Commit 9dde7f35 by BellCodeEditor

save project

parent 40f022c0
Showing with 518 additions and 62 deletions
import random
bd1=0
class Hero(object):
def __init__(self,hero_type,name):
h_tili=5
h_max_tili=10
self.name = name
self.level = 1
self.hp = 260
self.attack = 40
self.max_hp = self.hp
self.hero_type = hero_type
print("电脑角色"+self.name+"创建成功,英雄类型为:", self.hero_type)
print("当前等级、血量、攻击力分别为:",self.level,self.hp,self.attack)
def cure(self): # 治疗
self.hp=self.hp+60
h_tili=h_tili-3
if self.hp>self.max_hp:
self.hp=self.max_hp
print(self.name+"使用了治疗,血量增加:", 60,",目前的血量为:",self.hp+"体力减少3,目前的体力为:",h_tili)
h_tili=h_tili+2
if h_tili>h_max_tili:
h_tili=h_max_tili
print("出招后,体力回复2点,目前的体力为:",h_tili)
def combat(self, enemy): # 普通攻击
enemy.hp -= self.attack
if bd1==5:
enemy.hp -=20
bd1=bd1-5
if enemy.hp > 0:
info1 = self.name+"对"+enemy.name+"发起用荣耀被动攻击,"
info2 = "造成"+str(self.attack+10)+"点伤害,"
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info4="消耗被动值5点,目前的被动值为:0"
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
elif bd1==4:
enemy.hp -=15
bd1=bd1-4
if enemy.hp > 0:
info1 = self.name+"对"+enemy.name+"发起超被动攻击,"
info2 = "造成"+str(self.attack+10)+"点伤害,"
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info4="消耗被动值4点,目前的被动值为:0"
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
elif bd1==3:
enemy.hp -=10
bd1=bd1-3
if enemy.hp > 0:
info1 = self.name+"对"+enemy.name+"发起强被动攻击,"
info2 = "造成"+str(self.attack+10)+"点伤害,"
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info4="消耗被动值3点,目前的被动值为:0"
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
elif bd1==2:
enemy.hp -=5
bd1=bd1-2
if enemy.hp > 0:
info1 = self.name+"对"+enemy.name+"发起被动攻击,"
info2 = "造成"+str(self.attack+5)+"点伤害,"
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info4="消耗被动值2点,目前的被动值为:0"
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
else:
bd1=bd1+1
if enemy.hp > 0:
info1 = self.name+"对"+enemy.name+"发起攻击,"
info2 = "造成"+str(self.attack)+"点伤害,"
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info4="被动值增加1点,目前的被动值为:",bd1
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
h_tili=h_tili+2
if h_tili>h_max_tili:
h_tili=h_max_tili
print("出招后,体力回复2点,目前的体力为:",h_tili)
def dacombat(self, enemy): #大招:暴击
self.tili=self.tili-10
info1 = self.name+"对"+enemy.name+"发起大招:暴击,"
info2 = "暴击造成"+str(self.attack*2)+"点伤害,"
enemy.hp=enemy.hp-(self.attack*2)
if enemy.hp > 0:
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
h_tili=h_tili+2
if h_tili>h_max_tili:
h_tili=h_max_tili
print("出招后,体力回复2点,目前的体力为:",h_tili)
def zhongcombat(self, enemy): #中招:圣盾防御
self.tili=self.tili-7
sdfy=random.randint(1,3)
if sdfy==3:
info1 = self.name+"开启一级圣盾防御,体力减少7,目前的体力为:",self.tili
print(info1)
elif sdfy==2:
enemy.hp -= ftsy
info1 = self.name+"开启二级圣盾防御,"
info2="圣盾反弹伤害造成"+str(ftsy)+"点伤害,体力减少7,目前的体力为:",self.tili
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info = info1+info2+info3
print(info)
else:
enemy.hp -= ftsy
info1 = self.name+"开启三级圣盾防御,"
info2="圣盾反弹伤害造成"+str(ftsy)+"点伤害,体力减少7,目前的体力为:",self.tili
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info = info1+info2+info3
print(info)
h_tili=h_tili+2
if h_tili>h_max_tili:
h_tili=h_max_tili
print("出招后,体力回复2点,目前的体力为:",h_tili)
def xiaocombat(self, enemy): #小招:强化
self.tili=self.tili-4
self.hp=self.hp+25
bd1=bd1+3
if self.hp>self.max_hp:
self.hp=self.max_hp
print(self.name+"使用了治疗,血量增加:", 55,",目前的血量为:",self.hp+"体力减少3,目前的体力为:",self.tili)
info1 = self.name+"开启强化,血量增加:", 25,",目前的血量为:",self.hp+"被动值增加1点,目前的被动值为:",bd1+"体力减少4,目前的体力为:",self.tili
print(info1)
h_tili=h_tili+2
if h_tili>h_max_tili:
h_tili=h_max_tili
print("出招后,体力回复2点,目前的体力为:",h_tili)
class Player(object):
def __init__(self,hero_type,name):
self.tili=5
self.max_tili=10
self.name = name
self.level = 1
self.hp = 200
self.attack = 50
self.max_hp = self.hp
self.hero_type = hero_type
print("玩家角色"+self.name+"创建成功,英雄类型为:", self.hero_type)
print("当前等级、血量、攻击力分别为:",self.level,self.hp,self.attack)
def cure(self): # 治疗
self.hp=self.hp+50
p_tili=p_tili-3
if self.hp>self.max_hp:
self.hp=self.max_hp
print(self.name+"使用了治疗,血量增加:",50,",目前的血量为:",self.hp+"体力减少3,目前的体力为:",p_tili)
p_tili=p_tili+2
if p_tili>p_max_tili:
p_tili=p_max_tili
print("出招后,体力回复2点,目前的体力为:",p_tili)
def combat(self, enemy): # 普通攻击
enemy.hp -= self.attack
if bd1==5:
enemy.hp -=20
bd1=bd1-5
if enemy.hp > 0:
info1 = self.name+"对"+enemy.name+"发起用荣耀被动攻击,"
info2 = "造成"+str(self.attack+10)+"点伤害,"
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info4="消耗被动值5点,目前的被动值为:0"
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
elif bd1==4:
enemy.hp -=15
bd1=bd1-4
if enemy.hp > 0:
info1 = self.name+"对"+enemy.name+"发起超被动攻击,"
info2 = "造成"+str(self.attack+10)+"点伤害,"
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info4="消耗被动值4点,目前的被动值为:0"
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
elif bd1==3:
enemy.hp -=10
bd1=bd1-3
if enemy.hp > 0:
info1 = self.name+"对"+enemy.name+"发起强被动攻击,"
info2 = "造成"+str(self.attack+10)+"点伤害,"
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info4="消耗被动值3点,目前的被动值为:0"
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
elif bd1==2:
enemy.hp -=5
bd1=bd1-2
if enemy.hp > 0:
info1 = self.name+"对"+enemy.name+"发起被动攻击,"
info2 = "造成"+str(self.attack+5)+"点伤害,"
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info4="消耗被动值2点,目前的被动值为:0"
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
else:
bd1=bd1+1
if enemy.hp > 0:
info1 = self.name+"对"+enemy.name+"发起攻击,"
info2 = "造成"+str(self.attack)+"点伤害,"
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info4="被动值增加1点,目前的被动值为:",bd1
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
p_tili=p_tili+2
if p_tili>p_max_tili:
p_tili=p_max_tili
print("出招后,体力回复2点,目前的体力为:",p_tili)
def dacombat(self, enemy): #大招:金乌神箭
p_tili=p_tili-10
info1 = self.name+"对"+enemy.name+"发起大招:金乌神箭,"
info2 = "金乌神箭造成"+str(self.attack*2)+"点伤害,"
enemy.hp=enemy.hp-(self.attack*2)
if enemy.hp > 0:
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
p_tili=p_tili+2
if p_tili>p_max_tili:
p_tili=p_max_tili
print("出招后,体力回复2点,目前的体力为:",p_tili)
def zhongcombat(self, enemy): #中招:天降巨箭
p_tili=p_tili-7
info1 = self.name+"对"+enemy.name+"发起中招:天降巨箭,"
info2 = "天降巨箭造成"+str(self.attack+30)+"点伤害,"
enemy.hp=enemy.hp-(self.attack*2)
if enemy.hp > 0:
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
p_tili=p_tili+2
if p_tili>p_max_tili:
p_tili=p_max_tili
print("出招后,体力回复2点,目前的体力为:",p_tili)
def xiaocombat(self, enemy): #小招:连射
ls=random.randint(1,5)
ls5=ls*5
p_tili=p_tili-4
info1 = self.name+"对"+enemy.name+"发起小招:连射,"
info2 = "连射",ls,"箭,造成"+str(self.attack+ls5)+"点伤害,"
if ls==1:
enemy.hp=enemy.hp-(self.attack+ls5)
if enemy.hp > 0:
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
elif ls==2:
enemy.hp=enemy.hp-(self.attack+ls5)
if enemy.hp > 0:
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
elif ls==3:
enemy.hp=enemy.hp-(self.attack+ls5)
if enemy.hp > 0:
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
elif ls==4:
enemy.hp=enemy.hp-(self.attack+ls5)
if enemy.hp > 0:
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
else:
enemy.hp=enemy.hp-(self.attack+ls5)
if enemy.hp > 0:
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info = info1+info2+info3
print(info)
else:
info3 = enemy.name+"阵亡,游戏结束"
info = info1+info2+info3
print(info)
exit()
p_tili=p_tili+2
if p_tili>p_max_tili:
p_tili=p_max_tili
print("出招后,体力回复2点,目前的体力为:",p_tili)
yase = Hero("坦克","垭瑟")
houyi = Player("射手", "后羿")
print(30*"-")
print(" 战斗开始")
while True:
print(30*"-")
if p_tili>9:
choice=input("目前的体力为:"+str(p_tili)+",请选择释放英雄技能(q退出/a治疗/0普通攻击/1小招:连射/2中招:天降巨箭/3大招:金乌神箭):")
elif p_tili>6:
choice=input("目前的体力为:"+str(p_tili)+",请选择释放英雄技能(q退出/a治疗/0普通攻击/1小招:连射/2中招:天降巨箭):")
elif p_tili>3:
choice=input("目前的体力为:"+str(p_tili)+",请选择释放英雄技能(q退出/a治疗/0普通攻击/1小招:连射):")
elif p_tili>2:
choice=input("目前的体力为:"+str(p_tili)+",请选择释放英雄技能(q退出/a治疗/0普通攻击):")
else:
choice=input("目前的体力为:"+str(p_tili)+",请选择释放英雄技能(q退出/0普通攻击):")
if choice=="q":
print("游戏结束")
break
elif choice=="a":
houyi.cure()
elif choice=="0":
houyi.combat(yase)
elif choice=="1":
houyi.xiaocombat(yase)
elif choice=="2":
houyi.zhongcombat(yase)
elif choice=="3":
houyi.dacombat(yase)
else:
print("指令无效")
continue
if h_tili<3:
mun=1
elif h_tili<4:
mun=random.randint(1,2)
elif h_tili<7:
mun=random.randint(1,3)
elif h_tili<10:
mun=random.randint(1,4)
else:
mun=random.randint(1,5)
if mun==1:
yase.combat(houyi)
elif mun==2:
yase.cure()
elif mun==3:
yase.xiaocombat(houyi)
elif mun==4:
yase.zhongcombat(houyi)
if sdfy==1:
continue
elif sdfy==2:
pass
else:
continue
else:
yase.dacombat(houyi)
\ No newline at end of file
...@@ -3,12 +3,12 @@ bd1=0 ...@@ -3,12 +3,12 @@ bd1=0
class Hero(object): class Hero(object):
def __init__(self,hero_type,name): def __init__(self,hero_type,name):
h_tili=5
h_max_tili=10
self.name = name self.name = name
self.level = 1 self.level = 1
self.hp = 260 self.hp = 260
self.attack = 40 self.attack = 40
self.tili=5
self.max_tili=10
self.max_hp = self.hp self.max_hp = self.hp
self.hero_type = hero_type self.hero_type = hero_type
print("电脑角色"+self.name+"创建成功,英雄类型为:", self.hero_type) print("电脑角色"+self.name+"创建成功,英雄类型为:", self.hero_type)
...@@ -17,12 +17,14 @@ class Hero(object): ...@@ -17,12 +17,14 @@ class Hero(object):
def cure(self): # 治疗 def cure(self): # 治疗
self.hp=self.hp+60 self.hp=self.hp+60
self.tili=self.tili-3 h_tili=h_tili-3
if self.hp>self.max_hp: if self.hp>self.max_hp:
self.hp=self.max_hp self.hp=self.max_hp
print(self.name+"使用了治疗,血量增加:", 60,",目前的血量为:",self.hp+"体力减少3,目前的体力为:",self.tili) print(self.name+"使用了治疗,血量增加:", 60,",目前的血量为:",self.hp+"体力减少3,目前的体力为:",h_tili)
self.tili=self.tili+2 h_tili=h_tili+2
print("出招后,体力回复2点,目前的体力为:",self.tili) if h_tili>h_max_tili:
h_tili=h_max_tili
print("出招后,体力回复2点,目前的体力为:",h_tili)
def combat(self, enemy): # 普通攻击 def combat(self, enemy): # 普通攻击
...@@ -101,10 +103,10 @@ class Hero(object): ...@@ -101,10 +103,10 @@ class Hero(object):
info = info1+info2+info3 info = info1+info2+info3
print(info) print(info)
exit() exit()
self.tili=self.tili+2 h_tili=h_tili+2
if self.tili>self.max_tili: if h_tili>h_max_tili:
self.tili=self.max_tili h_tili=h_max_tili
print("出招后,体力回复2点,目前的体力为:",self.tili) print("出招后,体力回复2点,目前的体力为:",h_tili)
def dacombat(self, enemy): #大招:暴击 def dacombat(self, enemy): #大招:暴击
...@@ -121,11 +123,10 @@ class Hero(object): ...@@ -121,11 +123,10 @@ class Hero(object):
info = info1+info2+info3 info = info1+info2+info3
print(info) print(info)
exit() exit()
self.tili=self.tili+2 h_tili=h_tili+2
if self.tili>self.max_tili: if h_tili>h_max_tili:
self.tili=self.max_tili h_tili=h_max_tili
print("出招后,体力回复2点,目前的体力为:",self.tili) print("出招后,体力回复2点,目前的体力为:",h_tili)
def zhongcombat(self, enemy): #中招:圣盾防御 def zhongcombat(self, enemy): #中招:圣盾防御
self.tili=self.tili-7 self.tili=self.tili-7
...@@ -147,10 +148,10 @@ class Hero(object): ...@@ -147,10 +148,10 @@ class Hero(object):
info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量" info3 = enemy.name+"还剩下"+str(enemy.hp)+"血量"
info = info1+info2+info3 info = info1+info2+info3
print(info) print(info)
self.tili=self.tili+2 h_tili=h_tili+2
if self.tili>self.max_tili: if h_tili>h_max_tili:
self.tili=self.max_tili h_tili=h_max_tili
print("出招后,体力回复2点,目前的体力为:",self.tili) print("出招后,体力回复2点,目前的体力为:",h_tili)
def xiaocombat(self, enemy): #小招:强化 def xiaocombat(self, enemy): #小招:强化
...@@ -162,21 +163,21 @@ class Hero(object): ...@@ -162,21 +163,21 @@ class Hero(object):
print(self.name+"使用了治疗,血量增加:", 55,",目前的血量为:",self.hp+"体力减少3,目前的体力为:",self.tili) print(self.name+"使用了治疗,血量增加:", 55,",目前的血量为:",self.hp+"体力减少3,目前的体力为:",self.tili)
info1 = self.name+"开启强化,血量增加:", 25,",目前的血量为:",self.hp+"被动值增加1点,目前的被动值为:",bd1+"体力减少4,目前的体力为:",self.tili info1 = self.name+"开启强化,血量增加:", 25,",目前的血量为:",self.hp+"被动值增加1点,目前的被动值为:",bd1+"体力减少4,目前的体力为:",self.tili
print(info1) print(info1)
self.tili=self.tili+2 h_tili=h_tili+2
if self.tili>self.max_tili: if h_tili>h_max_tili:
self.tili=self.max_tili h_tili=h_max_tili
print("出招后,体力回复2点,目前的体力为:",self.tili) print("出招后,体力回复2点,目前的体力为:",h_tili)
class Player(object): class Player(object):
def __init__(self,hero_type,name): def __init__(self,hero_type,name):
p_tili=5
p_max_tili=10
self.name = name self.name = name
self.level = 1 self.level = 1
self.hp = 200 self.hp = 200
self.attack = 50 self.attack = 50
self.=5
self.max_tili=10
self.max_hp = self.hp self.max_hp = self.hp
self.hero_type = hero_type self.hero_type = hero_type
print("玩家角色"+self.name+"创建成功,英雄类型为:", self.hero_type) print("玩家角色"+self.name+"创建成功,英雄类型为:", self.hero_type)
...@@ -185,14 +186,14 @@ class Player(object): ...@@ -185,14 +186,14 @@ class Player(object):
def cure(self): # 治疗 def cure(self): # 治疗
self.hp=self.hp+50 self.hp=self.hp+50
self.tili=self.tili-3 p_tili=p_tili-3
if self.hp>self.max_hp: if self.hp>self.max_hp:
self.hp=self.max_hp self.hp=self.max_hp
print(self.name+"使用了治疗,血量增加:",50,",目前的血量为:",self.hp+"体力减少3,目前的体力为:",self.tili) print(self.name+"使用了治疗,血量增加:",50,",目前的血量为:",self.hp+"体力减少3,目前的体力为:",p_tili)
self.tili=self.tili+2 p_tili=p_tili+2
if self.tili>self.max_tili: if p_tili>p_max_tili:
self.tili=self.max_tili p_tili=p_max_tili
print("出招后,体力回复2点,目前的体力为:",self.tili) print("出招后,体力回复2点,目前的体力为:",p_tili)
def combat(self, enemy): # 普通攻击 def combat(self, enemy): # 普通攻击
...@@ -271,14 +272,13 @@ class Player(object): ...@@ -271,14 +272,13 @@ class Player(object):
info = info1+info2+info3 info = info1+info2+info3
print(info) print(info)
exit() exit()
self.tili=self.tili+2 p_tili=p_tili+2
if self.tili>self.max_tili: if p_tili>p_max_tili:
self.tili=self.max_tili p_tili=p_max_tili
print("出招后,体力回复2点,目前的体力为:",self.tili) print("出招后,体力回复2点,目前的体力为:",p_tili)
def dacombat(self, enemy): #大招:金乌神箭 def dacombat(self, enemy): #大招:金乌神箭
self.tili=self.tili-10 p_tili=p_tili-10
info1 = self.name+"对"+enemy.name+"发起大招:金乌神箭," info1 = self.name+"对"+enemy.name+"发起大招:金乌神箭,"
info2 = "金乌神箭造成"+str(self.attack*2)+"点伤害," info2 = "金乌神箭造成"+str(self.attack*2)+"点伤害,"
enemy.hp=enemy.hp-(self.attack*2) enemy.hp=enemy.hp-(self.attack*2)
...@@ -291,14 +291,13 @@ class Player(object): ...@@ -291,14 +291,13 @@ class Player(object):
info = info1+info2+info3 info = info1+info2+info3
print(info) print(info)
exit() exit()
self.tili=self.tili+2 p_tili=p_tili+2
if self.tili>self.max_tili: if p_tili>p_max_tili:
self.tili=self.max_tili p_tili=p_max_tili
print("出招后,体力回复2点,目前的体力为:",self.tili) print("出招后,体力回复2点,目前的体力为:",p_tili)
def zhongcombat(self, enemy): #中招:天降巨箭 def zhongcombat(self, enemy): #中招:天降巨箭
self.tili=self.tili-7 p_tili=p_tili-7
info1 = self.name+"对"+enemy.name+"发起中招:天降巨箭," info1 = self.name+"对"+enemy.name+"发起中招:天降巨箭,"
info2 = "天降巨箭造成"+str(self.attack+30)+"点伤害," info2 = "天降巨箭造成"+str(self.attack+30)+"点伤害,"
enemy.hp=enemy.hp-(self.attack*2) enemy.hp=enemy.hp-(self.attack*2)
...@@ -311,16 +310,16 @@ class Player(object): ...@@ -311,16 +310,16 @@ class Player(object):
info = info1+info2+info3 info = info1+info2+info3
print(info) print(info)
exit() exit()
self.tili=self.tili+2 p_tili=p_tili+2
if self.tili>self.max_tili: if p_tili>p_max_tili:
self.tili=self.max_tili p_tili=p_max_tili
print("出招后,体力回复2点,目前的体力为:",self.tili) print("出招后,体力回复2点,目前的体力为:",p_tili)
def xiaocombat(self, enemy): #小招:连射 def xiaocombat(self, enemy): #小招:连射
ls=random.randint(1,5) ls=random.randint(1,5)
ls5=ls*5 ls5=ls*5
self.tili=self.tili-4 p_tili=p_tili-4
info1 = self.name+"对"+enemy.name+"发起小招:连射," info1 = self.name+"对"+enemy.name+"发起小招:连射,"
info2 = "连射",ls,"箭,造成"+str(self.attack+ls5)+"点伤害," info2 = "连射",ls,"箭,造成"+str(self.attack+ls5)+"点伤害,"
if ls==1: if ls==1:
...@@ -378,10 +377,10 @@ class Player(object): ...@@ -378,10 +377,10 @@ class Player(object):
info = info1+info2+info3 info = info1+info2+info3
print(info) print(info)
exit() exit()
self.tili=self.tili+2 p_tili=p_tili+2
if self.tili>self.max_tili: if p_tili>p_max_tili:
self.tili=self.max_tili p_tili=p_max_tili
print("出招后,体力回复2点,目前的体力为:",self.tili) print("出招后,体力回复2点,目前的体力为:",p_tili)
...@@ -391,27 +390,39 @@ print(30*"-") ...@@ -391,27 +390,39 @@ print(30*"-")
print(" 战斗开始") print(" 战斗开始")
while True: while True:
print(30*"-") print(30*"-")
if if p_tili>9:
choice=input("请选择释放英雄技能(q退出/a治疗/0普通攻击/1小招:连射/2中招:天降巨箭/3大招:金乌神箭):") choice=input("目前的体力为:"+str(p_tili)+",请选择释放英雄技能(q退出/a治疗/0普通攻击/1小招:连射/2中招:天降巨箭/3大招:金乌神箭):")
elif p_tili>6:
choice=input("目前的体力为:"+str(p_tili)+",请选择释放英雄技能(q退出/a治疗/0普通攻击/1小招:连射/2中招:天降巨箭):")
elif p_tili>3:
choice=input("目前的体力为:"+str(p_tili)+",请选择释放英雄技能(q退出/a治疗/0普通攻击/1小招:连射):")
elif p_tili>2:
choice=input("目前的体力为:"+str(p_tili)+",请选择释放英雄技能(q退出/a治疗/0普通攻击):")
else:
choice=input("目前的体力为:"+str(p_tili)+",请选择释放英雄技能(q退出/0普通攻击):")
if choice=="q": if choice=="q":
print("游戏结束") print("游戏结束")
break break
elif choice=="1": elif choice=="a":
houyi.cure()
elif choice=="0":
houyi.combat(yase) houyi.combat(yase)
elif choice=="1":
houyi.xiaocombat(yase)
elif choice=="2": elif choice=="2":
houyi.cure() houyi.zhongcombat(yase)
elif choice=="3": elif choice=="3":
houyi.qscombat(yase) houyi.dacombat(yase)
else: else:
print("请重新输入") print("指令无效")
continue continue
if yase.tili<3: if h_tili<3:
mun=1 mun=1
elif yase.tili<4: elif h_tili<4:
mun=random.randint(1,2) mun=random.randint(1,2)
elif yase.tili<7: elif h_tili<7:
mun=random.randint(1,3) mun=random.randint(1,3)
elif yase.tili<10: elif h_tili<10:
mun=random.randint(1,4) mun=random.randint(1,4)
else: else:
mun=random.randint(1,5) mun=random.randint(1,5)
......
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