当学习Python进行RPG游戏编程时,发现所有使用公式的Python变量都返回1,包括self.weapon.wgt、self.strn和self.weapon.impact。然而,这些变量在独立使用时返回的值是正确的。
2、解决方案
导致所有变量返回1的原因如下:
- 变量使用顺序错误,无法正确计算出公式中的值。
- 公式中存在逻辑错误,导致计算出的值始终为1。
针对上述原因,可以调整变量使用顺序和修改公式,以确保正确计算公式中的值并得到预期的结果。
代码示例
class Char:
def __init__(self, name):
self.name = name
self.hp = 300
self.mp = 10
self.strn = 1
self.dex = 1
self.armor = 0
self.xp = 0
self.items = []
self.spells = []
self.weapon = None
self.attack_speed = self.dex
self.intact_bones = ["right arm", "left arm", "right leg", "leg leg",
"skull", "sternum", "nose"] # JUST ASSUME RIGHT SIDE
# IS PRIMARY SIDE FOR NOW
self.broken_bones = [] ### define what to do per bone if bone is in this list
self.base_dmg = 0
self.break_bone_chance = 0
self.bleed_chance = 0
self.strike_dmg = 0
def break_crit(self, target):
print("checking break_crit") # ALL THESE PRINTS ARE TEMPORARY TO TEST THE VARIABLES
print("self.break_bone_chance = %r" % self.break_bone_chance)
print("self.base_dmg = %r" % self.base_dmg)
print("self.strike_dmg = %r" % self.strike_dmg)
print("len(target.intact_bones) = %r" % len(target.intact_bones))
print("self.weapon = %r" % self.weapon.name)
print("self.weapon.impact = %r" % self.weapon.impact)
print("self.weapon.wgt = %r" % self.weapon.wgt)
if (randint(1, 100) <= self.break_bone_chance) and (self.strike_dmg > 0) and (len(target.intact_bones) != 0):
random.shuffle(target.intact_bones)
target.new_broken_bone = target.intact_bones.pop()
target.broken_bones.append(target.new_broken_bone)
print("%s hit %s square in the %s with his %s, cracking his %s!" % (self, target, target.new_broken_bone, self.weapon, target.new_broken_bone))
self.bleed_crit(target)
else:
self.bleed_crit(target)
def bleed_crit(self, target):
if randint(1, 100) <= self.bleed_chance and self.strike_dmg > 0:
pass
else:
pass # GO TO NEXT ACTION
def attack(self, target):
###self.strike_dmg = self.dmg - target.armor # NEED TO ADD A RANDOM ELEMENT TO DAMAGE###
if self.strike_dmg > 0:
target.hp -= self.strike_dmg
print("%s hit %s for %s damage!" % (self.name, target.name, self.strike_dmg))
self.break_crit(target)
else:
print("%s's strike did no damage!" % self.name)
class Equip(object):
wgt = 1
class weapon(Equip):
impact = 1
sharp = 1
def __init__(self, name):
self.name = name
desc = ""
chuck = weapon("Nun-chuck")
chuck.wgt = 3
chuck.impact = 6
chuck.sharp = 0
dean = Char("Dean")
dean.strn = 3
dean.dex = 8
dean.weapon = chuck
dean.base_dmg = dean.strn * dean.weapon.wgt
dean.break_bone_chance = (dean.weapon.impact / 50) * 100
dean.bleed_chance = (dean.weapon.sharp / 50) * 100
dean.strike_dmg = dean.base_dmg
dean.attack(hamilton) # hamilton is simply another Char
在修改后的代码中,按正确的顺序计算了各个变量的值,并确保公式中使用了正确的变量。同时,还添加了必要的随机元素,以使伤害值更加真实。
希望这些信息对您有所帮助,如果您还有其他问题,请随时提出。