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@ -7,11 +7,10 @@ Characher_MAXHP=0
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Characher_MAXMP=0
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Characher_losthp=0
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Characher_lostmp=0
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Characher_Attack=0
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Characher_DEF=0
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Characher_true_Attack=0
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Characher_skill_name=0
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Characher_skill_say=0
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skill_time=0
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monster_name=0
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monster_power=0
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monster_speed=0
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@ -19,13 +18,23 @@ monster_MAXHP=0
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monster_losthp=0
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monster_lostmp=0
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monster_MAXMP=0
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monster_Attack=0
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monster_DEF_LV=0
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monster_skillname=0
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monster_find_id=0
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monster_id=0
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map_name=0
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map_id=0
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Attack=0
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true_Attack=0
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sum_Attack=0
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fight_times=0
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fight_time=0
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game_continue=0
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map_id=0
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map_name=0
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map_active_id=0
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map_now_id=0
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def yami():
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global Characher_name
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global Characher_power
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@ -73,36 +82,48 @@ def Characher_skill_yami():
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global Characher_Attack
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global Characher_DEF
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global Characher_MP
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global Characher_true_Attack
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global true_Attack
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global Characher_HP
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global Characher_name
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global Characher_skill_say
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global Characher_skill_name
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i=0
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ring=0
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if Characher_id==1:
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print ("0.普通攻击")
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print ("1.锐枪式")
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print ("2.重锤式")
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print ("3.虹光流")
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print ("4.虹光风暴")
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print ("5.突然白给")
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global skill_time
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print ("0.普通攻击")
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print ("1.锐枪式")
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print ("2.重锤式")
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print ("3.虹光流")
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print ("4.虹光风暴")
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print ("5.突然白给")
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skill_id = eval(input("请选择释放的技能"))
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if skill_id==1:
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if skill_id==0:
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Characher_skill_name="普通攻击"
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Characher_skill_say=0
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Characher_Attack=Characher_power/5*3
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elif skill_id==2:
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skill_time=1
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elif skill_id==1:
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Characher_skill_name = "锐枪式"
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Characher_skill_say=random.randint(1,2)
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Characher_true_Attack=3
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elif skill_id==3:
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skill_time=1
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elif skill_id==2:
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Characher_skill_name = "重锤式"
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Characher_skill_say=random.randint(1,2)
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Characher_true_Attack=5
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skill_time=1
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elif skill_id==3:
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Characher_skill_name = "虹光流"
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Characher_skill_say=random.randint(1,2)
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true_Attack=3
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skill_time=3
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elif skill_id==4:
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Characher_skill_say=3
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for ring in range (5):
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Characher_true_Attack+=10
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Characher_skill_name = "虹光风暴"
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true_Attack=10
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skill_time=5
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Characher_skill_say=4
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elif skill_id==5:
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Characher_skill_say=5
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Characher_HP-=100000
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print (Characher_skill_say)
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skill_yami_say()
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def skill_yami_say():
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global Characher_skill_say
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@ -112,6 +133,8 @@ def skill_yami_say():
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print("冲鸭!")
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elif Characher_skill_say==2:
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print("要上了哦~")
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elif Characher_skill_say==3:
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print("哪个笨蛋想出的这种东西啊!!!!")
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else:
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print("虽然聚集起来很麻烦......但总是要用呢~")
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def Characher_skill_yara():
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@ -120,14 +143,12 @@ def Characher_skill_yara():
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print ("2.灭尘")
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print ("3.寸拳")
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print ("4.锻钢剑")
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print ("5.紫砂")
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def Characher_skill_rin():
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print ("0.普通攻击")
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print ("1.家传刀法·寂")
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print ("2.紊乱附加")
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print ("3.避锋·拔刀")
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print ("4.秘技·蝰蛇")
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print ("5.阿巴阿巴阿巴")
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def monster_1():
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global monster_id
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global monster_speed
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@ -135,7 +156,6 @@ def monster_1():
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global monster_MAXMP
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global monster_power
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global monster_name
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monster_name="草球"
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monster_id=1
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monster_MAXHP=20
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@ -159,23 +179,43 @@ def monster_1():
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# def monster_9():
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#
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# def monster_10():
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def monster_skill():
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global monster_id
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global monster_Attack
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global monster_power
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global monster_skillname
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global Attack
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global skill_time
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if monster_id==1:
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a=random.randint(1,3)
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if a==1:
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monster_skillname="咬"
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monster_Attack=monster_power*2
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Attack=monster_power*2
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skill_time=1
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if a==2:
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monster_skillname="撞击"
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monster_Attack=monster_power*2.5
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Attack=monster_power*2.5
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skill_time=1
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if a==3:
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monster_skillname="草刺"
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monster_Attack=monster_power*3
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Attack=monster_power
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skill_time=3
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def skill_times():
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i=0
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global skill_time
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global true_Attack
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global Attack
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global sum_Attack
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global Characher_skill_name
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global monster_skillname
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global Characher_name
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global monster_name
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if Characher_skill_name!=0 and monster_skillname==0:
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print(f"{Characher_name}对{monster_name}使用了{Characher_skill_name}")
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elif monster_skillname!=0 and Characher_skill_name==0:
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print(f"{monster_name}对{Characher_name}使用了{monster_skillname}")
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for i in range(skill_time):
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sum_Attack+=true_Attack+Attack
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print(f"造成了{sum_Attack}伤害")
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def choose_1(CH):
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print("1.确定")
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print("2.拒绝")
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@ -184,7 +224,7 @@ def choose_1(CH):
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return "YES"
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if a == 2:
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return "NO"
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def say(say):
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def say():
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say_id=random.randint(1,4)
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if say_id==1:
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return say_id
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@ -208,7 +248,7 @@ def monster_found_prompt():
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print(f"一只{monster_name}朝着这里过来了")
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elif monster_find_id == 3:
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print(f"一只{monster_name}冲过来了!")
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def fight_time_now():
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def monster_fight_time_now():
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global fight_time
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global monster_MAXHP
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global monster_losthp
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@ -221,19 +261,46 @@ def fight_time_now():
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else:
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fight_time+=1
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print("第{}回合".format(fight_time))
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def map_now():
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if map_id==0:
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map_0()
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if map_id==1:
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map_1()
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if map_id==2:
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map_2()
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if map_id==3:
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map_3()
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print(f"当前区域:{map_name}")
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def map_find():
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global map_id
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map_id=int(input("请"))
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def map_0():
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global
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global map_id
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map_id=0
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global map_name
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map_name="雅家"
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global Characher_id
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if Characher_id==1:
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home_thing_id=random.randint(1,3)
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print("1.离开家")
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print("2.拾羽凝正坐在沙发上笑盈盈地看着你")
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def fight():
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t=True
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global Characher_name
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global Characher_id
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global Characher_true_Attack
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global Characher_Attack
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global Characher_speed
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global Characher_MAXHP
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global Characher_losthp
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global Characher_MAXMP
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global Characher_lostmp
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global monster_Attack
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global monster_speed
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global monster_MAXHP
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global monster_losthp
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@ -241,44 +308,111 @@ def fight():
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global monster_lostmp
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global fight_times
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global fight_time
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global game_continue
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global sum_Attack
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monster_found_prompt()
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while t==True:
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monster_found_prompt()
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if fight_times==0:
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Characher_losthp = Characher_MAXHP
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Characher_lostmp = Characher_MAXMP
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fight_times += 1
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Characher_losthp=Characher_MAXHP
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Characher_lostmp=Characher_MAXMP
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fight_times+=1
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else:
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fight_times+=1
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print(f"{Characher_name}:当前的血量:{Characher_losthp}/{Characher_MAXHP}")
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print(f"{Characher_name}:当前的灵子力:{Characher_lostmp}/{Characher_MAXMP}")
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Characher_skill()
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monster_fight_time_now()
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print(f"{Characher_name}血量:{Characher_losthp}/{Characher_MAXHP}")
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print(f"{Characher_name}灵子力:{Characher_lostmp}/{Characher_MAXMP}")
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print(f"{monster_name}剩余血量:{monster_losthp}")
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monster_skill()
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fight_time_now()
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if Characher_speed >= monster_speed:
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a=Characher_true_Attack+Characher_Attack
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monster_losthp -= a
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print(f"对{monster_name}造成了{a}点伤害")
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Characher_skill()
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skill_times()
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monster_losthp-=sum_Attack
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return_fight_zero()
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if monster_losthp<=0:
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print("战斗胜利")
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game_continue=1
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t=False
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Characher_losthp-=monster_Attack
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skill_times()
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Characher_losthp-=sum_Attack
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return_fight_zero()
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if Characher_losthp<=0:
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print(f"{Characher_name}被打扁了!")
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print("游戏结束")
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t = False
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else:
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Characher_losthp-=monster_Attack
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print(f"{monster_name}对{Characher_name}造成了{monster_Attack}点伤害")
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skill_times()
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Characher_losthp-=sum_Attack
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return_fight_zero()
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print(f"{Characher_name}血量:{Characher_losthp}/{Characher_MAXHP}")
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print(f"{Characher_name}灵子力:{Characher_lostmp}/{Characher_MAXMP}")
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print(f"{monster_name}剩余血量:{monster_losthp}")
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if Characher_losthp<=0:
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print(f"{Characher_name}被打扁了!")
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print("游戏结束")
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t=False
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a=Characher_true_Attack+Characher_Attack
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monster_losthp -= a
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print(f"对{monster_name}造成了{a}点伤害")
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Characher_skill()
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skill_times()
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monster_losthp-=sum_Attack
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return_fight_zero()
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if monster_losthp<=0:
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print("战斗胜利")
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game_continue=1
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t=False
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return_zero()
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def map_find():
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global MAP_NO
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if MAP_NO==0:
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home_find=0
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home_find=eval(input("请选择你要探索的"))
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def return_fight_zero():
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global Characher_skill_name
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Characher_skill_name=0
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global monster_skillname
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monster_skillname=0
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global skill_time
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skill_time=0
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global sum_Attack
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sum_Attack=0
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global Attack
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Attack=0
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global true_Attack
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true_Attack=0
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def return_zero():
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global Characher_say
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Characher_say= 0
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|
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global Characher_true_Attack
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|
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Characher_true_Attack= 0
|
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|
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global Characher_skill_name
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|
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Characher_skill_name= 0
|
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|
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global Characher_skill_say
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Characher_skill_say= 0
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global monster_name
|
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monster_name= 0
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|
global monster_power
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|
monster_power= 0
|
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|
|
global monster_speed
|
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|
|
|
monster_speed= 0
|
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|
|
global monster_MAXHP
|
|
|
|
|
monster_MAXHP= 0
|
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|
|
|
global monster_losthp
|
|
|
|
|
monster_losthp= 0
|
|
|
|
|
global monster_lostmp
|
|
|
|
|
monster_lostmp= 0
|
|
|
|
|
global monster_MAXMP
|
|
|
|
|
monster_MAXMP= 0
|
|
|
|
|
global monster_Attack
|
|
|
|
|
monster_Attack= 0
|
|
|
|
|
global monster_DEF_LV
|
|
|
|
|
monster_DEF_LV= 0
|
|
|
|
|
global monster_skillname
|
|
|
|
|
monster_skillname= 0
|
|
|
|
|
global monster_find_id
|
|
|
|
|
monster_find_id= 0
|
|
|
|
|
global monster_id
|
|
|
|
|
monster_id= 0
|
|
|
|
|
global fight_time
|
|
|
|
|
fight_time= 0
|
|
|
|
|
|
|
|
|
|
print("1.开始游戏")
|
|
|
|
|
print("2.继续游戏")
|
|
|
|
|
print("3.结束游戏")
|
|
|
|
@ -297,8 +431,6 @@ if choose_begin==1:
|
|
|
|
|
elif (Characher_id == 3):
|
|
|
|
|
print("(安静地拿起刀)")
|
|
|
|
|
rin()
|
|
|
|
|
print(Characher_MAXMP)
|
|
|
|
|
print(Characher_MAXHP)
|
|
|
|
|
if choose_1("你好,我是向导梦花")=="YES":
|
|
|
|
|
if choose_1("因为这是第一次的测试版,所以并没有额外的新手向导员之类的东西")=="YES":
|
|
|
|
|
if choose_1("以后的版本更新这个地方大概会由拾羽凝,也就是千曈千晹的妈妈负责引导吧......") == "YES":
|
|
|
|
@ -306,6 +438,9 @@ if choose_begin==1:
|
|
|
|
|
if choose_1("接下来我将投放一只鸦伶世界的代表怪物'草球作为第一次战斗的对象,没关系,很好打的")=="YES":
|
|
|
|
|
monster_1()
|
|
|
|
|
fight()
|
|
|
|
|
if game_continue==1:
|
|
|
|
|
print("看来你已经熟悉游戏的大致流程了,接下来就开始你的冒险吧")
|
|
|
|
|
#map_find()
|
|
|
|
|
else:
|
|
|
|
|
print("是吗......那下次再见")
|
|
|
|
|
else:
|
|
|
|
|