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weapons_melee.py
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weapons_melee.py
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import random
class MeleeWeapon:
def __init__(self, name, description, hit_dice, active_affects):
self.name = name
self.description = description
self.hit_dice = hit_dice
self.active_affects = active_affects
class Bat(MeleeWeapon):
def __init__(self):
super().__init__(name='Bat', description='An aluminium baseball bat.', hit_dice='d4', active_affects='N/A')
def bat_hit(self):
possible_damage = [0, 10, 20, 30]
damage_rolled = random.choice(possible_damage)
if possible_damage == possible_damage[0]:
print("You missed, bozo! | 0 damage")
if possible_damage == possible_damage[1]:
print("You hit your target once! | 10 damage")
if possible_damage == possible_damage[2]:
print("You hit your target twice! | 20 damage")
if possible_damage == possible_damage[3]:
print("BONK!!! BONK!!! BONK!!! | 30 damage")
print(damage_rolled)
class Shovel(MeleeWeapon):
def __init__(self):
super().__init__(name='Shovel', description='A combat shovel.', hit_dice='d4', active_affects='N/A')
def shovel_hit(self):
possible_damage = [0, 10, 20, 30]
damage_rolled = random.choice(possible_damage)
if possible_damage == possible_damage[0]:
print("You missed, MAGGOT! | 0 damage")
if possible_damage == possible_damage[1]:
print("You hit your target once! | 10 damage")
if possible_damage == possible_damage[2]:
print("You hit your target twice! | 20 damage")
if possible_damage == possible_damage[3]:
print("TINK!!! TINK!!! TINK!!! | 30 damage")
print(damage_rolled)
class FireAxe(MeleeWeapon):
def __init__(self):
super().__init__(name='Fire Axe', description='A fire axe.', hit_dice='d4', active_affects='N/A')
def fire_axe_hit(self):
possible_damage = [0, 15, 30, 45]
damage_rolled = random.choice(possible_damage)
if possible_damage == possible_damage[0]:
print("You missed, HAHA! | 0 damage")
if possible_damage == possible_damage[1]:
print("You hit your target once! | 15 damage")
if possible_damage == possible_damage[2]:
print("You hit your target twice! | 30 damage")
if possible_damage == possible_damage[3]:
print("MMMMPHHH MPHMPHH, HAHAHA!!! | 45 damage")
print(damage_rolled)
class Bottle(MeleeWeapon):
def __init__(self, is_broken):
self.is_broken = is_broken
super().__init__(name='Bottle', description='A whiskey bottle.', hit_dice='d4', active_affects='N/A', is_broken=False)
def bottle_hit(self):
possible_damage = [0, 15, 30, 45]
damage_rolled = random.choice(possible_damage)
if possible_damage == possible_damage[0]:
print("You missed, HAHA! | 0 damage")
if possible_damage == possible_damage[1] or possible_damage[2] or possible_damage[3] and Bottle().is_broken == False:
Bottle().is_broken = True
print("CRUNCH! THE GLASS BROKE!!! | 30 damage")
if possible_damage == possible_damage[1]:
print("You hit your target once! | 15 damage")
if possible_damage == possible_damage[2]:
print("You hit your target twice! | 30 damage")
if possible_damage == possible_damage[3]:
print("MMMMPHHH MPHMPHH, HAHAHA!!! | 45 damage")
print(damage_rolled)
def is_broken_reset(self):
if Bottle().is_broken == True:
Bottle().is_broken = False
else:
message = 'ITS NOT BROKEN YA DINGUS!!!'
print(message)
class Fists(MeleeWeapon):
def __init__(self):
super().__init__(name='Fists', description='Just plain old fists. A real mans way of fighting.', hit_dice='d4', active_affects='N/A')
def fists_hit(self):
possible_damage = [0, 20, 40, 60]
damage_rolled = random.choice(possible_damage)
if possible_damage == possible_damage[0]:
print("You missed, HAHA! | 0 damage")
if possible_damage == possible_damage[1]:
print("You hit your target once! | 20 damage")
if possible_damage == possible_damage[2]:
print("You hit your target twice! | 40 damage")
if possible_damage == possible_damage[3]:
print("How ease dat for knuckle sandvich!!! | 60 damage")
print(damage_rolled)
class Wrench(MeleeWeapon):
def __init__(self):
super().__init__(name='Wrench', description='A wrench.', hit_dice='d4', active_affects='N/A')
def wrench_hit(self):
possible_damage = [0, 10, 20, 30]
damage_rolled = random.choice(possible_damage)
if possible_damage == possible_damage[0]:
print("You missed, HAHA! | 0 damage")
if possible_damage == possible_damage[1]:
print("You hit your target once! | 10 damage")
if possible_damage == possible_damage[2]:
print("You hit your target twice! | 20 damage")
if possible_damage == possible_damage[3]:
print("Wooo Weeee Partner!!! | 30 damage")
print(damage_rolled)
class Bonesaw(MeleeWeapon):
def __init__(self):
super().__init__(name='Bonesaw', description='A bonesaw. A serrated blade to grind through bone.', hit_dice='d4', active_affects='N/A')
def bonesaw_hit(self):
possible_damage = [0, 15, 30, 45]
damage_rolled = random.choice(possible_damage)
if possible_damage == possible_damage[0]:
print("You missed, Shtupid! | 0 damage")
if possible_damage == possible_damage[1]:
print("You hit your target once! | 15 damage")
if possible_damage == possible_damage[2]:
print("You hit your target twice! | 30 damage")
if possible_damage == possible_damage[3]:
print("How iz zat fur medicine!!! | 45 damage")
print(damage_rolled)
class Kukiri(MeleeWeapon):
def __init__(self):
super().__init__(name='Kukiri', description='A kukiri.', hit_dice='d4', active_affects='N/A')
def kukiri_hit(self):
possible_damage = [0, 15, 30, 45]
damage_rolled = random.choice(possible_damage)
if possible_damage == possible_damage[0]:
print("You missed, are ya takin the piss! | 0 damage")
if possible_damage == possible_damage[1]:
print("You hit your target once! | 15 damage")
if possible_damage == possible_damage[2]:
print("You hit your target twice! | 30 damage")
if possible_damage == possible_damage[3]:
print("Now im takin your piss!!! | 45 damage")
print(damage_rolled)
class Knife(MeleeWeapon):
def __init__(self):
super().__init__(name='Knife', description='A knife.', hit_dice='d4', active_affects='N/A')
def knife_hit(self):
possible_damage = [0, 25, 50, 75]
damage_rolled = random.choice(possible_damage)
if possible_damage == possible_damage[0]:
print("You missed, uncultured swine! | 0 damage")
if possible_damage == possible_damage[1]:
print("You hit your target once! | 25 damage")
if possible_damage == possible_damage[2]:
print("You hit your target twice! | 50 damage")
if possible_damage == possible_damage[3]:
print("Stab stab stab!!! | 75 damage")
print(damage_rolled)