我试图为一个基于文本的RPG游戏编写玩家和怪物攻击代码,我为玩家和暴徒命中率和暴击几率设置了randomint,但我无法计算出如何在每次我重新启动循环时为它们获取一个新的整数,它使用的整数与它第一次进入循环时得到的相同。在
### 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
使用类似的函数
使用最多可容纳100人的数组,并生成随机数字来添加代码。在
您也可以使用数组来创建随机数结构,然后在创建时使用要洗牌和添加的数字
^{pr2}$问题出在你的}在程序启动后总是相同的值。不需要重写太多就可以解决问题的最简单的方法是在每次您想掷骰子时生成另一个
roll_dice
类上。在类初始化时定义了值,但之后再也不会更新它们。因此,self.escape
或{roll_dice()
的实例。比如:相关问题 更多 >
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