import random
elements = {
"normal": {"strong_against": ["None"], "weak_against": ["None"]},
"fire": {"strong_against": ["earth", "ice"], "weak_against": ["water", "ice"]},
"water": {"strong_against": ["fire", "poison"], "weak_against": ["earth", "electric"]},
"earth": {"strong_against": ["water", "poison"], "weak_against": ["fire", "nature"]},
"holy": {"strong_against": ["dark"], "weak_against": ["dark"]},
"dark": {"strong_against": ["holy"], "weak_against": ["holy"]},
"ice": {"strong_against": ["fire"], "weak_against": ["fire"]},
"electric": {"strong_against": ["water"], "weak_against": ["earth"]},
"poison": {"strong_against": ["nature"], "weak_against": ["earth", "water"]},
"nature": {"strong_against": ["earth"], "weak_against": ["poison", "fire"]}
}
class armor:
def __init__(self, name, defence, element=None):
self.name = name
self.defence = defence
self.element = element
class weapon:
def __init__(self, name, damage, element=None):
self.name = name
self.damage = damage
self.element = element
class restore_spell:
def __init__(self, name, restore_power,cost):
self.name = name
self.restore_power = restore_power
self.cost = cost
class attack_spell:
def __init__(self, name, attack_spell_power, cost, element=None):
self.name = name
self.attack_spell_power = attack_spell_power
self.cost = cost
self.element = element
class status_effects:
pass
class Person:
def __init__(self,name,armor=None,weapon=None,attack_spell=None,restore_spell=None,debuff=None,buff=None,max_health = 100,health=None,max_mp=48,mp=None,strength=18,defe=12,dex=10,magic=20,magic_defe=12,luck=16,evasion=2,exp=0,lvl=1,skill_points=0,attack_accuracy=100,max_lvl=100, base_d=0, base_d_m=0):
self.name = name
self.max_health = max_health
self.health = health if health is not None else max_health
self.weapon = weapon
self.attack_spell = attack_spell
self.restore_spell = restore_spell
self.buff = buff
self.debuff = debuff
self.max_mp = max_mp
self.mp = mp if mp is not None else max_mp
self.strength = strength
self.defe = defe
self.armor = armor
self.dex = dex
self.magic = magic
self.magic_defe = magic_defe
self.luck = luck
self.evasion = evasion
self.exp = exp
self.lvl = lvl
self.skill_points = skill_points
self.attack_accuracy = attack_accuracy
self.evasion = evasion
self.max_lvl = max_lvl
self.base_d_m = base_d_m
def see_stats(self):
print("max health: ", self.max_health,"/ health: ", self.health)
print("max mp: ", self.max_mp,"/ mp: ", self.mp)
print("strength: ", self.strength)
print("defense: ", self.defe)
print("magic defense: ", self.magic_defe)
print("dexterity: ", self.dex )
print("luck: ", self.luck)
print("exp: ", self.exp)
print("lvl: ", self.lvl)
def see_gear(self):
print("weapon: ", self.weapon.name if self.weapon else "None")
print("armor: ", self.armor.name if self.armor else "None")
def restore_health(self):
if self.health < self.max_health and self.restore_spell and self.mp >= self.restore_spell.cost:
self.health = min(self.health + self.restore_spell.restore_power, self.max_health)
self.mp -= self.restore_spell.cost
print(f"{self.name} used {self.restore_spell.name} and restored health to {self.health}")
else:
print(f"{self.name} cannot use the restore spell.")
def calculate_base_d(self):
return (self.strength + (self.weapon.damage if self.weapon else 0)) * random.uniform(0.9375, 1.0625)
def calculate_base_d_m(self):
return (self.magic + (self.attack_spell.attack_spell_power if self.attack_spell else 0)) * random.uniform(0.9375, 1.0625)
def attack(self):
attack_type = input("What kind of attack do you want to do (magic/physical): ").lower()
if attack_type == "magic" or "m":
if self.attack_spell and self.mp >= self.attack_spell.cost:
self.mp -= self.attack_spell.cost
return self.calculate_base_d_m()
else:
print("Not enough MP to cast a spell or no spell equipped.")
return 0
elif attack_type == "physical" or "p":
return self.calculate_base_d()
else:
print("Please enter a valid attack type.")
return 0
def exp_to_next_lvl(self):
if 1 <= self.lvl <= 9:
return self.lvl * 100
elif 10 <= self.lvl <= 15:
return self.lvl * 200
else:
return self.lvl * 300
def gain_exp(self, exp):
self.exp += exp
while self.exp >= self.exp_to_next_lvl():
self.level_up()
def level_up(self):
self.exp -= self.exp_to_next_lvl
self.lvl += 1
self.skill_points += 5
if 0 <= self.lvl <= 10:
self.max_health += 75
self.mp += 10
elif 11 <= self.lvl <= 50:
self.max_health += 150
self.mp += 15
elif 51 <= self.lvl <= 99:
self.max_health +=250
self.mp += 25
else:
print("you are at max lvl")
print(f"Congratulations! You've reached level {self.lvl}")
def s_skill_p(self):
if self.skill_points >0:
x = input("which skill you want to incrase:\nstrength\ndefense\nmagic\nmagic_defense\ndexterity\nluck ").lower()
if x == 'strength':
self.strength += 1
self.skill_points -= 1
elif x == 'defense':
self.defe += 1
self.skill_points -= 1
elif x == 'magic':
self.magic += 1
self.skill_points -= 1
elif x == 'magic_defense':
self.magic_defe += 1
self.skill_points -= 1
elif x == 'dexterity':
self.dex += 1
self.skill_points -= 1
elif x == 'luck':
self.luck += 1
self.skill_points -= 1
else:
print("Please enter a valid skill")
else:
print("you dont have skill points ")
def is_dead(self):
return self.health <= 0
class Barbarian(Person):
pass
class Wizard(Person):
def __init__(self, name, max_health=None, health=None, max_mp=48, mp=None, magic=20, magic_defe=12, attack_spells=None):
super().__init__(name, max_health, health, max_mp, mp, magic=magic, magic_defe=magic_defe)
self.attack_spells = attack_spells if attack_spells is not None else []
class Monster(Person):
def __init__(self, name, max_health=100, health=None, max_mp=48, mp=None, magic=20, magic_defe=12, element=None, attack_spells=None):
super().__init__(name, max_health, health, max_mp, mp, magic, magic_defe, element, attack_spells)
self.element = element
self.attack_spells = attack_spells if attack_spells is not None else []
def attack_m(self):
if self.health > self.max_health * 0.5:
return self.calculate_base_d()
else:
return self.calculate_base_d_m()
def battle(player, monster):
while not player.is_dead() and not monster.is_dead():
print(f"{player.name}'s turn:")
player_turn = True
while player_turn:
action = input("What do you want to do? (attack/restore/stats/gear): ").lower()
if action == "attack" or action == "a":
damage = player.attack()
if player.weapon and player.weapon.element or player.attack_spell and player.attack_spell.element:
attack_element = player.weapon.element if player.weapon else player.attack_spell.element
if monster.element and attack_element in elements[monster.element]['weak_against']:
damage *= 1.5
elif monster.element and attack_element in elements[monster.element]['strong_against']:
damage *= 0.5
monster.health -= damage
print(f"{player.name} attacks {monster.name} for {damage:.2f} damage!")
if monster.is_dead():
player.gain_exp(monster.exp)
break
player_turn = False
elif action == "stats" or action == "s":
player.see_stats()
elif action == "gear" or action == "g":
player.see_gear()
elif action == "restore" or action == "r":
player.restore_health()
player_turn = False
else:
print("Please enter a valid action.")
if monster.is_dead():
break
print(f"{monster.name}'s turn:")
m_damage = monster.attack_m()
player.health -= m_damage
print(f"{monster.name} attacks {player.name} for {m_damage:.2f} damage!")
if player.is_dead():
break
cure = restore_spell("cure", 50, 10)
fireball = attack_spell("fireball", 30, 15, "fire")
thunder = attack_spell("thunder", 25, 12, "electric")
player_weapon = weapon("Sword", 10, "normal")
player = Person(name="Hero", weapon=player_weapon, attack_spell=fireball, restore_spell=cure)
monster = Monster(name="Goblin", element="fire", max_health=250, health=250, max_mp=20, mp=20, magic=10, attack_spells=None)
monster.weapon = weapon("Claws", 5, "fire")
battle(player, monster)
I am trying to make something like a rpg game in python for understanding classes well. out of nowhere is_dead function start to cause this error('<=' not supported between instances of 'str' and 'int'). How can i improve my code and solve the issue can you guys please help, i am new to python.
How can i solve this issue
The error message says '<=' not supported between instances of 'str' and 'int'
. This means you used the <=
operator trying to compare a string and an integer. Your function is_dead()
has only one line, return self.health <= 0
. We know that 0 is an integer. Therefore, at some point you are assigning a string to a Person's health
attribute.
As Paul M already mentioned, the issue is in the call to super()
in your Monster
class.
super().__init__(name, max_health, health, max_mp, mp, magic, magic_defe, element, attack_spells)
You are missing the keyword specifiers in the function call. It should look like this:
super().__init__(name, max_health=max_health, health=health, max_mp=max_mp, mp=mp, magic=magic, magic_defe=magic_defe)
Python doesn't check the names of the variables in the caller scope and match them to the function signature, you have to provide the names. By omitting these, the parent class constructor is receiving the arguments in order. Meaning when Monster
is initialized it assigns armor=max_health
, weapon=health
, attack_spell=max_mp
, etc.
Also you are passing element
and attack_spells
to super()
--but a Person does not have those attributes.
Same issue exists for other subclasses of Person
.
Another thing--for your elements
dict, I would strongly recommend using strong_against: []
rather than strong_against: ["None"]