!")
break
elif orcMob.hp <= 0 and userPlayer.hp >= 1:
print("Your HP:",str(userPlayer.hp))
print("You win!")
break
elif userPlayer.hp <= 0:
print("You died!")
exit()
### ORC ATTACK ###
答案 1 :(得分:1)
使用类似的功能
import random
for x in range(10):
print random.randint(1,101)
使用最多可容纳100个人的数组,并生成随机数字以添加到您的代码中。
您还可以使用数组创建随机的umber结构,然后在创建数字时使用随机排列的数字进行添加
from random import *
items = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]
shuffle(items)
print items