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Can;t really give you the knowledge learned form it but here’s the code to a game made pointless by s*** police and people of Oshawa

Hopeuflly you make drones that kills poeple or somehting out of it somehow
Missing first couple import statments but those were just
Format will likely be mangled too

from ScrollingMissText1 import ScrollingMiss1, ScrollingMiss2, ScrollingMiss3, ScrollingMiss4, ScrollingMiss5, ScrollingMiss6
from ScrollingEnMissText1 import ScrollingEnMiss1, ScrollingEnMiss2, ScrollingEnMiss3, ScrollingEnMiss4, ScrollingEnMiss5, ScrollingEnMiss6
from ScrollingEnCritText1 import ScrollingEnCrit1, ScrollingEnCrit2, ScrollingEnCrit3, ScrollingEnCrit4, ScrollingEnCrit5, ScrollingEnCrit6
from HowToPlay import TitleScreen1
from Statup import Scrolling1, Scrolling2, Scrolling3, Scrolling4
import time
#from SaveLoadManager import SaveLoadSystem

#saveloadmanager = SaveLoadSystem(“.sv”, “save_data”)
#entities, number = saveloadmanager.load_game_data([“entities”, “number”], [[], 1])

#printen1 = print(en1, en1health, en1defense, en1strength, en1dexterity, en1intelligence)

turn1 = 0
roundssurvived1 = 0

char2hp = 15
char2maxhp = 15
char2atk = 2 + random.randint(0, 10)
char2trueatk = 2 + random.randint(0, 10)
char2matk = 2 + random.randint(0, 10)
char2sp = 5
char2def = 0
char2str = 0
char2dex = 0
char2pie = 0
char2int = 0
char2evade = 0
char2statpoint = 0
char2exp = 0
char2maxexp = 20
char2level = 0
lifesteal2 = 0
char2inv = []
char2skillspell = []
char2class = []
char2advancedclass = []
char2distance = 0
char2swimming = 0
char2climbing = 0
char2name = ”

char3hp = 15
char3maxhp = 15
char3atk = 2 + random.randint(0, 10)
char3trueatk = 2 + random.randint(0, 10)
char3matk = 2 + random.randint(0, 10)
char3sp = 5
char3def = 0
char3str = 0
char3dex = 0
char3pie = 0
char3int = 0
char3evade = 0
char3statpoint = 0
char3exp = 0
char3maxexp = 20
char3level = 0
lifesteal3 = 0
char3inv = []
char3skillspell = []
char3class = []
char3advclass = []
char3distance = 0
char3swimming = 0
char3climbing = 0
char3name = ”

char4hp = 15
char4maxhp = 15
char4atk = 2 + random.randint(0, 10)
char4trueatk = 2 + random.randint(0, 10)
char4matk = 2 + random.randint(0, 10)
char4sp = 5
char4def = 0
char4str = 0
char4dex = 0
char4pie = 0
char4int = 0
char4evade = 0
char4statpoint = 0
char4exp = 0
char4maxexp = 20
char4level = 0
lifesteal4 = 0
char4inv = []
char4skillspell = []
char4class = []
char4advclass = []
char4distance = 0
char4swimming = 0
char4climbing = 0
char4name = ”

char5hp = 15
char5maxhp = 15
char5atk = 2 + random.randint(0, 10)
char5trueatk = 2 + random.randint(0, 10)
char5matk = 2 + random.randint(0, 10)
char5sp = 5
char5def = 0
char5str = 0
char5dex = 0
char5pie = 0
char5int = 0
char5evade = 0
char5statpoint = 0
char5exp = 0
char5maxexp = 20
char5level = 0
lifesteal5 = 0
char5inv = []
char5skillspell = []
char5class = []
char5advclass = []
char5distance = 0
char5swimming = 0
char5climbing = 0
char5name = ”

char6hp = 15
char6maxhp = 15
char6atk = 2 + random.randint(0, 10)
char6trueatk = 2 + random.randint(0, 10)
char6matk = 2 + random.randint(0, 10)
char6sp = 5
char6def = 0
char6str = 0
char6dex = 0
char6pie = 0
char6int = 0
char6evade = 0
char6statpoint = 0
char6exp = 0
char6maxexp = 20
char6level = 0
lifesteal6 = 0
char6inv = []
char6skillspell = []
char6class = []
char6advclass = []
char6distance = 0
char6swimming = 0
char6climbing = 0
char6name = ”

char7hp = 15
char7maxhp = 15
char7atk = 2 + random.randint(0, 10)
char7trueatk = 2 + random.randint(0, 10)
char7matk = 2 + random.randint(0, 10)
char7sp = 5
char7def = 0
char7str = 0
char7dex = 0
char7pie = 0
char7int = 0
char7evade = 0
char7statpoint = 0
char7exp = 0
char7maxexp = 20
char7level = 0
lifesteal7 = 0
char7inv = []
char7skillspell = []
char7class = []
char7advclass = []
char7distance = 0
char7swimming = 0
char7climbing = 0
char7name = ”

partyinv1 = []
partyskillspell = []
rest1 = 1
partykeys1 = []
groundkeys1 = 1
partystorage1 = []
deadlyblow1 = 0
partytarget1 = ”
partytargetcount1 = 0
partysupplies1 = []
partymining1 = 0

tosay1 = ”

tosay2 = ”

tosay3 = ”

tosaychoice1 = 0

clock1 = pygame.time.Clock()
time1 = clock1.tick(60)
time1inseconds = time1 / 1000.0

class dungeontest3():
def dungeontest3run():

displaysurf7 = pygame.display.set_mode((800, 600))
displaysurf8 = pygame.display.set_mode((800, 600))

pygame.init()
pygame.font.init()
pygame.font.Font(None, 30)
spot2 = 0

x, y,= 0, 0

frontpic2 = pygame.image.load(‘Square1Front.png’)
displaysurf7.blit(frontpic2, (x, y))
keys = pygame.key.get_pressed()
char1exp = 0
char1maxexp = 50
char1level = 0
char1maxhp = 15
char1atk = random.randint(0, 10)
char1hp = 15

global tosaychoice1

clock2 = pygame.time.Clock()
time2 = clock2.tick(60)
time2inseconds = time2 / 1000.0

def smithing1():
global partyinv1
partyinv1 = partyinv1
displaysurf = pygame.display.set_mode((800, 600))
BLACK = (0, 0, 0)
displaysurf.fill(BLACK)
pygame.display.flip()
running = True
while running == True:
for event in pygame.event.get():

if event.type == KEYDOWN:

if event.key == K_1:
if ‘Tin’ in partyinv1:
partyinv1.append(‘Tin Boots’)
partyinv1.remove(‘Tin’)
if ‘Copper’ in partyinv1:
partyinv1.append(‘Copper Boots’)
partyinv1.remove(‘Copper’)
if ‘Iron’ in partyinv1:
partyinv1.append(‘Iron Boots’)
partyinv1.remove(‘Iron’)
if ‘Aluminum’ in partyinv1:
partyinv1.append(‘Aluminum Boots’)
partyinv1.remove(‘Aluminum’)
if ‘Onyx’ in partyinv1:
partyinv1.append(‘Onyx Boots’)
partyinv1.remove(‘Onyx’)
if ‘Gold’ in partyinv1:
partyinv1.append(‘Gold Boots’)
partyinv1.remove(‘Gold’)
if ‘Crystal’ in partyinv1:
partyinv1.append(‘Crystal Boots’)
partyinv1.remove(‘Crystal’)
if ‘Adventurine’ in partyinv1:
partyinv1.append(‘Adventurine Boots’)
partyinv1.remove(‘Adventurine’)
if ‘Quartz’ in partyinv1:
partyinv1.append(‘Quartz Bootz’)
partyinv1.remove(‘Quartz’)
if ‘Andalusite’ in partyinv1:
partyinv1.append(‘Andalusite Boots’)
partyinv1.remove(‘Andalusite’)
if ‘Aerinite’ in partyinv1:
partyinv1.append(‘Aerinite Boots’)
partyinv1.remove(‘Aerinite’)
if ‘Boleite’ in partyinv1:
partyinv1.append(‘Boleite Boots’)
partyinv1.remove(‘Boleite’)
if ‘Bismuth’ in partyinv1:
partyinv1.append(‘Bismuth Boots’)
partyinv1.remove(‘Bismuth’)
if ‘Calcite’ in partyinv1:
partyinv1.append(‘Calcite Boots’)
partyinv1.remove(‘Calcite’)
if ‘Garnet’ in partyinv1:
partyinv1.append(‘Garnet Boots’)
partyinv1.remove(‘Garnet’)
if ‘Digenite’ in partyinv1:
partyinv1.append(‘Digenite Boots’)
partyinv1.remove(‘Digenite’)
if ‘Dolomite’ in partyinv1:
partyinv1.append(‘Dolomite Boots’)
partyinv1.remove(‘Dolomite’)
if ‘Edenite’ in partyinv1:
partyinv1.append(‘Edenite Boots’)
partyinv1.remove(‘Edenite’)
if ‘Epidote’ in partyinv1:
partyinv1.append(‘Epidote Boots’)
partyinv1.remove(‘Epidote’)
if ‘Fluorite’ in partyinv1:
partyinv1.append(‘Fluorite Boots’)
partyinv1.remove(‘Fluorite’)
if ‘Zircon’ in partyinv1:
partyinv1.append(‘Zircon Boots’)
partyinv1.remove(‘Zircon’)
if ‘Gismondine’ in partyinv1:
partyinv1.append(‘Gismondine Boots’)
partyinv1.remove(‘Gismondine’)
if ‘Gypsum’ in partyinv1:
partyinv1.append(‘Gypsum Boots’)
partyinv1.remove(‘Gypsum’)
if ‘Amethyst’ in partyinv1:
partyinv1.append(‘Amethyst Boots’)
partyinv1.remove(‘Amethyst’)
if ‘Halite’ in partyinv1:
partyinv1.append(‘Halite Boots’)
partyinv1.remove(‘Halite’)
if ‘Hauyne’ in partyinv1:
partyinv1.append(‘Hauyne Boots’)
partyinv1.remove(‘Hauyne’)
if ‘Iranite’ in partyinv1:
partyinv1.append(‘Iranite Boots’)
partyinv1.remove(‘Iranite’)
if ‘Inesite’ in partyinv1:
partyinv1.append(‘Inesite Boots’)
partyinv1.remove(‘Inesite’)
if ‘Ilvaite’ in partyinv1:
partyinv1.append(‘Ilvaite Boots’)
partyinv1.remove(‘Ilvaite’)
if ‘Junitoite’ in partyinv1:
partyinv1.append(‘Junitoite Boots’)
partyinv1.remove(‘Junitoite’)
if ‘Julgoldite’ in partyinv1:
partyinv1.append(‘Julgoldite Boots’)
partyinv1.remove(‘Julgoldite’)
if ‘Ruby’ in partyinv1:
partyinv1.append(‘Ruby Boots’)
partyinv1.remove(‘Ruby’)
if ‘Kovdorskite’ in partyinv1:
partyinv1.append(‘Kovdorskite Boots’)
partyinv1.remove(‘Kovdorskite’)
if ‘Kyanite’ in partyinv1:
partyinv1.append(‘Kyanite Boots’)
partyinv1.remove(‘Kyanite’)
if ‘Labradorite’ in partyinv1:
partyinv1.append(‘Labradorite Boots’)
partyinv1.remove(‘Labradorite’)
if ‘Libethenite’ in partyinv1:
partyinv1.append(‘Libethenite Boots’)
partyinv1.remove(‘Libethenite’)
if ‘Lazulite’ in partyinv1:
partyinv1.append(‘Lazulite Boots’)
partyinv1.remove(‘Lazulite’)
if ‘Sapphire’ in partyinv1:
partyinv1.append(‘Sapphire Boots’)
partyinv1.remove(‘Sapphire’)
if ‘Mirabilite’ in partyinv1:
partyinv1.append(‘Mirabilite Boots’)
partyinv1.remove(‘Mirabilite’)
if ‘Morganite’ in partyinv1:
partyinv1.append(‘Morganite Boots’)
partyinv1.remove(‘Morganite’)
if ‘Beryl’ in partyinv1:
partyinv1.append(‘Beryl Boots’)
partyinv1.remove(‘Beryl’)
if ‘Emerald’ in partyinv1:
partyinv1.append(‘Emerald Boots’)
partyinv1.remove(‘Emerald’)
if ‘Opal’ in partyinv1:
partyinv1.append(‘Opal Boots’)
partyinv1.remove(‘Opal’)
if ‘Diamond’ in partyinv1:
partyinv1.append(‘Diamond Boots’)
partyinv1.remove(‘Diamond’)
if ‘Otavite’ in partyinv1:
partyinv1.append(‘Otavite Boots’)
partyinv1.remove(‘Otavite’)
if ‘Blue Beryl’ in partyinv1:
partyinv1.append(‘Blue Beryl Boots’)
partyinv1.remove(‘Blue Beryl’)
if ‘Red Beryl’ in partyinv1:
partyinv1.append(‘Red Beryl Boots’)
partyinv1.remove(‘Red Beryl’)
if ‘Proustite’ in partyinv1:
partyinv1.append(‘Proustite Boots’)
partyinv1.remove(‘Proustite’)
if ‘Zincite’ in partyinv1:
partyinv1.append(‘Zincite Boots’)
partyinv1.remove(‘Zincite’)
if ‘Vivianite’ in partyinv1:
partyinv1.append(‘Vivianite Boots’)
partyinv1.remove(‘Vivianite’)
if ‘Spinel’ in partyinv1:
partyinv1.append(‘Spinel Boots’)
partyinv1.remove(‘Spinel’)

if event.type == KEYDOWN:
if event.key == K_2:
if ‘Tin’ in partyinv1:
partyinv1.append(‘Tin Gauntlets’)
partyinv1.remove(‘Tin’)
if ‘Copper’ in partyinv1:
partyinv1.append(‘Copper Gauntlets’)
partyinv1.remove(‘Copper’)
if ‘Iron’ in partyinv1:
partyinv1.append(‘Iron Gauntlets’)
partyinv1.remove(‘Iron’)
if ‘Aluminum’ in partyinv1:
partyinv1.append(‘Aluminum Gauntlets’)
partyinv1.remove(‘Aluminum’)
if ‘Onyx’ in partyinv1:
partyinv1.append(‘Onyx Gauntlets’)
partyinv1.remove(‘Onyx’)
if ‘Gold’ in partyinv1:
partyinv1.append(‘Gold Gauntlets’)
partyinv1.remove(‘Gold’)
if ‘Crystal’ in partyinv1:
partyinv1.append(‘Crystal Gauntlets’)
partyinv1.remove(‘Crystal’)
if ‘Adventurine’ in partyinv1:
partyinv1.append(‘Adventurine Gauntlets’)
partyinv1.remove(‘Adventurine’)
if ‘Quartz’ in partyinv1:
partyinv1.append(‘Quartz Gauntlets’)
partyinv1.remove(‘Quartz’)
if ‘Andalusite’ in partyinv1:
partyinv1.append(‘Andalusite Gauntlets’)
partyinv1.remove(‘Andalusite’)
if ‘Aerinite’ in partyinv1:
partyinv1.append(‘Aerinite Gauntlets’)
partyinv1.remove(‘Aerinite’)
if ‘Boleite’ in partyinv1:
partyinv1.append(‘Boleite Gauntlets’)
partyinv1.remove(‘Boleite’)
if ‘Bismuth’ in partyinv1:
partyinv1.append(‘Bismuth Gauntlets’)
partyinv1.remove(‘Bismuth’)
if ‘Calcite’ in partyinv1:
partyinv1.append(‘Calcite Gauntlets’)
partyinv1.remove(‘Calcite’)
if ‘Garnet’ in partyinv1:
partyinv1.append(‘Garnet Gauntlets’)
partyinv1.remove(‘Garnet’)
if ‘Digenite’ in partyinv1:
partyinv1.append(‘Digenite Gauntlets’)
partyinv1.remove(‘Digenite’)
if ‘Dolomite’ in partyinv1:
partyinv1.append(‘Dolomite Gauntlets’)
partyinv1.remove(‘Dolomite’)
if ‘Edenite’ in partyinv1:
partyinv1.append(‘Edenite Gauntlets’)
partyinv1.remove(‘Edenite’)
if ‘Epidote’ in partyinv1:
partyinv1.append(‘Epidote Gauntlets’)
partyinv1.remove(‘Epidote’)
if ‘Fluorite’ in partyinv1:
partyinv1.append(‘Fluorite Gauntlets’)
partyinv1.remove(‘Fluorite’)
if ‘Zircon’ in partyinv1:
partyinv1.append(‘Zircon Gauntlets’)
partyinv1.remove(‘Zircon’)
if ‘Gismondine’ in partyinv1:
partyinv1.append(‘Gismondine Gauntlets’)
partyinv1.remove(‘Gismondine’)
if ‘Gypsum’ in partyinv1:
partyinv1.append(‘Gypsum Gauntlets’)
partyinv1.remove(‘Gypsum’)
if ‘Amethyst’ in partyinv1:
partyinv1.append(‘Amethyst Gauntlets’)
partyinv1.remove(‘Amethyst’)
if ‘Halite’ in partyinv1:
partyinv1.append(‘Halite Gauntlets’)
partyinv1.remove(‘Halite’)
if ‘Hauyne’ in partyinv1:
partyinv1.append(‘Hauyne Gauntlets’)
partyinv1.remove(‘Hauyne’)
if ‘Iranite’ in partyinv1:
partyinv1.append(‘Iranite Gauntlets’)
partyinv1.remove(‘Iranite’)
if ‘Inesite’ in partyinv1:
partyinv1.append(‘Inesite Gauntlets’)
partyinv1.remove(‘Inesite’)
if ‘Ilvaite’ in partyinv1:
partyinv1.append(‘Ilvaite Gauntlets’)
partyinv1.remove(‘Ilvaite’)
if ‘Junitoite’ in partyinv1:
partyinv1.append(‘Junitoite Gauntlets’)
partyinv1.remove(‘Junitoite’)
if ‘Julgoldite’ in partyinv1:
partyinv1.append(‘Julgoldite Gauntlets’)
partyinv1.remove(‘Julgoldite’)
if ‘Ruby’ in partyinv1:
partyinv1.append(‘Ruby Gauntlets’)
partyinv1.remove(‘Ruby’)
if ‘Kovdorskite’ in partyinv1:
partyinv1.append(‘Kovdorskite Gauntlets’)
partyinv1.remove(‘Kovdorskite’)
if ‘Kyanite’ in partyinv1:
partyinv1.append(‘Kyanite Gauntlets’)
partyinv1.remove(‘Kyanite’)
if ‘Labradorite’ in partyinv1:
partyinv1.append(‘Labradorite Gauntlets’)
partyinv1.remove(‘Labradorite’)
if ‘Libethenite’ in partyinv1:
partyinv1.append(‘Libethenite Gauntlets’)
partyinv1.remove(‘Libethenite’)
if ‘Lazulite’ in partyinv1:
partyinv1.append(‘Lazulite Gauntlets’)
partyinv1.remove(‘Lazulite’)
if ‘Sapphire’ in partyinv1:
partyinv1.append(‘Sapphire Gauntlets’)
partyinv1.remove(‘Sapphire’)
if ‘Mirabilite’ in partyinv1:
partyinv1.append(‘Mirabilite Gauntlets’)
partyinv1.remove(‘Mirabilite’)
if ‘Morganite’ in partyinv1:
partyinv1.append(‘Morganite Gauntlets’)
partyinv1.remove(‘Morganite’)
if ‘Beryl’ in partyinv1:
partyinv1.append(‘Beryl Gauntlets’)
partyinv1.remove(‘Beryl’)
if ‘Emerald’ in partyinv1:
partyinv1.append(‘Emerald Gauntlets’)
partyinv1.remove(‘Emerald’)
if ‘Opal’ in partyinv1:
partyinv1.append(‘Opal Gauntlets’)
partyinv1.remove(‘Opal’)
if ‘Diamond’ in partyinv1:
partyinv1.append(‘Diamond Gauntlets’)
partyinv1.remove(‘Diamond’)
if ‘Otavite’ in partyinv1:
partyinv1.append(‘Otavite Gauntlets’)
partyinv1.remove(‘Otavite’)
if ‘Blue Beryl’ in partyinv1:
partyinv1.append(‘Blue Beryl Gauntlets’)
partyinv1.remove(‘Blue Beryl’)
if ‘Red Beryl’ in partyinv1:
partyinv1.append(‘Red Beryl Gauntlets’)
partyinv1.remove(‘Red Beryl’)
if ‘Proustite’ in partyinv1:
partyinv1.append(‘Proustite Gauntlets’)
partyinv1.remove(‘Proustite’)
if ‘Zincite’ in partyinv1:
partyinv1.append(‘Zincite Gauntlets’)
partyinv1.remove(‘Zincite’)
if ‘Vivianite’ in partyinv1:
partyinv1.append(‘Vivianite Gauntlets’)
partyinv1.remove(‘Vivianite’)
if ‘Spinel’ in partyinv1:
partyinv1.append(‘Spinel Gauntlets’)
partyinv1.remove(‘Spinel’)

if event.type == KEYDOWN:
if event.key == K_3:
if ‘Tin’ in partyinv1:
partyinv1.append(‘Tin Helmet’)
partyinv1.remove(‘Tin’)
if ‘Copper’ in partyinv1:
partyinv1.append(‘Copper Helmet’)
partyinv1.remove(‘Copper’)
if ‘Iron’ in partyinv1:
partyinv1.append(‘Iron Helmet’)
partyinv1.remove(‘Iron’)
if ‘Aluminum’ in partyinv1:
partyinv1.append(‘Aluminum Helmet’)
partyinv1.remove(‘Aluminum’)
if ‘Onyx’ in partyinv1:
partyinv1.append(‘Onyx Helmet’)
partyinv1.remove(‘Onyx’)
if ‘Gold’ in partyinv1:
partyinv1.append(‘Gold Helmet’)
partyinv1.remove(‘Gold’)
if ‘Crystal’ in partyinv1:
partyinv1.append(‘Crystal Helmet’)
partyinv1.remove(‘Crystal’)
if ‘Adventurine’ in partyinv1:
partyinv1.append(‘Adventurine Helmet’)
partyinv1.remove(‘Adventurine’)
if ‘Quartz’ in partyinv1:
partyinv1.append(‘Quartz Helmet’)
partyinv1.remove(‘Quartz’)
if ‘Andalusite’ in partyinv1:
partyinv1.append(‘Andalusite Helmet’)
partyinv1.remove(‘Andalusite’)
if ‘Aerinite’ in partyinv1:
partyinv1.append(‘Aerinite Helmet’)
partyinv1.remove(‘Aerinite’)
if ‘Boleite’ in partyinv1:
partyinv1.append(‘Boleite Helmet’)
partyinv1.remove(‘Boleite’)
if ‘Bismuth’ in partyinv1:
partyinv1.append(‘Bismuth Helmet’)
partyinv1.remove(‘Bismuth’)
if ‘Calcite’ in partyinv1:
partyinv1.append(‘Calcite Helmet’)
partyinv1.remove(‘Calcite’)
if ‘Garnet’ in partyinv1:
partyinv1.append(‘Garnet Helmet’)
partyinv1.remove(‘Garnet’)
if ‘Digenite’ in partyinv1:
partyinv1.append(‘Digenite Helmet’)
partyinv1.remove(‘Digenite’)
if ‘Dolomite’ in partyinv1:
partyinv1.append(‘Dolomite Helmet’)
partyinv1.remove(‘Dolomite’)
if ‘Edenite’ in partyinv1:
partyinv1.append(‘Edenite Helmet’)
partyinv1.remove(‘Edenite’)
if ‘Epidote’ in partyinv1:
partyinv1.append(‘Epidote Helmet’)
partyinv1.remove(‘Epidote’)
if ‘Fluorite’ in partyinv1:
partyinv1.append(‘Fluorite Helmet’)
partyinv1.remove(‘Fluorite’)
if ‘Zircon’ in partyinv1:
partyinv1.append(‘Zircon Helmet’)
partyinv1.remove(‘Zircon’)
if ‘Gismondine’ in partyinv1:
partyinv1.append(‘Gismondine Helmet’)
partyinv1.remove(‘Gismondine’)
if ‘Gypsum’ in partyinv1:
partyinv1.append(‘Gypsum Helmet’)
partyinv1.remove(‘Gypsum’)
if ‘Amethyst’ in partyinv1:
partyinv1.append(‘Amethyst Helmet’)
partyinv1.remove(‘Amethyst’)
if ‘Halite’ in partyinv1:
partyinv1.append(‘Halite Helmet’)
partyinv1.remove(‘Halite’)
if ‘Hauyne’ in partyinv1:
partyinv1.append(‘Hauyne Helmet’)
partyinv1.remove(‘Hauyne’)
if ‘Iranite’ in partyinv1:
partyinv1.append(‘Iranite Helmet’)
partyinv1.remove(‘Iranite’)
if ‘Inesite’ in partyinv1:
partyinv1.append(‘Inesite Helmet’)
partyinv1.remove(‘Inesite’)
if ‘Ilvaite’ in partyinv1:
partyinv1.append(‘Ilvaite Helmet’)
partyinv1.remove(‘Ilvaite’)
if ‘Junitoite’ in partyinv1:
partyinv1.append(‘Junitoite Helmet’)
partyinv1.remove(‘Junitoite’)
if ‘Julgoldite’ in partyinv1:
partyinv1.append(‘Julgoldite Helmet’)
partyinv1.remove(‘Julgoldite’)
if ‘Ruby’ in partyinv1:
partyinv1.append(‘Ruby Helmet’)
partyinv1.remove(‘Ruby’)
if ‘Kovdorskite’ in partyinv1:
partyinv1.append(‘Kovdorskite Helmet’)
partyinv1.remove(‘Kovdorskite’)
if ‘Kyanite’ in partyinv1:
partyinv1.append(‘Kyanite Helmet’)
partyinv1.remove(‘Kyanite’)
if ‘Labradorite’ in partyinv1:
partyinv1.append(‘Labradorite Helmet’)
partyinv1.remove(‘Labradorite’)
if ‘Libethenite’ in partyinv1:
partyinv1.append(‘Libethenite Helmet’)
partyinv1.remove(‘Libethenite’)
if ‘Lazulite’ in partyinv1:
partyinv1.append(‘Lazulite Helmet’)
partyinv1.remove(‘Lazulite’)
if ‘Sapphire’ in partyinv1:
partyinv1.append(‘Sapphire Helmet’)
partyinv1.remove(‘Sapphire’)
if ‘Mirabilite’ in partyinv1:
partyinv1.append(‘Mirabilite Helmet’)
partyinv1.remove(‘Mirabilite’)
if ‘Morganite’ in partyinv1:
partyinv1.append(‘Morganite Helmet’)
partyinv1.remove(‘Morganite’)
if ‘Beryl’ in partyinv1:
partyinv1.append(‘Beryl Helmet’)
partyinv1.remove(‘Beryl’)
if ‘Emerald’ in partyinv1:
partyinv1.append(‘Emerald Helmet’)
partyinv1.remove(‘Emerald’)
if ‘Opal’ in partyinv1:
partyinv1.append(‘Opal Helmet’)
partyinv1.remove(‘Opal’)
if ‘Diamond’ in partyinv1:
partyinv1.append(‘Diamond Helmet’)
partyinv1.remove(‘Diamond’)
if ‘Otavite’ in partyinv1:
partyinv1.append(‘Otavite Helmet’)
partyinv1.remove(‘Otavite’)
if ‘Blue Beryl’ in partyinv1:
partyinv1.append(‘Blue Beryl Helmet’)
partyinv1.remove(‘Blue Beryl’)
if ‘Red Beryl’ in partyinv1:
partyinv1.append(‘Red Beryl Helmet’)
partyinv1.remove(‘Red Beryl’)
if ‘Proustite’ in partyinv1:
partyinv1.append(‘Proustite Helmet’)
partyinv1.remove(‘Proustite’)
if ‘Zincite’ in partyinv1:
partyinv1.append(‘Zincite Helmet’)
partyinv1.remove(‘Zincite’)
if ‘Vivianite’ in partyinv1:
partyinv1.append(‘Vivianite Helmet’)
partyinv1.remove(‘Vivianite’)
if ‘Spinel’ in partyinv1:
partyinv1.append(‘Spinel Helmet’)
partyinv1.remove(‘Spinel’)

if event.type == KEYDOWN:
if event.key == K_4:
if ‘Tin’ in partyinv1:
partyinv1.append(‘Tin Pants’)
partyinv1.remove(‘Tin’)
if ‘Copper’ in partyinv1:
partyinv1.append(‘Copper Pants’)
partyinv1.remove(‘Copper’)
if ‘Iron’ in partyinv1:
partyinv1.append(‘Iron Pants’)
partyinv1.remove(‘Iron’)
if ‘Aluminum’ in partyinv1:
partyinv1.append(‘Aluminum Pants’)
partyinv1.remove(‘Aluminum’)
if ‘Onyx’ in partyinv1:
partyinv1.append(‘Onyx Pants’)
partyinv1.remove(‘Onyx’)
if ‘Gold’ in partyinv1:
partyinv1.append(‘Gold Pants’)
partyinv1.remove(‘Gold’)
if ‘Crystal’ in partyinv1:
partyinv1.append(‘Crystal Pants’)
partyinv1.remove(‘Crystal’)
if ‘Adventurine’ in partyinv1:
partyinv1.append(‘Adventurine Pants’)
partyinv1.remove(‘Adventurine’)
if ‘Quartz’ in partyinv1:
partyinv1.append(‘Quartz Pants’)
partyinv1.remove(‘Quartz’)
if ‘Andalusite’ in partyinv1:
partyinv1.append(‘Andalusite Pants’)
partyinv1.remove(‘Andalusite’)
if ‘Aerinite’ in partyinv1:
partyinv1.append(‘Aerinite Pants’)
partyinv1.remove(‘Aerinite’)
if ‘Boleite’ in partyinv1:
partyinv1.append(‘Boleite Pants’)
partyinv1.remove(‘Boleite’)
if ‘Bismuth’ in partyinv1:
partyinv1.append(‘Bismuth Pants’)
partyinv1.remove(‘Bismuth’)
if ‘Calcite’ in partyinv1:
partyinv1.append(‘Calcite Pants’)
partyinv1.remove(‘Calcite’)
if ‘Garnet’ in partyinv1:
partyinv1.append(‘Garnet Pants’)
partyinv1.remove(‘Garnet’)
if ‘Digenite’ in partyinv1:
partyinv1.append(‘Digenite Pants’)
partyinv1.remove(‘Digenite’)
if ‘Dolomite’ in partyinv1:
partyinv1.append(‘Dolomite Pants’)
partyinv1.remove(‘Dolomite’)
if ‘Edenite’ in partyinv1:
partyinv1.append(‘Edenite Pants’)
partyinv1.remove(‘Edenite’)
if ‘Epidote’ in partyinv1:
partyinv1.append(‘Epidote Pants’)
partyinv1.remove(‘Epidote’)
if ‘Fluorite’ in partyinv1:
partyinv1.append(‘Fluorite Pants’)
partyinv1.remove(‘Fluorite’)
if ‘Zircon’ in partyinv1:
partyinv1.append(‘Zircon Pants’)
partyinv1.remove(‘Zircon’)
if ‘Gismondine’ in partyinv1:
partyinv1.append(‘Gismondine Pants’)
partyinv1.remove(‘Gismondine’)
if ‘Gypsum’ in partyinv1:
partyinv1.append(‘Gypsum Pants’)
partyinv1.remove(‘Gypsum’)
if ‘Amethyst’ in partyinv1:
partyinv1.append(‘Amethyst Pants’)
partyinv1.remove(‘Amethyst’)
if ‘Halite’ in partyinv1:
partyinv1.append(‘Halite Pants’)
partyinv1.remove(‘Halite’)
if ‘Hauyne’ in partyinv1:
partyinv1.append(‘Hauyne Pants’)
partyinv1.remove(‘Hauyne’)
if ‘Iranite’ in partyinv1:
partyinv1.append(‘Iranite Pants’)
partyinv1.remove(‘Iranite’)
if ‘Inesite’ in partyinv1:
partyinv1.append(‘Inesite Pants’)
partyinv1.remove(‘Inesite’)
if ‘Ilvaite’ in partyinv1:
partyinv1.append(‘Ilvaite Pants’)
partyinv1.remove(‘Ilvaite’)
if ‘Junitoite’ in partyinv1:
partyinv1.append(‘Junitoite Pants’)
partyinv1.remove(‘Junitoite’)
if ‘Julgoldite’ in partyinv1:
partyinv1.append(‘Julgoldite Pants’)
partyinv1.remove(‘Julgoldite’)
if ‘Ruby’ in partyinv1:
partyinv1.append(‘Ruby Pants’)
partyinv1.remove(‘Ruby’)
if ‘Kovdorskite’ in partyinv1:
partyinv1.append(‘Kovdorskite Pants’)
partyinv1.remove(‘Kovdorskite’)
if ‘Kyanite’ in partyinv1:
partyinv1.append(‘Kyanite Pants’)
partyinv1.remove(‘Kyanite’)
if ‘Labradorite’ in partyinv1:
partyinv1.append(‘Labradorite Pants’)
partyinv1.remove(‘Labradorite’)
if ‘Libethenite’ in partyinv1:
partyinv1.append(‘Libethenite Pants’)
partyinv1.remove(‘Libethenite’)
if ‘Lazulite’ in partyinv1:
partyinv1.append(‘Lazulite Pants’)
partyinv1.remove(‘Lazulite’)
if ‘Sapphire’ in partyinv1:
partyinv1.append(‘Sapphire Pants’)
partyinv1.remove(‘Sapphire’)
if ‘Mirabilite’ in partyinv1:
partyinv1.append(‘Mirabilite Pants’)
partyinv1.remove(‘Mirabilite’)
if ‘Morganite’ in partyinv1:
partyinv1.append(‘Morganite Pants’)
partyinv1.remove(‘Morganite’)
if ‘Beryl’ in partyinv1:
partyinv1.append(‘Beryl Pants’)
partyinv1.remove(‘Beryl’)
if ‘Emerald’ in partyinv1:
partyinv1.append(‘Emerald Pants’)
partyinv1.remove(‘Emerald’)
if ‘Opal’ in partyinv1:
partyinv1.append(‘Opal Pants’)
partyinv1.remove(‘Opal’)
if ‘Diamond’ in partyinv1:
partyinv1.append(‘Diamond Pants’)
partyinv1.remove(‘Diamond’)
if ‘Otavite’ in partyinv1:
partyinv1.append(‘Otavite Pants’)
partyinv1.remove(‘Otavite’)
if ‘Blue Beryl’ in partyinv1:
partyinv1.append(‘Blue Beryl Pants’)
partyinv1.remove(‘Blue Beryl’)
if ‘Red Beryl’ in partyinv1:
partyinv1.append(‘Red Beryl Pants’)
partyinv1.remove(‘Red Beryl’)
if ‘Proustite’ in partyinv1:
partyinv1.append(‘Proustite Pants’)
partyinv1.remove(‘Proustite’)
if ‘Zincite’ in partyinv1:
partyinv1.append(‘Zincite Pants’)
partyinv1.remove(‘Zincite’)
if ‘Vivianite’ in partyinv1:
partyinv1.append(‘Vivianite Pants’)
partyinv1.remove(‘Vivianite’)
if ‘Spinel’ in partyinv1:
partyinv1.append(‘Spinel Pants’)
partyinv1.remove(‘Spinel’)

if event.type == KEYDOWN:
if event.key == K_5:
if ‘Tin’ in partyinv1:
partyinv1.append(‘Tin Breastplate’)
partyinv1.remove(‘Tin’)
if ‘Copper’ in partyinv1:
partyinv1.append(‘Copper Breastplate’)
partyinv1.remove(‘Copper’)
if ‘Iron’ in partyinv1:
partyinv1.append(‘Iron Breastplate’)
partyinv1.remove(‘Iron’)
if ‘Aluminum’ in partyinv1:
partyinv1.append(‘Aluminum Breastplate’)
partyinv1.remove(‘Aluminum’)
if ‘Onyx’ in partyinv1:
partyinv1.append(‘Onyx Breastplate’)
partyinv1.remove(‘Onyx’)
if ‘Gold’ in partyinv1:
partyinv1.append(‘Gold Breastplate’)
partyinv1.remove(‘Gold’)
if ‘Crystal’ in partyinv1:
partyinv1.append(‘Crystal Breastplate’)
partyinv1.remove(‘Crystal’)
if ‘Adventurine’ in partyinv1:
partyinv1.append(‘Adventurine Breastplate’)
partyinv1.remove(‘Adventurine’)
if ‘Quartz’ in partyinv1:
partyinv1.append(‘Quartz Breastplate’)
partyinv1.remove(‘Quartz’)
if ‘Andalusite’ in partyinv1:
partyinv1.append(‘Andalusite Breastplate’)
partyinv1.remove(‘Andalusite’)
if ‘Aerinite’ in partyinv1:
partyinv1.append(‘Aerinite Breastplate’)
partyinv1.remove(‘Aerinite’)
if ‘Boleite’ in partyinv1:
partyinv1.append(‘Boleite Breastplate’)
partyinv1.remove(‘Boleite’)
if ‘Bismuth’ in partyinv1:
partyinv1.append(‘Bismuth Breastplate’)
partyinv1.remove(‘Bismuth’)
if ‘Calcite’ in partyinv1:
partyinv1.append(‘Calcite Breastplate’)
partyinv1.remove(‘Calcite’)
if ‘Garnet’ in partyinv1:
partyinv1.append(‘Garnet Breastplate’)
partyinv1.remove(‘Garnet’)
if ‘Digenite’ in partyinv1:
partyinv1.append(‘Digenite Breastplate’)
partyinv1.remove(‘Digenite’)
if ‘Dolomite’ in partyinv1:
partyinv1.append(‘Dolomite Breastplate’)
partyinv1.remove(‘Dolomite’)
if ‘Edenite’ in partyinv1:
partyinv1.append(‘Edenite Breastplate’)
partyinv1.remove(‘Edenite’)
if ‘Epidote’ in partyinv1:
partyinv1.append(‘Epidote Breastplate’)
partyinv1.remove(‘Epidote’)
if ‘Fluorite’ in partyinv1:
partyinv1.append(‘Fluorite Breastplate’)
partyinv1.remove(‘Fluorite’)
if ‘Zircon’ in partyinv1:
partyinv1.append(‘Zircon Breastplate’)
partyinv1.remove(‘Zircon’)
if ‘Gismondine’ in partyinv1:
partyinv1.append(‘Gismondine Breastplate’)
partyinv1.remove(‘Gismondine’)
if ‘Gypsum’ in partyinv1:
partyinv1.append(‘Gypsum Breastplate’)
partyinv1.remove(‘Gypsum’)
if ‘Amethyst’ in partyinv1:
partyinv1.append(‘Amethyst Breastplate’)
partyinv1.remove(‘Amethyst’)
if ‘Halite’ in partyinv1:
partyinv1.append(‘Halite Breastplate’)
partyinv1.remove(‘Halite’)
if ‘Hauyne’ in partyinv1:
partyinv1.append(‘Hauyne Breastplate’)
partyinv1.remove(‘Hauyne’)
if ‘Iranite’ in partyinv1:
partyinv1.append(‘Iranite Breastplate’)
partyinv1.remove(‘Iranite’)
if ‘Inesite’ in partyinv1:
partyinv1.append(‘Inesite Breastplate’)
partyinv1.remove(‘Inesite’)
if ‘Ilvaite’ in partyinv1:
partyinv1.append(‘Ilvaite Breastplate’)
partyinv1.remove(‘Ilvaite’)
if ‘Junitoite’ in partyinv1:
partyinv1.append(‘Junitoite Breastplate’)
partyinv1.remove(‘Junitoite’)
if ‘Julgoldite’ in partyinv1:
partyinv1.append(‘Julgoldite Breastplate’)
partyinv1.remove(‘Julgoldite’)
if ‘Ruby’ in partyinv1:
partyinv1.append(‘Ruby Breastplate’)
partyinv1.remove(‘Ruby’)
if ‘Kovdorskite’ in partyinv1:
partyinv1.append(‘Kovdorskite Breastplate’)
partyinv1.remove(‘Kovdorskite’)
if ‘Kyanite’ in partyinv1:
partyinv1.append(‘Kyanite Breastplate’)
partyinv1.remove(‘Kyanite’)
if ‘Labradorite’ in partyinv1:
partyinv1.append(‘Labradorite Breastplate’)
partyinv1.remove(‘Labradorite’)
if ‘Libethenite’ in partyinv1:
partyinv1.append(‘Libethenite Breastplate’)
partyinv1.remove(‘Libethenite’)
if ‘Lazulite’ in partyinv1:
partyinv1.append(‘Lazulite Breastplate’)
partyinv1.remove(‘Lazulite’)
if ‘Sapphire’ in partyinv1:
partyinv1.append(‘Sapphire Breastplate’)
partyinv1.remove(‘Sapphire’)
if ‘Mirabilite’ in partyinv1:
partyinv1.append(‘Mirabilite Breastplate’)
partyinv1.remove(‘Mirabilite’)
if ‘Morganite’ in partyinv1:
partyinv1.append(‘Morganite Breastplate’)
partyinv1.remove(‘Morganite’)
if ‘Beryl’ in partyinv1:
partyinv1.append(‘Beryl Breastplate’)
partyinv1.remove(‘Beryl’)
if ‘Emerald’ in partyinv1:
partyinv1.append(‘Emerald Breastplate’)
partyinv1.remove(‘Emerald’)
if ‘Opal’ in partyinv1:
partyinv1.append(‘Opal Breastplate’)
partyinv1.remove(‘Opal’)
if ‘Diamond’ in partyinv1:
partyinv1.append(‘Diamond Breastplate’)
partyinv1.remove(‘Diamond’)
if ‘Otavite’ in partyinv1:
partyinv1.append(‘Otavite Breastplate’)
partyinv1.remove(‘Otavite’)
if ‘Blue Beryl’ in partyinv1:
partyinv1.append(‘Blue Beryl Breastplate’)
partyinv1.remove(‘Blue Beryl’)
if ‘Red Beryl’ in partyinv1:
partyinv1.append(‘Red Beryl Breastplate’)
partyinv1.remove(‘Red Beryl’)
if ‘Proustite’ in partyinv1:
partyinv1.append(‘Proustite Breastplate’)
partyinv1.remove(‘Proustite’)
if ‘Zincite’ in partyinv1:
partyinv1.append(‘Zincite Breastplate’)
partyinv1.remove(‘Zincite’)
if ‘Vivianite’ in partyinv1:
partyinv1.append(‘Vivianite Breastplate’)
partyinv1.remove(‘Vivianite’)
if ‘Spinel’ in partyinv1:
partyinv1.append(‘Spinel Breastplate’)
partyinv1.remove(‘Spinel’)

if event.type == KEYDOWN:
if event.key == K_6:
if ‘Tin’ in partyinv1:
partyinv1.append(‘Tin Robes’)
partyinv1.remove(‘Tin’)
if ‘Copper’ in partyinv1:
partyinv1.append(‘Copper Robes’)
partyinv1.remove(‘Copper’)
if ‘Iron’ in partyinv1:
partyinv1.append(‘Iron Robes’)
partyinv1.remove(‘Iron’)
if ‘Aluminum’ in partyinv1:
partyinv1.append(‘Aluminum Robes’)
partyinv1.remove(‘Aluminum’)
if ‘Onyx’ in partyinv1:
partyinv1.append(‘Onyx Robes’)
partyinv1.remove(‘Onyx’)
if ‘Gold’ in partyinv1:
partyinv1.append(‘Gold Robes’)
partyinv1.remove(‘Gold’)
if ‘Crystal’ in partyinv1:
partyinv1.append(‘Crystal Robes’)
partyinv1.remove(‘Crystal’)
if ‘Adventurine’ in partyinv1:
partyinv1.append(‘Adventurine Robes’)
partyinv1.remove(‘Adventurine’)
if ‘Quartz’ in partyinv1:
partyinv1.append(‘Quartz Robes’)
partyinv1.remove(‘Quartz’)
if ‘Andalusite’ in partyinv1:
partyinv1.append(‘Andalusite Robes’)
partyinv1.remove(‘Andalusite’)
if ‘Aerinite’ in partyinv1:
partyinv1.append(‘Aerinite Robes’)
partyinv1.remove(‘Aerinite’)
if ‘Boleite’ in partyinv1:
partyinv1.append(‘Boleite Robes’)
partyinv1.remove(‘Boleite’)
if ‘Bismuth’ in partyinv1:
partyinv1.append(‘Bismuth Robes’)
partyinv1.remove(‘Bismuth’)
if ‘Calcite’ in partyinv1:
partyinv1.append(‘Calcite Robes’)
partyinv1.remove(‘Calcite’)
if ‘Garnet’ in partyinv1:
partyinv1.append(‘Garnet Robes’)
partyinv1.remove(‘Garnet’)
if ‘Digenite’ in partyinv1:
partyinv1.append(‘Digenite Robes’)
partyinv1.remove(‘Digenite’)
if ‘Dolomite’ in partyinv1:
partyinv1.append(‘Dolomite Robes’)
partyinv1.remove(‘Dolomite’)
if ‘Edenite’ in partyinv1:
partyinv1.append(‘Edenite Robes’)
partyinv1.remove(‘Edenite’)
if ‘Epidote’ in partyinv1:
partyinv1.append(‘Epidote Robes’)
partyinv1.remove(‘Epidote’)
if ‘Fluorite’ in partyinv1:
partyinv1.append(‘Fluorite Robes’)
partyinv1.remove(‘Fluorite’)
if ‘Zircon’ in partyinv1:
partyinv1.append(‘Zircon Robes’)
partyinv1.remove(‘Zircon’)
if ‘Gismondine’ in partyinv1:
partyinv1.append(‘Gismondine Robes’)
partyinv1.remove(‘Gismondine’)
if ‘Gypsum’ in partyinv1:
partyinv1.append(‘Gypsum Robes’)
partyinv1.remove(‘Gypsum’)
if ‘Amethyst’ in partyinv1:
partyinv1.append(‘Amethyst Robes’)
partyinv1.remove(‘Amethyst’)
if ‘Halite’ in partyinv1:
partyinv1.append(‘Halite Robes’)
partyinv1.remove(‘Halite’)
if ‘Hauyne’ in partyinv1:
partyinv1.append(‘Hauyne Robes’)
partyinv1.remove(‘Hauyne’)
if ‘Iranite’ in partyinv1:
partyinv1.append(‘Iranite Robes’)
partyinv1.remove(‘Iranite’)
if ‘Inesite’ in partyinv1:
partyinv1.append(‘Inesite Robes’)
partyinv1.remove(‘Inesite’)
if ‘Ilvaite’ in partyinv1:
partyinv1.append(‘Ilvaite Robes’)
partyinv1.remove(‘Ilvaite’)
if ‘Junitoite’ in partyinv1:
partyinv1.append(‘Junitoite Robes’)
partyinv1.remove(‘Junitoite’)
if ‘Julgoldite’ in partyinv1:
partyinv1.append(‘Julgoldite Robes’)
partyinv1.remove(‘Julgoldite’)
if ‘Ruby’ in partyinv1:
partyinv1.append(‘Ruby Robes’)
partyinv1.remove(‘Ruby’)
if ‘Kovdorskite’ in partyinv1:
partyinv1.append(‘Kovdorskite Robes’)
partyinv1.remove(‘Kovdorskite’)
if ‘Kyanite’ in partyinv1:
partyinv1.append(‘Kyanite Robes’)
partyinv1.remove(‘Kyanite’)
if ‘Labradorite’ in partyinv1:
partyinv1.append(‘Labradorite Robes’)
partyinv1.remove(‘Labradorite’)
if ‘Libethenite’ in partyinv1:
partyinv1.append(‘Libethenite Robes’)
partyinv1.remove(‘Libethenite’)
if ‘Lazulite’ in partyinv1:
partyinv1.append(‘Lazulite Robes’)
partyinv1.remove(‘Lazulite’)
if ‘Sapphire’ in partyinv1:
partyinv1.append(‘Sapphire Robes’)
partyinv1.remove(‘Sapphire’)
if ‘Mirabilite’ in partyinv1:
partyinv1.append(‘Mirabilite Robes’)
partyinv1.remove(‘Mirabilite’)
if ‘Morganite’ in partyinv1:
partyinv1.append(‘Morganite Robes’)
partyinv1.remove(‘Morganite’)
if ‘Beryl’ in partyinv1:
partyinv1.append(‘Beryl Robes’)
partyinv1.remove(‘Beryl’)
if ‘Emerald’ in partyinv1:
partyinv1.append(‘Emerald Robes’)
partyinv1.remove(‘Emerald’)
if ‘Opal’ in partyinv1:
partyinv1.append(‘Opal Robes’)
partyinv1.remove(‘Opal’)
if ‘Diamond’ in partyinv1:
partyinv1.append(‘Diamond Robes’)
partyinv1.remove(‘Diamond’)
if ‘Otavite’ in partyinv1:
partyinv1.append(‘Otavite Robes’)
partyinv1.remove(‘Otavite’)
if ‘Blue Beryl’ in partyinv1:
partyinv1.append(‘Blue Beryl Robes’)
partyinv1.remove(‘Blue Beryl’)
if ‘Red Beryl’ in partyinv1:
partyinv1.append(‘Red Beryl Robes’)
partyinv1.remove(‘Red Beryl’)
if ‘Proustite’ in partyinv1:
partyinv1.append(‘Proustite Robes’)
partyinv1.remove(‘Proustite’)
if ‘Zincite’ in partyinv1:
partyinv1.append(‘Zincite Robes’)
partyinv1.remove(‘Zincite’)
if ‘Vivianite’ in partyinv1:
partyinv1.append(‘Vivianite Robes’)
partyinv1.remove(‘Vivianite’)
if ‘Spinel’ in partyinv1:
partyinv1.append(‘Spinel Robes’)
partyinv1.remove(‘Spinel’)

if event.type == KEYDOWN:
if event.key == K_7:
if ‘Tin’ in partyinv1:
partyinv1.append(‘Tin Shield’)
partyinv1.remove(‘Tin’)
if ‘Copper’ in partyinv1:
partyinv1.append(‘Copper Shield’)
partyinv1.remove(‘Copper’)
if ‘Iron’ in partyinv1:
partyinv1.append(‘Iron Shield’)
partyinv1.remove(‘Iron’)
if ‘Aluminum’ in partyinv1:
partyinv1.append(‘Aluminum Shield’)
partyinv1.remove(‘Aluminum’)
if ‘Onyx’ in partyinv1:
partyinv1.append(‘Onyx Shield’)
partyinv1.remove(‘Onyx’)
if ‘Gold’ in partyinv1:
partyinv1.append(‘Gold Shield’)
partyinv1.remove(‘Gold’)
if ‘Crystal’ in partyinv1:
partyinv1.append(‘Crystal Shield’)
partyinv1.remove(‘Crystal’)
if ‘Adventurine’ in partyinv1:
partyinv1.append(‘Adventurine Shield’)
partyinv1.remove(‘Adventurine’)
if ‘Quartz’ in partyinv1:
partyinv1.append(‘Quartz Shield’)
partyinv1.remove(‘Quartz’)
if ‘Andalusite’ in partyinv1:
partyinv1.append(‘Andalusite Shield’)
partyinv1.remove(‘Andalusite’)
if ‘Aerinite’ in partyinv1:
partyinv1.append(‘Aerinite Shield’)
partyinv1.remove(‘Aerinite’)
if ‘Boleite’ in partyinv1:
partyinv1.append(‘Boleite Shield’)
partyinv1.remove(‘Boleite’)
if ‘Bismuth’ in partyinv1:
partyinv1.append(‘Bismuth Shield’)
partyinv1.remove(‘Bismuth’)
if ‘Calcite’ in partyinv1:
partyinv1.append(‘Calcite Shield’)
partyinv1.remove(‘Calcite’)
if ‘Garnet’ in partyinv1:
partyinv1.append(‘Garnet Shield’)
partyinv1.remove(‘Garnet’)
if ‘Digenite’ in partyinv1:
partyinv1.append(‘Digenite Shield’)
partyinv1.remove(‘Digenite’)
if ‘Dolomite’ in partyinv1:
partyinv1.append(‘Dolomite Shield’)
partyinv1.remove(‘Dolomite’)
if ‘Edenite’ in partyinv1:
partyinv1.append(‘Edenite Shield’)
partyinv1.remove(‘Edenite’)
if ‘Epidote’ in partyinv1:
partyinv1.append(‘Epidote Shield’)
partyinv1.remove(‘Epidote’)
if ‘Fluorite’ in partyinv1:
partyinv1.append(‘Fluorite Shield’)
partyinv1.remove(‘Fluorite’)
if ‘Zircon’ in partyinv1:
partyinv1.append(‘Zircon Shield’)
partyinv1.remove(‘Zircon’)
if ‘Gismondine’ in partyinv1:
partyinv1.append(‘Gismondine Shield’)
partyinv1.remove(‘Gismondine’)
if ‘Gypsum’ in partyinv1:
partyinv1.append(‘Gypsum Shield’)
partyinv1.remove(‘Gypsum’)
if ‘Amethyst’ in partyinv1:
partyinv1.append(‘Amethyst Shield’)
partyinv1.remove(‘Amethyst’)
if ‘Halite’ in partyinv1:
partyinv1.append(‘Halite Shield’)
partyinv1.remove(‘Halite’)
if ‘Hauyne’ in partyinv1:
partyinv1.append(‘Hauyne Shield’)
partyinv1.remove(‘Hauyne’)
if ‘Iranite’ in partyinv1:
partyinv1.append(‘Iranite Shield’)
partyinv1.remove(‘Iranite’)
if ‘Inesite’ in partyinv1:
partyinv1.append(‘Inesite Shield’)
partyinv1.remove(‘Inesite’)
if ‘Ilvaite’ in partyinv1:
partyinv1.append(‘Ilvaite Shield’)
partyinv1.remove(‘Ilvaite’)
if ‘Junitoite’ in partyinv1:
partyinv1.append(‘Junitoite Shield’)
partyinv1.remove(‘Junitoite’)
if ‘Julgoldite’ in partyinv1:
partyinv1.append(‘Julgoldite Shield’)
partyinv1.remove(‘Julgoldite’)
if ‘Ruby’ in partyinv1:
partyinv1.append(‘Ruby Shield’)
partyinv1.remove(‘Ruby’)
if ‘Kovdorskite’ in partyinv1:
partyinv1.append(‘Kovdorskite Shield’)
partyinv1.remove(‘Kovdorskite’)
if ‘Kyanite’ in partyinv1:
partyinv1.append(‘Kyanite Shield’)
partyinv1.remove(‘Kyanite’)
if ‘Labradorite’ in partyinv1:
partyinv1.append(‘Labradorite Shield’)
partyinv1.remove(‘Labradorite’)
if ‘Libethenite’ in partyinv1:
partyinv1.append(‘Libethenite Shield’)
partyinv1.remove(‘Libethenite’)
if ‘Lazulite’ in partyinv1:
partyinv1.append(‘Lazulite Shield’)
partyinv1.remove(‘Lazulite’)
if ‘Sapphire’ in partyinv1:
partyinv1.append(‘Sapphire Shield’)
partyinv1.remove(‘Sapphire’)
if ‘Mirabilite’ in partyinv1:
partyinv1.append(‘Mirabilite Shield’)
partyinv1.remove(‘Mirabilite’)
if ‘Morganite’ in partyinv1:
partyinv1.append(‘Morganite Shield’)
partyinv1.remove(‘Morganite’)
if ‘Beryl’ in partyinv1:
partyinv1.append(‘Beryl Shield’)
partyinv1.remove(‘Beryl’)
if ‘Emerald’ in partyinv1:
partyinv1.append(‘Emerald Shield’)
partyinv1.remove(‘Emerald’)
if ‘Opal’ in partyinv1:
partyinv1.append(‘Opal Shield’)
partyinv1.remove(‘Opal’)
if ‘Diamond’ in partyinv1:
partyinv1.append(‘Diamond Shield’)
partyinv1.remove(‘Diamond’)
if ‘Otavite’ in partyinv1:
partyinv1.append(‘Otavite Shield’)
partyinv1.remove(‘Otavite’)
if ‘Blue Beryl’ in partyinv1:
partyinv1.append(‘Blue Beryl Shield’)
partyinv1.remove(‘Blue Beryl’)
if ‘Red Beryl’ in partyinv1:
partyinv1.append(‘Red Beryl Shield’)
partyinv1.remove(‘Red Beryl’)
if ‘Proustite’ in partyinv1:
partyinv1.append(‘Proustite Shield’)
partyinv1.remove(‘Proustite’)
if ‘Zincite’ in partyinv1:
partyinv1.append(‘Zincite Shield’)
partyinv1.remove(‘Zincite’)
if ‘Vivianite’ in partyinv1:
partyinv1.append(‘Vivianite Shield’)
partyinv1.remove(‘Vivianite’)
if ‘Spinel’ in partyinv1:
partyinv1.append(‘Spinel Shield’)
partyinv1.remove(‘Spinel’)

if event.type == KEYDOWN:
if event.key == K_8:
if ‘Tin’ in partyinv1:
partyinv1.append(‘Tin Sword’)
partyinv1.remove(‘Tin’)
if ‘Copper’ in partyinv1:
partyinv1.append(‘Copper Sword’)
partyinv1.remove(‘Copper’)
if ‘Iron’ in partyinv1:
partyinv1.append(‘Iron Sword’)
partyinv1.remove(‘Iron’)
if ‘Aluminum’ in partyinv1:
partyinv1.append(‘Aluminum Sword’)
partyinv1.remove(‘Aluminum’)
if ‘Onyx’ in partyinv1:
partyinv1.append(‘Onyx Sword’)
partyinv1.remove(‘Onyx’)
if ‘Gold’ in partyinv1:
partyinv1.append(‘Gold Sword’)
partyinv1.remove(‘Gold’)
if ‘Crystal’ in partyinv1:
partyinv1.append(‘Crystal Sword’)
partyinv1.remove(‘Crystal’)
if ‘Adventurine’ in partyinv1:
partyinv1.append(‘Adventurine Sword’)
partyinv1.remove(‘Adventurine’)
if ‘Quartz’ in partyinv1:
partyinv1.append(‘Quartz Sword’)
partyinv1.remove(‘Quartz’)
if ‘Andalusite’ in partyinv1:
partyinv1.append(‘Andalusite Sword’)
partyinv1.remove(‘Andalusite’)
if ‘Aerinite’ in partyinv1:
partyinv1.append(‘Aerinite Sword’)
partyinv1.remove(‘Aerinite’)
if ‘Boleite’ in partyinv1:
partyinv1.append(‘Boleite Sword’)
partyinv1.remove(‘Boleite’)
if ‘Bismuth’ in partyinv1:
partyinv1.append(‘Bismuth Sword’)
partyinv1.remove(‘Bismuth’)
if ‘Calcite’ in partyinv1:
partyinv1.append(‘Calcite Sword’)
partyinv1.remove(‘Calcite’)
if ‘Garnet’ in partyinv1:
partyinv1.append(‘Garnet Sword’)
partyinv1.remove(‘Garnet’)
if ‘Digenite’ in partyinv1:
partyinv1.append(‘Digenite Sword’)
partyinv1.remove(‘Digenite’)
if ‘Dolomite’ in partyinv1:
partyinv1.append(‘Dolomite Sword’)
partyinv1.remove(‘Dolomite’)
if ‘Edenite’ in partyinv1:
partyinv1.append(‘Edenite Sword’)
partyinv1.remove(‘Edenite’)
if ‘Epidote’ in partyinv1:
partyinv1.append(‘Epidote Sword’)
partyinv1.remove(‘Epidote’)
if ‘Fluorite’ in partyinv1:
partyinv1.append(‘Fluorite Sword’)
partyinv1.remove(‘Fluorite’)
if ‘Zircon’ in partyinv1:
partyinv1.append(‘Zircon Sword’)
partyinv1.remove(‘Zircon’)
if ‘Gismondine’ in partyinv1:
partyinv1.append(‘Gismondine Sword’)
partyinv1.remove(‘Gismondine’)
if ‘Gypsum’ in partyinv1:
partyinv1.append(‘Gypsum Sword’)
partyinv1.remove(‘Gypsum’)
if ‘Amethyst’ in partyinv1:
partyinv1.append(‘Amethyst Sword’)
partyinv1.remove(‘Amethyst’)
if ‘Halite’ in partyinv1:
partyinv1.append(‘Halite Sword’)
partyinv1.remove(‘Halite’)
if ‘Hauyne’ in partyinv1:
partyinv1.append(‘Hauyne Sword’)
partyinv1.remove(‘Hauyne’)
if ‘Iranite’ in partyinv1:
partyinv1.append(‘Iranite Sword’)
partyinv1.remove(‘Iranite’)
if ‘Inesite’ in partyinv1:
partyinv1.append(‘Inesite Sword’)
partyinv1.remove(‘Inesite’)
if ‘Ilvaite’ in partyinv1:
partyinv1.append(‘Ilvaite Sword’)
partyinv1.remove(‘Ilvaite’)
if ‘Junitoite’ in partyinv1:
partyinv1.append(‘Junitoite Sword’)
partyinv1.remove(‘Junitoite’)
if ‘Julgoldite’ in partyinv1:
partyinv1.append(‘Julgoldite Sword’)
partyinv1.remove(‘Julgoldite’)
if ‘Ruby’ in partyinv1:
partyinv1.append(‘Ruby Sword’)
partyinv1.remove(‘Ruby’)
if ‘Kovdorskite’ in partyinv1:
partyinv1.append(‘Kovdorskite Sword’)
partyinv1.remove(‘Kovdorskite’)
if ‘Kyanite’ in partyinv1:
partyinv1.append(‘Kyanite Sword’)
partyinv1.remove(‘Kyanite’)
if ‘Labradorite’ in partyinv1:
partyinv1.append(‘Labradorite Sword’)
partyinv1.remove(‘Labradorite’)
if ‘Libethenite’ in partyinv1:
partyinv1.append(‘Libethenite Sword’)
partyinv1.remove(‘Libethenite’)
if ‘Lazulite’ in partyinv1:
partyinv1.append(‘Lazulite Sword’)
partyinv1.remove(‘Lazulite’)
if ‘Sapphire’ in partyinv1:
partyinv1.append(‘Sapphire Sword’)
partyinv1.remove(‘Sapphire’)
if ‘Mirabilite’ in partyinv1:
partyinv1.append(‘Mirabilite Sword’)
partyinv1.remove(‘Mirabilite’)
if ‘Morganite’ in partyinv1:
partyinv1.append(‘Morganite Sword’)
partyinv1.remove(‘Morganite’)
if ‘Beryl’ in partyinv1:
partyinv1.append(‘Beryl Sword’)
partyinv1.remove(‘Beryl’)
if ‘Emerald’ in partyinv1:
partyinv1.append(‘Emerald Sword’)
partyinv1.remove(‘Emerald’)
if ‘Opal’ in partyinv1:
partyinv1.append(‘Opal Sword’)
partyinv1.remove(‘Opal’)
if ‘Diamond’ in partyinv1:
partyinv1.append(‘Diamond Sword’)
partyinv1.remove(‘Diamond’)
if ‘Otavite’ in partyinv1:
partyinv1.append(‘Otavite Sword’)
partyinv1.remove(‘Otavite’)
if ‘Blue Beryl’ in partyinv1:
partyinv1.append(‘Blue Beryl Sword’)
partyinv1.remove(‘Blue Beryl’)
if ‘Red Beryl’ in partyinv1:
partyinv1.append(‘Red Beryl Sword’)
partyinv1.remove(‘Red Beryl’)
if ‘Proustite’ in partyinv1:
partyinv1.append(‘Proustite Sword’)
partyinv1.remove(‘Proustite’)
if ‘Zincite’ in partyinv1:
partyinv1.append(‘Zincite Sword’)
partyinv1.remove(‘Zincite’)
if ‘Vivianite’ in partyinv1:
partyinv1.append(‘Vivianite Sword’)
partyinv1.remove(‘Vivianite’)
if ‘Spinel’ in partyinv1:
partyinv1.append(‘Spinel Sword’)
partyinv1.remove(‘Spinel’)

#if event.key == 9:

if event.type == KEYDOWN:
if event.key == K_z:
print(‘Closed Smithing Menu’)
running = False

if event.type == QUIT:
pygame.quit()
sys.exit()
pygame.display.flip

def mining2():
global partyinv1
global partymining1
partyinv1 = partyinv1
partymining1 = partymining1
minepic1 = pygame.image.load(‘MineScreen1.png’)
displaysurf = pygame.display.set_mode((800, 600))
BLACK = (0, 0, 0)
displaysurf.fill(BLACK)
displaysurf.blit(minepic1, (0, 0))
pygame.display.flip()
print(‘The Party Has Found A Mining Spot’)
blackscreen1 = pygame.image.load(‘BlackScreen1.png’)
blackscreen2 = pygame.image.load(‘Blackscreen2.png’)
displaysurf.blit(blackscreen1, (0, 600))
font1 = pygame.font.Font(None, 25)
picktext1 = font1.render(‘The Party Has Picks To Mine With’, True, (255, 0, 0))
picktext2 = font1.render(‘The Party Has No Picks To Mine With’, True, (255, 0, 0))
miningtext1 = font1.render(str(partymining1), True, (255, 0, 0))
if ‘Pickaxe’ in partyinv1:
displaysurf.blit(blackscreen2, (200, 300))
displaysurf.blit(picktext1, (200, 300))
pygame.display.flip
if ‘Pickaxe’ not in partyinv1:
displaysurf.blit(blackscreen2, (200, 400))
displaysurf.blit(picktext2, (200, 400))
pygame.display.flip()
displaysurf.blit(miningtext1, (0, 600))
pygame.display.flip()
running = True
while running == True:
for event in pygame.event.get():

if event.type == KEYDOWN:
if event.key == K_g:
ores1 = random.randint(0, 50)
succeedchance1 = random.randint(0, 1)
breakchance1 = random.randint(0, 1)
increaseminingchance1 = random.randint(0, 2)
if ‘Pickaxe’ in partyinv1:
if ores1 == 0:
if partymining1 >= 0 and succeedchance1 == 0:
partyinv1.append(‘Tin’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 1:
if partymining1 >= 2 and succeedchance1 == 0:
partyinv1.append(‘Copper’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 2:
if partymining1 >= 4 and succeedchance1 == 0:
partyinv1.append(‘Iron’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 3:
if partymining1 >= 6 and succeedchance1 == 0:
partyinv1.append(‘Aluminum’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 4:
if partymining1 >= 8 and succeedchance1 == 0:
partyinv1.append(‘Onyx’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 5:
if partymining1 >= 10 and succeedchance1 == 0:
partyinv1.append(‘Gold’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 6:
if partymining1 >= 12 and succeedchance1 == 0:
partyinv1.append(‘Crystal’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 7:
if partymining1 >= 14 and succeedchance1 == 0:
partyinv1.append(‘Adventurine’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 8:
if partymining1 >= 16 and succeedchance1 == 0:
partyinv1.append(‘Quartz’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 9:
if partymining1 >= 18 and succeedchance1 == 0:
partyinv1.append(‘Andalusite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 10:
if partymining1 >= 20 and succeedchance1 == 0:
partyinv1.append(‘Aerinite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 11:
if partymining1 >= 22 and succeedchance1 == 0:
partyinv1.append(‘Boleite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 12:
if partymining1 >= 24 and succeedchance1 == 0:
partyinv1.append(‘Bismuth’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 13:
if partymining1 >= 26 and succeedchance1 == 0:
partyinv1.append(‘Calcite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be USed Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties SKill In Mining Increases’)
if ores1 == 14:
if partymining1 >= 28 and succeedchance1 == 0:
partyinv1.append(‘Garnet’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties SKill In Mining Increases’)
if ores1 == 15:
if partymining1 >= 30 and succeedchance1 == 0:
partyinv1.append(‘Digenite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties SKill In Mining Increases’)
if ores1 == 16:
if partymining1 >= 32 and succeedchance1 == 0:
partyinv1.append(‘Dolomite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 17:
if partymining1 >= 32 and succeedchance1 == 0:
partyinv1.append(‘Edenite’)
print(‘The PArty Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 18:
if partymining1 >= 34 and succeedchance1 == 0:
partyinv1.append(‘Epidote’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 19:
if partymining1 >= 36 and succeedchance1 == 0:
partyinv1.append(‘Fluorite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 20:
if partymining1 >= 38 and succeedchance1 == 0:
partyinv1.append(‘Zircon’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 21:
if partymining1 >= 40 and succeedchance1 == 0:
partyinv1.append(‘Gismondine’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 22:
if partymining1 >= 42 and succeedchance1 == 0:
partyinv1.append(‘Gypsum’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 23:
if partymining1 >= 44 and succeedchance1 == 0:
partyinv1.append(‘Amethyst’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 24:
if partymining1 >= 46 and succeedchance1 == 0:
partyinv1.append(‘Halite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties SKill In Mining Increases’)
if ores1 == 25:
if partymining1 >= 48 and succeedchance1 == 0:
partyinv1.append(‘Hauyne’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 26:
if partymining1 >= 50 and succeedchance1 == 0:
partyinv1.append(‘Iranite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 27:
if partymining1 >= 52 and succeedchance1 == 0:
partyinv1.append(‘Inesite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 28:
if partymining1 >= 54 and succeedchance1 == 0:
partyinv1.append(‘Ilvaite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 29:
if partymining1 >= 56 and succeedchance1 == 0:
partyinv1.append(‘Junitoite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be USed Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 30:
if partymining1 >= 58 and succeedchance1 == 0:
partyinv1.append(‘Julgoldite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 31:
if partymining1 >= 60 and succeedchance1 == 0:
partyinv1.append(‘Ruby’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 32:
if partymining1 >= 62 and succeedchance1 == 0:
partyinv1.append(‘Kovdorskite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 33:
if partymining1 >= 64 and succeedchance1 == 0:
partyinv1.append(‘Kyanite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 34:
if partymining1 >= 66 and succeedchance1 == 0:
partyinv1.append(‘Labradorite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties SKill In Mining Increases’)
if ores1 == 35:
if partymining1 >= 68 and succeedchance1 == 0:
partyinv1.append(‘Libethenite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 36:
if partymining1 >= 70 and succeedchance1 == 0:
partyinv1.append(‘Lazulite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be USed Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 37:
if partymining1 >= 72 and succeedchance1 == 0:
partyinv1.append(‘Sapphire’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 38:
if partymining1 >= 74 and succeedchance1 == 0:
partyinv1.append(‘Mirabilite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 39:
if partymining1 >= 76 and succeedchance1 == 0:
partyinv1.append(‘Morganite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 40:
if partymining1 >= 78 and succeedchance1 == 0:
partyinv1.append(‘Beryl’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 41:
if partymining1 >= 80 and succeedchance1 == 0:
partyinv1.append(‘Emerald’)
print(‘The PArty Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be USed Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 42:
if partymining1 >= 82 and succeedchance1 == 0:
partyinv1.append(‘Opal’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 43:
if partymining1 >= 84 and succeedchance1 == 0:
partyinv1.append(‘Diamond’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 44:
if partymining1 >= 86 and succeedchance1 == 0:
partyinv1.append(‘Otavite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 45:
if partymining1 >= 88 and succeedchance1 == 0:
partyinv1.append(‘Blue Beryl’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 46:
if partymining1 >= 90 and succeedchance1 == 0:
partyinv1.append(‘Red Beryl’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties SKill In Mining Increases’)
if ores1 == 47:
if partymining1 >= 92 and succeedchance1 == 0:
partyinv1.append(‘Proustite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 48:
if partymining1 >= 94 and succeedchance1 == 0:
partyinv1.append(‘Zincite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)
if ores1 == 49:
if partymining1 >= 96 and succeedchance1 == 0:
partyinv1.append(‘Vivianite’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties SKill In Mining Increases’)
if ores1 == 50:
if partymining1 >= 98 and succeedchance1 == 0:
partyinv1.append(‘Spinel’)
print(‘The Party Mines Something’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
if increaseminingchance1 == 1:
partymining1 = partymining1 + 1
print(‘The Parties Skill In Mining Increases’)

if ‘Pickaxe’ not in partyinv1:
print(‘The Party Has No Picks To Mine With’)
#if succeedchance1 == 1:
#print(‘The Party Fails To Mine’)

if event.type == KEYDOWN:
if event.key == K_z:
running = False
print(‘The Party Walks Away From the Mining Spot’)

if event.type == QUIT:
pygame.quit()
sys.exit()

if ‘Pickaxe’ in partyinv1:
displaysurf.blit(blackscreen2, (200, 300))
displaysurf.blit(picktext1, (200, 300))
pygame.display.flip
if ‘Pickaxe’ not in partyinv1:
displaysurf.blit(blackscreen2, (200, 400))
displaysurf.blit(picktext2, (200, 400))
pygame.display.flip()
displaysurf.blit(blackscreen1, (0, 550))
displaysurf.blit(miningtext1, (0, 550))

pygame.display.flip()

def mining1():
global partyinv1
partyinv1 = partyinv1
minepic1 = pygame.image.load(‘MineScreen1.png’)
displaysurf = pygame.display.set_mode((800, 600))
BLACK = (0, 0, 0)
displaysurf.fill(BLACK)
displaysurf.blit(minepic1, (0, 0))
pygame.display.flip()
running = True
blackscreen1 = pygame.image.load(‘BlackScreen1.png’)
font1 = pygame.font.Font(None, 25)
picktext1 = font1.render((“The Party Has Picks To Mine With”), True, (255, 0, 0))
picktext2 = font1.render((“The Party Has Nothing To Mine With”), True, (255, 0, 0))
#minechance1 = random.randint(0, 50)
#breakchance1 = random.randint(0, 1)
print(‘The Party Has Found A Mining Spot’)
if ‘Pickaxe’ in partyinv1:
print(‘The Party Has Picks To Mine With’)
displaysurf.blit(blackscreen1, (200, 400))
pygame.display.flip()
displaysurf.blit(picktext1, (200, 400))
pygame.display.flip()
if ‘Pickaxe’ not in partyinv1:
print(‘The Party Cannot Mine’)
displaysurf.blit(blackscreen1, (200, 400))
pygame.display.flip()
displaysurf.blit(picktext2, (200, 400))
pygame.display.flip()
while running is True:
for event in pygame.event.get():

if event.type == KEYDOWN:
if event.key == K_g:
minechance1 = random.randint(0, 50)
breakchance1 = random.randint(0, 1)
if ‘Pickaxe’ in partyinv1:
if minechance1 == 10:
partyinv1.append(‘Copper Ore’)
print(‘The Party Mines An Ore’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
try:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
except (ValueError, TypeError):
continue
if minechance1 == 20:
partyinv1.append(‘Tin Ore’)
print(‘The Party Mines An Ore’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
try:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
except (ValueError, TypeError):
continue
if minechance1 == 30:
partyinv1.append(‘Iron Ore’)
print(‘The Party Mines An Ore’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
try:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
except (ValueError, TypeError):
continue
if minechance1 == 40:
partyinv1.append(‘Onyx Ore’)
print(‘The Party Mines An Ore’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
try:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
except (ValueError, TypeError):
continue
if minechance1 == 50:
partyinv1.append(‘Gold Ore’)
print(‘The Party Mines An Ore’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
try:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
except (ValueError, TypeError):
continue
else:
print(‘The Party Fails To Mine Anything’)
if breakchance1 == 0:
print(‘The Pick Can Be Used Again’)
if breakchance1 == 1:
try:
partyinv1.remove(‘Pickaxe’)
print(‘The Pick Breaks’)
except (ValueError, TypeError):
continue
if ‘Pickaxe’ not in partyinv1:
print(‘The Party Has Nothing To Mine With’)

if event.type == KEYDOWN:
if event.key == K_z:
running = False
print(‘The Party Walks Away From The Mining Spot’)

if event.type == QUIT:
pygame.quit()
sys.exit()

pygame.display.flip()

def namechoose1():
global char2name
global char3name
global char4name
global char5name
global char6name
global char7name
global tosay1
global tosay2
displaysurf11 = pygame.display.set_mode((800, 600))
pygame.init()
running = True
letters = []
letternumber = 1
pygame.font.init()
pygame.font.Font(None, 30)
print(char2name, char3name, char4name, char5name, char6name, char7name)
if char2name == ”:
print(‘The First Character Still Needs A Name’)
if char3name == ”:
print(‘The Second Character Still Needs A Name’)
if char4name == ”:
print(‘The Third Character Still Needs A Name’)
if char5name == ”:
print(‘The Fourth Character Still Needs A Name’)
if char6name == ”:
print(‘The Fifth Character Still Needs A Name’)
if char7name == ”:
print(‘The Sixth Character Still Needs A Name’)
if tosay1 == ”:
print(‘The Party Still Needs Something To Say’)

while running is True:
for event in pygame.event.get():
try:

#if event.type == KEYDOWN:
#if event.key == K_2:
#letternumber = letternumber – 1
#print(letters, char2name)

#if event.key == K_3:
#letternumber = letternumber + 1
#print(letters, char2name)

if event.type == KEYDOWN:
if event.key == K_a:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (50, 50))
pygame.display.flip()
if letternumber == 1:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (50, 50))
pygame.display.flip()
letters.append(‘A’)
letters.insert([0], ‘A’)
letternumber = letternumber + 1
if letternumber == 2:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (50, 50))
pygame.display.flip()
letters.append(‘A’)
letters.insert([1], ‘A’)
letternumber = letternumber + 1
if letternumber == 3:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (50, 50))
pygame.display.flip()
letters.append(‘A’)
letters.insert([2], ‘A’)
letternumber = letternumber + 1
if letternumber == 4:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (50, 50))
pygame.display.flip()
letters.append(‘A’)
letters.insert([3], ‘A’)
letternumber = letternumber + 1
if letternumber == 5:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (50, 50))
pygame.display.flip()
letters.append(‘A’)
letters.insert([4], ‘A’)
letternumber = letternumber + 1
if letternumber == 6:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (50, 50))
pygame.display.flip()
letters.append(‘A’)
letters.insert([5], ‘A’)
letternumber = letternumber + 1
if letternumber == 7:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (50, 50))
pygame.display.flip()
letters.append(‘A’)
letters.insert([6], ‘A’)
letternumber = letternumber + 1
if letternumber == 8:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (50, 50))
pygame.display.flip()
letters.append(‘A’)
letters.insert([7], ‘A’)
letternumber = letternumber + 1
if letternumber == 9:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (50, 50))
pygame.display.flip()
letters.append(‘A’)
letters.insert([8], ‘A’)
letternumber = letternumber + 1
if letternumber == 10:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (50, 50))
pygame.display.flip()
letters.append(‘A’)
letters.insert([9], ‘A’)
letternumber = letternumber + 1
if letternumber == 11:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (50, 50))
pygame.display.flip()
letters.append(‘A’)
letters.insert([10], ‘A’)
letternumber = letternumber + 1
if letternumber == 12:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (50, 50))
pygame.display.flip()
letters.append(‘A’)
letters.insert([11], ‘A’)
letternumber = letternumber + 1

if event.key == K_b:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (50, 50))
pygame.display.flip()
if letternumber == 1:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (50, 50))
pygame.display.flip()
letters.append(‘B’)
letters.insert([0], ‘B’)
letternumber = letternumber + 1
if letternumber == 2:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (50, 50))
pygame.display.flip()
letters.append(‘B’)
letters.insert([1], ‘B’)
letternumber = letternumber + 1
if letternumber == 3:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (50, 50))
pygame.display.flip()
letters.append(‘B’)
letters.insert([2], ‘B’)
letternumber = letternumber + 1
if letternumber == 4:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (50, 50))
pygame.display.flip()
letters.append(‘B’)
letters.insert([3], ‘B’)
letternumber = letternumber + 1
if letternumber == 5:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (50, 50))
pygame.display.flip()
letters.append(‘B’)
letters.insert([4], ‘B’)
letternumber = letternumber + 1
if letternumber == 6:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (50, 50))
pygame.display.flip()
letters.append(‘B’)
letters.insert([5], ‘B’)
letternumber = letternumber + 1
if letternumber == 7:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (50, 50))
pygame.display.flip()
letters.append(‘B’)
letters.insert([6], ‘B’)
letternumber = letternumber + 1
if letternumber == 8:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (50, 50))
pygame.display.flip()
letters.append(‘B’)
letters.insert([7], ‘B’)
letternumber = letternumber + 1
if letternumber == 9:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (50, 50))
pygame.display.flip()
letters.append(‘B’)
letters.insert([8], ‘B’)
letternumber = letternumber + 1
if letternumber == 10:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (50, 50))
pygame.display.flip()
letters.append(‘B’)
letters.insert([9], ‘B’)
letternumber = letternumber + 1
if letternumber == 11:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (50, 50))
pygame.display.flip()
letters.append(‘B’)
letters.insert([10], ‘B’)
letternumber = letternumber + 1
if letternumber == 12:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (50, 50))
pygame.display.flip()
letters.append(‘B’)
letters.insert([11], ‘B’)
letternumber = letternumber + 1

if event.key == K_c:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (50, 50))
pygame.display.flip()
if letternumber == 1:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (50, 50))
pygame.display.flip()
letters.append(‘C’)
letters.insert([0], ‘C’)
letternumber = letternumber + 1
if letternumber == 2:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (50, 50))
pygame.display.flip()
letters.append(‘C’)
letters.insert([1], ‘C’)
letternumber = letternumber + 1
if letternumber == 3:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (50, 50))
pygame.display.flip()
letters.append(‘C’)
letters.insert([2], ‘C’)
letternumber = letternumber + 1
if letternumber == 4:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (50, 50))
pygame.display.flip()
letters.append(‘C’)
letters.insert([3], ‘C’)
letternumber = letternumber + 1
if letternumber == 5:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (50, 50))
pygame.display.flip()
letters.append(‘C’)
letters.insert([4], ‘C’)
letternumber = letternumber + 1
if letternumber == 6:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (50, 50))
pygame.display.flip()
letters.append(‘C’)
letters.insert([5], ‘C’)
letternumber = letternumber + 1
if letternumber == 7:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (50, 50))
pygame.display.flip()
letters.append(‘C’)
letters.insert([6], ‘C’)
letternumber = letternumber + 1
if letternumber == 8:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (50, 50))
pygame.display.flip()
letters.append(‘C’)
letters.insert([7], ‘C’)
letternumber = letternumber + 1
if letternumber == 9:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (50, 50))
pygame.display.flip()
letters.append(‘C’)
letters.insert([8], ‘C’)
letternumber = letternumber + 1
if letternumber == 10:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (50, 50))
pygame.display.flip()
letters.append(‘C’)
letters.insert([9], ‘C’)
letternumber = letternumber + 1
if letternumber == 11:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (50, 50))
pygame.display.flip()
letters.append(‘C’)
letters.insert([10], ‘C’)
letternumber = letternumber + 1
if letternumber == 12:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (50, 50))
pygame.display.flip()
letters.append(‘C’)
letters.insert([11], ‘C’)
letternumber = letternumber + 1

if event.key == K_d:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (50, 50))
pygame.display.flip()
if letternumber == 1:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (50, 50))
pygame.display.flip()
letters.append(‘D’)
letters.insert([0, ‘D’])
letternumber = letternumber + 1
if letternumber == 2:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (50, 50))
pygame.display.flip()
letters.append(‘D’)
letters.insert([1], ‘D’)
letternumber = letternumber + 1
if letternumber == 3:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (50, 50))
pygame.display.flip()
letters.append(‘D’)
letters.insert([2], ‘D’)
letternumber = letternumber + 1
if letternumber == 4:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (50, 50))
pygame.display.flip()
letters.append(‘D’)
letters.insert([3], ‘D’)
letternumber = letternumber + 1
if letternumber == 5:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (50, 50))
pygame.display.flip()
letters.append(‘D’)
letters.insert([4], ‘D’)
letternumber = letternumber + 1
if letternumber == 6:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (50, 50))
pygame.display.flip()
letters.append(‘D’)
letters.insert([5], ‘D’)
letternumber = letternumber + 1
if letternumber == 7:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (50, 50))
pygame.display.flip()
letters.append(‘D’)
letters.insert([6], ‘D’)
letternumber = letternumber + 1
if letternumber == 8:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (50, 50))
pygame.display.flip()
letters.append(‘D’)
letters.insert([7], ‘D’)
letternumber = letternumber + 1
if letternumber == 9:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (50, 50))
pygame.display.flip()
letters.append(‘D’)
letters.insert([8], ‘D’)
letternumber = letternumber + 1
if letternumber == 10:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (50, 50))
pygame.display.flip()
letters.append(‘D’)
letters.insert([9], ‘D’)
letternumber = letternumber + 1
if letternumber == 11:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (50, 50))
pygame.display.flip()
letters.append(‘D’, [10])
letters.insert([10], ‘D’)
letternumber = letternumber + 1
if letternumber == 12:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (50, 50))
pygame.display.flip()
letters.append(‘D’)
letters.insert([11], ‘D’)
letternumber = letternumber + 1

if event.key == K_e:
if letternumber == 1:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (50, 50))
pygame.display.flip()
letters.append(‘E’)
letters.insert([0], ‘E’)
letternumber = letternumber + 1
if letternumber == 2:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (50, 50))
pygame.display.flip()
letters.append(‘E’)
letters.insert([1], ‘E’)
letternumber = letternumber + 1
if letternumber == 3:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (50, 50))
pygame.display.flip()
letters.append(‘E’)
letters.insert([2], ‘E’)
letternumber = letternumber + 1
if letternumber == 4:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (50, 50))
pygame.display.flip()
letters.append(‘E’)
letters.insert([3], ‘E’)
letternumber = letternumber + 1
if letternumber == 5:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (50, 50))
pygame.display.flip()
letters.append(‘E’)
letters.insert([4], ‘E’)
letternumber = letternumber + 1
if letternumber == 6:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (50, 50))
pygame.display.flip()
letters.append(‘E’)
letters.insert([5], ‘E’)
letternumber = letternumber + 1
if letternumber == 7:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (50, 50))
pygame.display.flip()
letters.append(‘E’)
letters.insert([6], ‘E’)
letternumber = letternumber + 1
if letternumber == 8:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (50, 50))
pygame.display.flip()
letters.append(‘E’)
letters.insert([7], ‘E’)
letternumber = letternumber + 1
if letternumber == 9:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (50, 50))
pygame.display.flip()
letters.append(‘E’)
letters.insert([8], ‘E’)
letternumber = letternumber + 1
if letternumber == 10:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (50, 50))
pygame.display.flip()
letters.append(‘E’)
letters.insert([9], ‘E’)
letternumber = letternumber + 1
if letternumber == 11:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (50, 50))
pygame.display.flip()
letters.append(‘E’)
letters.insert([10], ‘E’)
letternumber = letternumber + 1
if letternumber == 12:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (50, 50))
pygame.display.flip()
letters.append(‘E’)
letters.insert([11], ‘E’)
letternumber = letternumber + 1

if event.key == K_f:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (50, 50))
pygame.display.flip()
if letternumber == 1:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (50, 50))
pygame.display.flip()
letters.append(‘F’)
letters.insert([0], ‘F’)
letternumber = letternumber + 1
if letternumber == 2:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (50, 50))
pygame.display.flip()
letters.append(‘F’)
letters.insert([1], ‘F’)
letternumber = letternumber + 1
if letternumber == 3:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (50, 50))
pygame.display.flip()
letters.append(‘F’)
letters.insert([2], ‘F’)
letternumber = letternumber + 1
if letternumber == 4:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (50, 50))
pygame.display.flip()
letters.append(‘F’)
letters.insert([3], ‘F’)
letternumber = letternumber + 1
if letternumber == 5:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (50, 50))
pygame.display.flip()
letters.append(‘F’)
letters.insert([4], ‘F’)
letternumber = letternumber + 1
if letternumber == 6:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (50, 50))
pygame.display.flip()
letters.append(‘F’)
letters.insert([5], ‘F’)
letternumber = letternumber + 1
if letternumber == 7:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (50, 50))
pygame.display.flip()
letters.append(‘F’)
letters.insert([6], ‘F’)
letternumber = letternumber + 1
if letternumber == 8:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (50, 50))
pygame.display.flip()
letters.append(‘F’)
letters.insert([7], ‘F’)
letternumber = letternumber + 1
if letternumber == 9:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (50, 50))
pygame.display.flip()
letters.append(‘F’)
letters.insert([8], ‘F’)
letternumber = letternumber + 1
if letternumber == 10:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (50, 50))
pygame.display.flip()
letters.append(‘F’)
letters.insert([9], ‘F’)
letternumber = letternumber + 1
if letternumber == 11:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (50, 50))
pygame.display.flip()
letters.append(‘F’)
letters.insert([10], ‘F’)
letternumber = letternumber + 1
if letternumber == 12:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (50, 50))
pygame.display.flip()
letters.append(‘F’)
letters.insert([11], ‘F’)
letternumber = letternumber + 1

if event.key == K_g:
if letternumber == 1:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (50, 50))
pygame.display.flip()
letters.append(‘G’)
letters.insert([0], ‘G’)
letternumber = letternumber + 1
if letternumber == 2:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (50, 50))
pygame.display.flip()
letters.append(‘G’)
letters.insert([1], ‘G’)
letternumber = letternumber + 1
if letternumber == 3:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (50, 50))
pygame.display.flip()
letters.append(‘G’)
letters.insert([2], ‘G’)
letternumber = letternumber + 1
if letternumber == 4:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (50, 50))
pygame.display.flip()
letters.append(‘G’)
letters.insert([3], ‘G’)
letternumber = letternumber + 1
if letternumber == 5:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (50, 50))
pygame.display.flip()
letters.append(‘G’)
letters.insert([4], ‘G’)
letternumber = letternumber + 1
if letternumber == 6:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (50, 50))
pygame.display.flip()
letters.append(‘G’)
letters.insert([5], ‘G’)
letternumber = letternumber + 1
if letternumber == 7:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (50, 50))
pygame.display.flip()
letters.append(‘G’)
letters.insert([6], ‘G’)
letternumber = letternumber + 1
if letternumber == 8:
gpic = pygame.image.load(‘G.png’)
displaysurf7.blit(gpic, (50, 50))
pygame.display.flip()
letters.append(‘G’)
letters.insert([7], ‘G’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘G’)
letters.insert([8], ‘G’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘G’)
letters.insert([9], ‘G’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘G’)
letters.insert([10], ‘G’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘G’)
letters.insert([11], ‘G’)
letternumber = letternumber + 1

if event.key == K_h:
hpic = pygame.image.load(‘H.png’)
displaysurf11.blit(hpic, (50, 50))
pygame.display.flip()
if letternumber == 1:
hpic = pygame.image.load(‘H.png’)
displaysurf11.blit(hpic, (50, 50))
pygame.display.flip()
letters.append(‘H’)
letters.insert([0], ‘H’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘H’)
letters.insert([1], ‘H’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘H’)
letters.insert([2], ‘H’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘H’)
letters.insert([3], ‘H’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘H’)
letters.insert([4], ‘H’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘H’)
letters.insert([5], ‘H’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘H’)
letters.insert([6], ‘H’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘H’)
letters.insert([7], ‘H’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘H’)
letters.insert([8], ‘H’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘H’)
letters.insert([9], ‘H’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘H’)
letters.insert([10], ‘H’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘H’)
letters.insert([11], ‘H’)
letternumber = letternumber + 1

if event.key == K_i:
ipic = pygame.image.load(‘I.png’)
displaysurf11.blit(ipic, (50, 50))
pygame.display.flip()
if letternumber == 1:
ipic = pygame.image.load(‘I.png’)
displaysurf11.blit(ipic, (50, 50))
pygame.display.flip()
letters.append(‘I’)
letters.insert([0], ‘I’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘I’)
letters.insert([1], ‘I’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘I’)
letters.insert([2], ‘I’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘I’)
letters.insert([3], ‘I’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘I’)
letters.insert([4], ‘I’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘I’)
letters.insert([5], ‘I’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘I’)
letters.insert([6], ‘I’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘I’)
letters.insert([7], ‘I’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘I’)
letters.insert([8], ‘I’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘I’)
letters.insert([9], ‘I’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘I’)
letters.insert([10], ‘I’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘I’)
letters.insert([11], ‘I’)
letternumber = letternumber + 1

if event.key == K_j:
jpic = pygame.image.load(‘J.png’)
displaysurf11.blit(jpic, (50, 50))
pygame.display.flip()
if letternumber == 1:
jpic = pygame.image.load(‘J.png’)
displaysurf11.blit(jpic, (50, 50))
pygame.display.flip()
letters.append(‘J’)
letters.insert([0], ‘J’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘J’)
letters.insert([1], ‘J’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘J’)
letters.insert([2], ‘J’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘J’)
letters.insert([3], ‘J’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘J’)
letters.insert([4], ‘J’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘J’)
letters.insert([5], ‘J’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘J’)
letters.insert([6], ‘J’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘J’)
letters.insert([7], ‘J’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘J’)
letters.insert([8], ‘J’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘J’)
letters.insert([9], ‘J’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘J’)
letters.insert([10], ‘J’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘J’)
letters.insert([11], ‘J’)
letternumber = letternumber + 1

if event.key == K_k:
kpic = pygame.image.load(‘K.png’)
displaysurf11.blit(kpic, (50, 50))
pygame.display.flip()
if letternumber == 1:
kpic = pygame.image.load(‘K.png’)
displaysurf11.blit(kpic, (50, 50))
pygame.display.flip()
letters.append(‘K’)
letters.insert([0], ‘K’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘K’)
letters.insert([1], ‘K’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘K’)
letters.insert([2], ‘K’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘K’)
letters.insert([3], ‘K’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘K’)
letters.insert([4], ‘K’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘K’)
letters.insert([5], ‘K’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘K’)
letters.insert([6], ‘K’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘K’)
letters.insert([7], ‘K’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘K’)
letters.insert([8], ‘K’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘K’)
letters.insert([9], ‘K’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘K’)
letters.insert([10], ‘K’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘K’)
letters.insert([11], ‘K’)
letternumber = letternumber + 1

if event.key == K_l:
lpic = pygame.image.load(‘L.png’)
displaysurf11.blit(lpic, (50, 50))
pygame.display.flip()
if letternumber == 1:
lpic = pygame.image.load(‘L.png’)
displaysurf11.blit(lpic, (50, 50))
pygame.display.flip()
letters.append(‘L’)
letters.insert([0], ‘L’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘L’)
letters.insert([1], ‘L’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘L’)
letters.insert([2], ‘L’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘L’)
letters.insert([3], ‘L’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘L’)
letters.insert([4], ‘L’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘L’)
letters.insert([5], ‘L’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘L’)
letters.insert([6], ‘L’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘L’)
letters.insert([7], ‘L’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘L’)
letters.insert([8], ‘L’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘L’, [9])
letters.insert([9], ‘L’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘L’)
letters.insert([10], ‘L’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘L’)
letter.insert([11], ‘L’)
letternumber = letternumber + 1

if event.key == K_m:
mpic = pygame.image.load(‘M.png’)
displaysurf11.blit(mpic, (50, 50))
pygame.display.flip()
if letternumber == 1:
mpic = pygame.image.load(‘M.png’)
displaysurf11.blit(mpic, (50, 50))
pygame.display.flip()
letters.append(‘M’)
letters.insert([0], ‘M’)
letternumber = letternumber + 1
if letternumber == 2:
mpic = pygame.image.load(‘M.png’)
displaysurf11.blit(mpic, (50, 50))
pygame.display.flip()
letters.append(‘M’)
letters.insert([1], ‘M’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘M’)
letters.insert([2], ‘M’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘M’)
letters.insert([3], ‘M’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘M’)
letters.insert([4], ‘M’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘M’)
letters.insert([5], ‘M’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘M’)
letters.insert([6], ‘M’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘M’)
letters.insert([7], ‘M’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘M’)
letters.insert([8], ‘M’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘M’)
letters.insert([9], ‘M’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘M’)
letters.insert([10], ‘M’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘M’)
letters.insert([11], ‘M’)
letternumber = letternumber + 1

if event.key == K_n:
npic = pygame.image.load(‘N.png’)
displaysurf11.blit(npic, (50, 50))
pygame.display.flip()
if letternumber == 1:
npic = pygame.image.load(‘N.png’)
displaysurf11.blit(npic, (50, 50))
pygame.display.flip()
letters.append(‘N’)
letters.insert([0], ‘N’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘N’)
letters.insert([1], ‘N’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘N’)
letters.insert([2], ‘N’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘N’)
letters.insert([3], ‘N’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘N’)
letters.insert([4], ‘N’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘N’)
letters.insert([5], ‘N’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘N’)
letters.insert([6], ‘N’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘N’)
letters.insert([7], ‘N’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘N’)
letters.insert([8], ‘N’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘N’)
letters.insert([9], ‘N’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘N’)
letters.insert([10], ‘N’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘N’)
letters.insert([11], ‘N’)
letternumber = letternumber + 1

if event.key == K_o:
opic = pygame.image.load(‘O.png’)
displaysurf11.blit(opic, (50, 50))
pygame.display.flip()
if letternumber == 1:
opic = pygame.image.load(‘O.png’)
displaysurf11.blit(opic, (50, 50))
pygame.display.flip()
letters.append(‘O’)
letters.insert([0], ‘O’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘O’)
letters.insert([1], ‘O’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘O’)
letters.insert([2], ‘O’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘O’)
letters.insert([3], ‘O’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘O’)
letters.insert([4], ‘O’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘O’)
letters.insert([5], ‘O’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘O’)
letters.insert([6], ‘O’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘O’)
letters.insert([7], ‘O’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘O’)
letters.insert([8], ‘O’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘O’)
letters.insert([9], ‘O’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘O’)
letters.insert([10], ‘O’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘O’)
letters.insert([11], ‘O’)
letternumber = letternumber + 1

if event.key == K_p:
ppic = pygame.image.load(‘P.png’)
displaysurf11.blit(ppic, (50, 50))
pygame.display.flip()
if letternumber == 1:
ppic = pygame.image.load(‘P.png’)
displaysurf11.blit(ppic, (50, 50))
pygame.display.flip()
letters.append(‘P’)
letters.insert([0], ‘P’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘P’)
letters.insert([1], ‘P’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘P’)
letters.insert([2], ‘P’)
letternumber = letternumber + 1
if lettternumber == 4:
letters.append(‘P’)
letters.insert([3], ‘P’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘P’)
letters.insert([4], ‘P’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘P’)
letters.insert([5], ‘P’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘P’)
letters.insert([6], ‘P’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘P’)
letters.insert([7], ‘P’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘P’)
letters.insert([8], ‘P’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘P’)
letters.insert([9], ‘P’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘P’)
letters.insert([10], ‘P’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘P’)
letters.insert([11], ‘P’)
letternumber = letternumber + 1

if event.key == K_q:
qpic = pygame.image.load(‘Q.png’)
displaysurf11.blit(qpic, (50, 50))
pygame.display.flip()
if letternumber == 1:
qpic = pygame.image.load(‘Q.png’)
displaysurf11.blit(qpic, (50, 50))
pygame.display.flip()
letters.append(‘Q’)
letters.insert([0], ‘Q’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘Q’)
letters.insert([1], ‘Q’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘Q’)
letters.insert([2], ‘Q’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘Q’)
letters.insert([3], ‘Q’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘Q’)
letters.insert([4], ‘Q’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘Q’)
letters.insert([5], ‘Q’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘Q’)
letters.insert([6], ‘Q’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘Q’)
letters.insert([7], ‘Q’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘Q’)
letters.insert([8], ‘Q’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘Q’)
letters.insert([9], ‘Q’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘Q’)
letters.insert([10], ‘Q’)
lettersnumber = letternumber + 1
if letternumber == 12:
letters.append(‘Q’)
letters.insert([11], ‘Q’)
letternumber = letternumber + 1

if event.key == K_r:
rpic = pygame.image.load(‘R.png’)
displaysurf11.blit(rpic, (50, 50))
pygame.display.flip()
if letternumber == 1:
rpic = pygame.image.load(‘R.png’)
displaysurf11.blit(rpic, (50, 50))
pygame.display.flip()
letters.append(‘R’)
letters.insert([0], ‘R’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘R’)
letters.insert([1], ‘R’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘R’)
letters.insert([2], ‘R’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘R’)
letters.insert([3], ‘R’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘R’)
letters.insert([4], ‘R’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘R’)
letters.insert([5], ‘R’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘R’)
letters.insert([6], ‘R’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘R’)
letters.insert([7], ‘R’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘R’)
letters.insert([8], ‘R’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘R’)
letters.insert([9], ‘R’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘R’)
letters.insert([10], ‘R’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘R’)
letters.insert([11], ‘R’)
letternumber = letternumber + 1

if event.key == K_s:
s*** = pygame.image.load(‘S.png’)
displaysurf11.blit(s***, (50, 50))
pygame.display.flip()
if letternumber == 1:
s*** = pygame.image.load(‘S.png’)
displaysurf11.blit(s***, (50, 50))
pygame.display.flip()
letters.append(‘S’)
letters.insert([0], ‘S’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘S’)
letters.insert([1], ‘S’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘S’)
letters.insert([2], ‘S’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘S’)
letters.insert([3], ‘S’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘S’)
letters.insert([4], ‘S’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘S’)
letters.insert([5], ‘S’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘S’)
letters.insert([6], ‘S’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘S’)
letters.insert([7], ‘S’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘S’)
letters.insert([8], ‘S’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘S’)
letters.insert([9], ‘S’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘S’)
letters.insert([10], ‘S’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘S’)
letters.insert([11], ‘S’)
letternumber = letternumber + 1

if event.key == K_t:
tpic = pygame.image.load(‘T.png’)
displaysurf11.blit(tpic, (50, 50))
pygame.display.flip()
if letternumber == 1:
tpic = pygame.image.load(‘T.png’)
displaysurf11.blit(tpic, (50, 50))
pygame.display.flip()
letters.append(‘T’)
letters.insert([0], ‘T’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘T’)
letters.insert([1], ‘T’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘T’)
letters.insert([2], ‘T’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘T’)
letters.insert([3], ‘T’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘T’)
letters.insert([4], ‘T’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘T’)
letters.insert([5], ‘T’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘T’)
letters.insert([6], ‘T’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘T’)
letters.insert([7], ‘T’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘T’)
letters.insert([8], ‘T’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘T’)
letters.insert([9], ‘T’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘T’)
letters.insert([10], ‘T’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘T’)
letters.insert([11], ‘T’)
letternumber = letternumber + 1

if event.key == K_u:
upic = pygame.image.load(‘U.png’)
displaysurf11.blit(upic, (50, 50))
pygame.display.flip()
if letternumber == 1:
upic = pygame.image.load(‘U.png’)
displaysurf11.blit(upic, (50, 50))
pygame.display.flip()
letters.append(‘U’)
letters.insert([0], ‘U’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘U’)
letters.insert([1], ‘U’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘U’)
letters.insert([2], ‘U’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘U’)
letters.insert([3], ‘U’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘U’)
letters.insert([4], ‘U’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘U’)
letters.insert([5], ‘U’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘U’)
letters.insert([6], ‘U’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘U’)
letters.insert([7], ‘U’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘U’)
letters.insert([8], ‘U’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘U’)
letters.insert([9], ‘U’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘U’)
letters.insert([10], ‘U’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘U’)
letters.insert([11], ‘U’)
letternumber = letternumber + 1

if event.key == K_v:
vpic = pygame.image.load(‘V.png’)
displaysurf11.blit(vpic, (50, 50))
pygame.display.flip()
if letternumber == 1:
vpic = pygame.image.load(‘V.png’)
displaysurf11.blit(vpic, (50, 50))
pygame.display.flip()
letters.append(‘V’)
letters.insert([0], ‘V’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘V’)
letters.insert([1], ‘V’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘V’)
letters.insert([2], ‘V’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘V’)
letters.insert([3], ‘V’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘V’)
letters.insert([4], ‘V’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘V’)
letters.insert([5], ‘V’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘V’)
letters.insert([6], ‘V’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘V’)
letters.insert([7], ‘V’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘V’)
letters.insert([8], ‘V’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘V’)
letters.insert([9], ‘V’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘V’)
letters.insert([10], ‘V’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘V’)
letters.insert([11], ‘V’)
letternumber = letternumber + 1

if event.key == K_w:
wpic = pygame.image.load(‘W.png’)
displaysurf11.blit(wpic, (50, 50))
pygame.display.flip()
if letternumber == 1:
wpic = pygame.image.load(‘W.png’)
displaysurf11.blit(wpic, (50, 50))
pygame.display.flip()
letters.append(‘W’)
letters.insert([0], ‘W’)
letternumber = letternumber + 1
if letternumber == 2:
wpic = pygame.image.load(‘W.png’)
displaysurf11.blit(wpic, (50, 50))
pygame.display.flip()
letters.append(‘W’)
letters.insert([1], ‘W’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘W’)
letters.insert([2], ‘W’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘W’)
letters.insert([3], ‘W’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘W’)
letters.insert([4], ‘W’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘W’)
letters.insert([5], ‘W’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘W’)
letters.insert([6], ‘W’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘W’)
letters.insert([7], ‘W’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘W’)
letters.insert([8], ‘W’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘W’)
letters.insert([9], ‘W’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘W’)
letters.insert([10], ‘W’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘W’)
letters.insert([11], ‘W’)
letternumber = letternumber + 1

if event.key == K_x:
xpic = pygame.image.load(‘X.png’)
displaysurf11.blit(xpic, (50, 50))
pygame.display.flip()
if letternumber == 1:
xpic = pygame.image.load(‘X.png’)
displaysurf11.blit(xpic, (50, 50))
pygame.display.flip()
letters.append(‘X’)
letters.insert([0], ‘X’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘X’)
letters.insert([1], ‘X’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘X’)
letters.insert([2], ‘X’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘X’)
letters.insert([3], ‘X’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘X’)
letters.insert([4], ‘X’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘X’)
letters.insert([5], ‘X’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘X’)
letters.insert([6], ‘X’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘X’)
letters.insert([7], ‘X’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘X’)
letters.insert([8], ‘X’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘X’)
letters.insert([9], ‘X’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘X’)
letters.insert([10], ‘X’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘X’)
letters.insert([11], ‘X’)
letternumber = letternumber + 1

if event.key == K_y:
ypic = pygame.image.load(‘Y.png’)
displaysurf11.blit(ypic, (50, 50))
pygame.display.flip()
if letternumber == 1:
ypic = pygame.image.load(‘Y.png’)
displaysurf11.blit(ypic, (50, 50))
pygame.display.flip()
letters.append(‘Y’)
letters.insert([0], ‘Y’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘Y’)
letters.insert([1], ‘Y’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘Y’)
letters.insert([2], ‘Y’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘Y’)
letters.insert([3], ‘Y’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘Y’)
letters.insert([4], ‘Y’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘Y’)
letters.insert([5], ‘Y’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘Y’)
letters.insert([6], ‘Y’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘Y’)
letters.insert([7], ‘Y’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘Y’)
letters.insert([8], ‘Y’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘Y’)
letters.insert([9], ‘Y’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘Y’)
letters.insert([10], ‘Y’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘Y’)
letters.insert([11], ‘Y’)
letternumber = letternumber + 1

if event.key == K_z:
zpic = pygame.image.load(‘Z.png’)
displaysurf11.blit(zpic, (50, 50))
pygame.display.flip()
if letternumber == 1:
zpic = pygame.image.load(‘Z.png’)
displaysurf11.blit(zpic, (50, 50))
pygame.display.flip()
letters.append(‘Z’)
letters.insert([0], ‘Z’)
letternumber = letternumber + 1
if letternumber == 2:
letters.append(‘Z’)
letters.insert([1], ‘Z’)
letternumber = letternumber + 1
if letternumber == 3:
letters.append(‘Z’)
letters.insert([2], ‘Z’)
letternumber = letternumber + 1
if letternumber == 4:
letters.append(‘Z’)
letters.insert([3], ‘Z’)
letternumber = letternumber + 1
if letternumber == 5:
letters.append(‘Z’)
letters.insert([4], ‘Z’)
letternumber = letternumber + 1
if letternumber == 6:
letters.append(‘Z’)
letters.insert([5], ‘Z’)
letternumber = letternumber + 1
if letternumber == 7:
letters.append(‘Z’)
letters.insert([6], ‘Z’)
letternumber = letternumber + 1
if letternumber == 8:
letters.append(‘Z’)
letters.insert([7], ‘Z’)
letternumber = letternumber + 1
if letternumber == 9:
letters.append(‘Z’)
letters.insert([8], ‘Z’)
letternumber = letternumber + 1
if letternumber == 10:
letters.append(‘Z’)
letters.insert([9], ‘Z’)
letternumber = letternumber + 1
if letternumber == 11:
letters.append(‘Z’)
letters.insert([10], ‘Z’)
letternumber = letternumber + 1
if letternumber == 12:
letters.append(‘Z’)
letters.insert([11], ‘Z’)
letternumber = letternumber + 1

except TypeError:
continue

def showname1():
global char2name
global char3name
global char4name
global char5name
global char6name
global char7name
nonlocal letters
char2name = char2name
char3name = char3name
char4name = char4name
char5name = char5name
char6name = char6name
char7name = char7name
letters = letters
for x in letters:

try:

if ‘A’ in letters[0]:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (100, 100))
pygame.display.flip()
if ‘B’ in letters[0]:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (100, 100))
pygame.display.flip()
if ‘C’ in letters[0]:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (100, 100))
pygame.display.flip()
if ‘D’ in letters[0]:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (100, 100))
pygame.display.flip()
if ‘E’ in letters[0]:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (100, 100))
pygame.display.flip()
if ‘F’ in letters[0]:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (100, 100))
pygame.display.flip()
if ‘G’ in letters[0]:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (100, 100))
pygame.display.flip()
if ‘H’ in letters[0]:
hpic = pygame.image.load(‘H.png’)
displaysurf11.blit(hpic, (100, 100))
pygame.display.flip()
if ‘I’ in letters[0]:
ipic = pygame.image.load(‘I.png’)
displaysurf11.blit(ipic, (100, 100))
pygame.display.flip()
if ‘J’ in letters[0]:
jpic = pygame.image.load(‘J.png’)
displaysurf11.blit(jpic, (100, 100))
pygame.display.flip()
if ‘K’ in letters[0]:
kpic = pygame.image.load(‘K.png’)
displaysurf11.blit(kpic, (100, 100))
pygame.display.flip()
if ‘L’ in letters[0]:
lpic = pygame.image.load(‘L.png’)
displaysurf11.blit(lpic, (100, 100))
pygame.display.flip()
if ‘M’ in letters[0]:
mpic = pygame.image.load(‘M.png’)
displaysurf11.blit(mpic, (100, 100))
pygame.display.flip()
if ‘N’ in letters[0]:
npic = pygame.image.load(‘N.png’)
displaysurf11.blit(npic, (100, 100))
pygame.display.flip()
if ‘O’ in letters[0]:
opic = pygame.image.load(‘O.png’)
displaysurf11.blit(opic, (100, 100))
pygame.display.flip()
if ‘P’ in letters[0]:
ppic = pygame.image.load(‘P.png’)
displaysurf11.blit(ppic, (100, 100))
pygame.display.flip()
if ‘Q’ in letters[0]:
qpic = pygame.image.load(‘Q.png’)
displaysurf11.blit(qpic, (100, 100))
pygame.display.flip()
if ‘R’ in letters[0]:
rpic = pygame.image.load(‘R.png’)
displaysurf11.blit(rpic, (100, 100))
pygame.display.flip()
if ‘S’ in letters[0]:
s*** = pygame.image.load(‘S.png’)
displaysurf11.blit(s***, (100, 100))
pygame.display.flip()
if ‘T’ in letters[0]:
tpic = pygame.image.load(‘T.png’)
displaysurf11.blit(tpic, (100, 100))
pygame.display.flip()
if ‘U’ in letters[0]:
upic = pygame.image.load(‘U.png’)
displaysurf11.blit(upic, (100, 100))
pygame.display.flip()
if ‘V’ in letters[0]:
vpic = pygame.image.load(‘V.png’)
displaysurf11.blit(vpic, (100, 100))
pygame.display.flip()
if ‘W’ in letters[0]:
wpic = pygame.image.load(‘W.png’)
displaysurf11.blit(wpic, (100, 100))
pygame.display.flip()
if ‘X’ in letters[0]:
xpic = pygame.image.load(‘X.png’)
displaysurf11.blit(xpic, (100, 100))
pygame.display.flip()
if ‘Y’ in letters[0]:
ypic = pygame.image.load(‘Y.png’)
displaysurf11.blit(ypic, (100, 100))
pygame.display.flip()
if ‘Z’ in letters[0]:
zpic = pygame.image.load(‘Z.png’)
displaysurf11.blit(zpic, (100, 100))
pygame.display.flip()

if ‘A’ in letters[1]:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (150, 100))
pygame.display.flip()
if ‘B’ in letters[1]:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (150, 100))
pygame.display.flip()
if ‘C’ in letters[1]:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (150, 100))
pygame.display.flip()
if ‘D’ in letters[1]:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (150, 100))
pygame.display.flip()
if ‘E’ in letters[1]:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (150, 100))
pygame.display.flip()
if ‘F’ in letters[1]:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (150, 100))
pygame.display.flip()
if ‘G’ in letters[1]:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (150, 100))
pygame.display.flip()
if ‘H’ in letters[1]:
hpic = pygame.image.load(‘H.png’)
displaysurf11.blit(hpic, (150, 100))
pygame.display.flip()
if ‘I’ in letters[1]:
ipic = pygame.image.load(‘I.png’)
displaysurf11.blit(ipic, (150, 100))
pygame.display.flip()
if ‘J’ in letters[1]:
jpic = pygame.image.load(‘J.png’)
displaysurf11.blit(jpic, (150, 100))
pygame.display.flip()
if ‘K’ in letters[1]:
kpic = pygame.image.load(‘K.png’)
displaysurf11.blit(kpic, (150, 100))
pygame.display.flip()
if ‘L’ in letters[1]:
lpic = pygame.image.load(‘L.png’)
displaysurf11.blit(lpic, (150, 100))
pygame.display.flip()
if ‘M’ in letters[1]:
mpic = pygame.image.load(‘M.png’)
displaysurf11.blit(mpic, (150, 100))
pygame.display.flip()
if ‘N’ in letters[1]:
npic = pygame.image.load(‘N.png’)
displaysurf11.blit(npic, (150, 100))
pygame.display.flip()
if ‘O’ in letters[1]:
opic = pygame.image.load(‘O.png’)
displaysurf11.blit(opic, (150, 100))
pygame.display.flip()
if ‘P’ in letters[1]:
ppic = pygame.image.load(‘P.png’)
displaysurf11.blit(ppic, (150, 100))
pygame.display.flip()
if ‘Q’ in letters[1]:
qpic = pygame.image.load(‘Q.png’)
displaysurf11.blit(qpic, (150, 100))
pygame.display.flip()
if ‘R’ in letters[1]:
rpic = pygame.image.load(‘R.png’)
displaysurf11.blit(rpic, (150, 100))
pygame.display.flip()
if ‘S’ in letters[1]:
s*** = pygame.image.load(‘S.png’)
displaysurf11.blit(s***, (150, 100))
pygame.display.flip()
if ‘T’ in letters[1]:
tpic = pygame.image.load(‘T.png’)
displaysurf11.blit(tpic, (150, 100))
pygame.display.flip()
if ‘U’ in letters[1]:
upic = pygame.image.load(‘U.png’)
displaysurf11.blit(upic, (150, 100))
pygame.display.flip()
if ‘V’ in letters[1]:
vpic = pygame.image.load(‘V.png’)
displaysurf11.blit(vpic, (150, 100))
pygame.display.flip()
if ‘W’ in letters[1]:
wpic = pygame.image.load(‘W.png’)
displaysurf11.blit(wpic, (150, 100))
pygame.display.flip()
if ‘X’ in letters[1]:
xpic = pygame.image.load(‘X.png’)
displaysurf11.blit(xpic, (150, 100))
pygame.display.flip()
if ‘Y’ in letters[1]:
ypic = pygame.image.load(‘Y.png’)
displaysurf11.blit(ypic, (150, 100))
pygame.display.flip()
if ‘Z’ in letters[1]:
zpic = pygame.image.load(‘Z.png’)
displaysurf11.blit(zpic, (150, 100))
pygame.display.flip()

if ‘A’ in letters[2]:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (200, 100))
pygame.display.flip()
if ‘B’ in letters[2]:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (200, 100))
pygame.display.flip()
if ‘C’ in letters[2]:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (200, 100))
pygame.display.flip()
if ‘D’ in letters[2]:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (200, 100))
pygame.display.flip()
if ‘E’ in letters[2]:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (200, 100))
pygame.display.flip()
if ‘F’ in letters[2]:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (200, 100))
pygame.display.flip()
if ‘G’ in letters[2]:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (200, 100))
pygame.display.flip()
if ‘H’ in letters[2]:
hpic = pygame.image.load(‘H.png’)
displaysurf11.blit(hpic, (200, 100))
pygame.display.flip()
if ‘I’ in letters[2]:
ipic = pygame.image.load(‘I.png’)
displaysurf11.blit(ipic, (200, 100))
pygame.display.flip()
if ‘J’ in letters[2]:
jpic = pygame.image.load(‘J.png’)
displaysurf11.blit(jpic, (200, 100))
pygame.display.flip()
if ‘K’ in letters[2]:
kpic = pygame.image.load(‘K.png’)
displaysurf11.blit(kpic, (200, 100))
pygame.display.flip()
if ‘L’ in letters[2]:
lpic = pygame.image.load(‘L.png’)
displaysurf11.blit(lpic, (200, 100))
pygame.display.flip()
if ‘M’ in letters[2]:
mpic = pygame.image.load(‘M.png’)
displaysurf11.blit(mpic, (200, 100))
pygame.display.flip()
if ‘N’ in letters[2]:
npic = pygame.image.load(‘N.png’)
displaysurf11.blit(npic, (200, 100))
pygame.display.flip()
if ‘O’ in letters[2]:
opic = pygame.image.load(‘O.png’)
displaysurf11.blit(opic, (200, 100))
pygame.display.flip()
if ‘P’ in letters[2]:
ppic = pygame.image.load(‘P.png’)
displaysurf11.blit(ppic, (200, 100))
pygame.display.flip()
if ‘Q’ in letters[2]:
qpic = pygame.image.load(‘Q.png’)
displaysurf11.blit(qpic, (200, 100))
pygame.display.flip()
if ‘R’ in letters[2]:
rpic = pygame.image.load(‘R.png’)
displaysurf11.blit(rpic, (200, 100))
pygame.display.flip()
if ‘S’ in letters[2]:
s*** = pygame.image.load(‘S.png’)
displaysurf11.blit(s***, (200, 100))
pygame.display.flip()
if ‘T’ in letters[2]:
tpic = pygame.image.load(‘T.png’)
displaysurf11.blit(tpic, (200, 100))
pygame.display.flip()
if ‘U’ in letters[2]:
upic = pygame.image.load(‘U.png’)
displaysurf11.blit(upic, (200, 100))
pygame.display.flip()
if ‘V’ in letters[2]:
vpic = pygame.image.load(‘V.png’)
displaysurf11.blit(vpic, (200, 100))
pygame.display.flip()
if ‘W’ in letters[2]:
wpic = pygame.image.load(‘W.png’)
displaysurf11.blit(wpic, (200, 100))
pygame.display.flip()
if ‘X’ in letters[2]:
xpic = pygame.image.load(‘X.png’)
displaysurf11.blit(xpic, (200, 100))
pygame.display.flip()
if ‘Y’ in letters[2]:
ypic = pygame.image.load(‘Y.png’)
displaysurf11.blit(ypic, (200, 100))
pygame.display.flip()
if ‘Z’ in letters[2]:
zpic = pygame.image.load(‘Z.png’)
displaysurf11.blit(zpic, (200, 100))
pygame.display.flip()

if ‘A’ in letters[3]:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (250, 100))
pygame.display.flip()
if ‘B’ in letters[3]:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (250, 100))
pygame.display.flip()
if ‘C’ in letters[3]:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (250, 100))
pygame.display.flip()
if ‘D’ in letters[3]:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (250, 100))
pygame.display.flip()
if ‘E’ in letters[3]:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (250, 100))
pygame.display.flip()
if ‘F’ in letters[3]:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (250, 100))
pygame.display.flip()
if ‘G’ in letters[3]:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (250, 100))
pygame.display.flip()
if ‘H’ in letters[3]:
hpic = pygame.image.load(‘H.png’)
displaysurf11.blit(hpic, (250, 100))
pygame.display.flip()
if ‘I’ in letters[3]:
ipic = pygame.image.load(‘I.png’)
displaysurf11.blit(ipic, (250, 100))
pygame.display.flip()
if ‘J’ in letters[3]:
jpic = pygame.image.load(‘J.png’)
displaysurf11.blit(jpic, (250, 100))
pygame.display.flip()
if ‘K’ in letters[3]:
kpic = pygame.image.load(‘K.png’)
displaysurf11.blit(kpic, (250, 100))
pygame.display.flip()
if ‘L’ in letters[3]:
lpic = pygame.image.load(‘L.png’)
displaysurf11.blit(lpic, (250, 100))
pygame.display.flip()
if ‘M’ in letters[3]:
mpic = pygame.image.load(‘M.png’)
displaysurf11.blit(mpic, (250, 100))
pygame.display.flip()
if ‘N’ in letters[3]:
npic = pygame.image.load(‘N.png’)
displaysurf11.blit(npic, (250, 100))
pygame.display.flip()
if ‘O’ in letters[3]:
opic = pygame.image.load(‘O.png’)
displaysurf11.blit(opic, (250, 100))
pygame.display.flip()
if ‘P’ in letters[3]:
ppic = pygame.image.load(‘P.png’)
displaysurf11.blit(ppic, (250, 100))
pygame.display.flip()
if ‘Q’ in letters[3]:
qpic = pygame.image.load(‘Q.png’)
displaysurf11.blit(qpic, (250, 100))
pygame.display.flip()
if ‘R’ in letters[3]:
rpic = pygame.image.load(‘R.png’)
displaysurf11.blit(rpic, (250, 100))
pygame.display.flip()
if ‘S’ in letters[3]:
s*** = pygame.image.load(‘S.png’)
displaysurf11.blit(s***, (250, 100))
pygame.display.flip()
if ‘T’ in letters[3]:
tpic = pygame.image.load(‘T.png’)
displaysurf11.blit(tpic, (250, 100))
pygame.display.flip()
if ‘U’ in letters[3]:
upic = pygame.image.load(‘U.png’)
displaysurf11.blit(upic, (250, 100))
pygame.display.flip()
if ‘V’ in letters[3]:
vpic = pygame.image.load(‘V.png’)
displaysurf11.blit(vpic, (250, 100))
pygame.display.flip()
if ‘W’ in letters[3]:
wpic = pygame.image.load(‘W.png’)
displaysurf11.blit(wpic, (250, 100))
pygame.display.flip()
if ‘X’ in letters[3]:
xpic = pygame.image.load(‘X.png’)
displaysurf11.blit(xpic, (250, 100))
pygame.display.flip()
if ‘Y’ in letters[3]:
ypic = pygame.image.load(‘Y.png’)
displaysurf11.blit(ypic, (250, 100))
pygame.display.flip()
if ‘Z’ in letters[3]:
zpic = pygame.image.load(‘Z.png’)
displaysurf11.blit(zpic, (250, 100))
pygame.display.flip()

if ‘A’ in letters[4]:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (300, 100))
pygame.display.flip()
if ‘B’ in letters[4]:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (300, 100))
pygame.display.flip()
if ‘C’ in letters[4]:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (300, 100))
pygame.display.flip()
if ‘D’ in letters[4]:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (300, 100))
pygame.display.flip()
if ‘E’ in letters[4]:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (300, 100))
pygame.display.flip()
if ‘F’ in letters[4]:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (300, 100))
pygame.display.flip()
if ‘G’ in letters[4]:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (300, 100))
pygame.display.flip()
if ‘H’ in letters[4]:
hpic = pygame.image.load(‘H.png’)
displaysurf11.blit(hpic, (300, 100))
pygame.display.flip()
if ‘I’ in letters[4]:
ipic = pygame.image.load(‘I.png’)
displaysurf11.blit(ipic, (300, 100))
pygame.display.flip()
if ‘J’ in letters[4]:
jpic = pygame.image.load(‘J.png’)
displaysurf11.blit(jpic, (300, 100))
pygame.display.flip()
if ‘K’ in letters[4]:
kpic = pygame.image.load(‘K.png’)
displaysurf11.blit(kpic, (300, 100))
pygame.display.flip()
if ‘L’ in letters[4]:
lpic = pygame.image.load(‘L.png’)
displaysurf11.blit(lpic, (300, 100))
pygame.display.flip()
if ‘M’ in letters[4]:
mpic = pygame.image.load(‘M.png’)
displaysurf11.blit(mpic, (300, 100))
pygame.display.flip()
if ‘N’ in letters[4]:
npic = pygame.image.load(‘N.png’)
displaysurf11.blit(npic, (300, 100))
pygame.display.flip()
if ‘O’ in letters[4]:
opic = pygame.image.load(‘O.png’)
displaysurf11.blit(opic, (300, 100))
pygame.display.flip()
if ‘P’ in letters[4]:
ppic = pygame.image.load(‘P.png’)
displaysurf11.blit(ppic, (300, 100))
pygame.display.flip()
if ‘Q’ in letters[4]:
qpic = pygame.image.load(‘Q.png’)
displaysurf11.blit(qpic, (300, 100))
pygame.display.flip()
if ‘R’ in letters[4]:
rpic = pygame.image.load(‘R.png’)
displaysurf11.blit(rpic, (300, 100))
pygame.display.flip()
if ‘S’ in letters[4]:
s*** = pygame.image.load(‘S.png’)
displaysurf11.blit(s***, (300, 100))
pygame.display.flip()
if ‘T’ in letters[4]:
tpic = pygame.image.load(‘T.png’)
displaysurf11.blit(tpic, (300, 100))
pygame.display.flip()
if ‘U’ in letters[4]:
upic = pygame.image.load(‘U.png’)
displaysurf11.blit(upic, (300, 100))
pygame.display.flip()
if ‘V’ in letters[4]:
vpic = pygame.image.load(‘V.png’)
displaysurf11.blit(vpic, (300, 100))
pygame.display.flip()
if ‘W’ in letters[4]:
wpic = pygame.image.load(‘W.png’)
displaysurf11.blit(wpic, (300, 100))
pygame.display.flip()
if ‘X’ in letters[4]:
xpic = pygame.image.load(‘X.png’)
displaysurf11.blit(xpic, (300, 100))
pygame.display.flip()
if ‘Y’ in letters[4]:
ypic = pygame.image.load(‘Y.png’)
displaysurf11.blit(ypic, (300, 100))
pygame.display.flip()
if ‘Z’ in letters[4]:
zpic = pygame.image.load(‘Z.png’)
displaysurf11.blit(zpic, (300, 100))
pygame.display.flip()

if ‘A’ in letters[5]:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (350, 100))
pygame.display.flip()
if ‘B’ in letters[5]:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (350, 100))
pygame.display.flip()
if ‘C’ in letters[5]:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (350, 100))
pygame.display.flip()
if ‘D’ in letters[5]:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (350, 100))
pygame.display.flip()
if ‘E’ in letters[5]:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (350, 100))
pygame.display.flip()
if ‘F’ in letters[5]:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (350, 100))
pygame.display.flip()
if ‘G’ in letters[5]:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (350, 100))
pygame.display.flip()
if ‘H’ in letters[5]:
hpic = pygame.image.load(‘H.png’)
displaysurf11.blit(hpic, (350, 100))
pygame.display.flip()
if ‘I’ in letters[5]:
ipic = pygame.image.load(‘I.png’)
displaysurf11.blit(ipic, (350, 100))
pygame.display.flip()
if ‘J’ in letters[5]:
jpic = pygame.image.load(‘J.png’)
displaysurf11.blit(jpic, (350, 100))
pygame.display.flip()
if ‘K’ in letters[5]:
kpic = pygame.image.load(‘K.png’)
displaysurf11.blit(kpic, (350, 100))
pygame.display.flip()
if ‘L’ in letters[5]:
lpic = pygame.image.load(‘L.png’)
displaysurf11.blit(lpic, (350, 100))
pygame.display.flip()
if ‘M’ in letters[5]:
mpic = pygame.image.load(‘M.png’)
displaysurf11.blit(mpic, (350, 100))
pygame.display.flip()
if ‘N’ in letters[5]:
npic = pygame.image.load(‘N.png’)
displaysurf11.blit(npic, (350, 100))
pygame.display.flip()
if ‘O’ in letters[5]:
opic = pygame.image.load(‘O.png’)
displaysurf11.blit(opic, (350, 100))
pygame.display.flip()
if ‘P’ in letters[5]:
ppic = pygame.image.load(‘P.png’)
displaysurf11.blit(ppic, (350, 100))
pygame.display.flip()
if ‘Q’ in letters[5]:
qpic = pygame.image.load(‘Q.png’)
displaysurf11.blit(qpic, (350, 100))
pygame.display.flip()
if ‘R’ in letters[5]:
rpic = pygame.image.load(‘R.png’)
displaysurf11.blit(rpic, (350, 100))
pygame.display.flip()
if ‘S’ in letters[5]:
s*** = pygame.image.load(‘S.png’)
displaysurf11.blit(s***, (350, 100))
pygame.display.flip()
if ‘T’ in letters[5]:
tpic = pygame.image.load(‘T.png’)
displaysurf11.blit(tpic, (350, 100))
pygame.display.flip()
if ‘U’ in letters[5]:
upic = pygame.image.load(‘U.png’)
displaysurf11.blit(upic, (350, 100))
pygame.display.flip()
if ‘V’ in letters[5]:
vpic = pygame.image.load(‘V.png’)
displaysurf11.blit(vpic, (350, 100))
pygame.display.flip()
if ‘W’ in letters[5]:
wpic = pygame.image.load(‘W.png’)
displaysurf11.blit(wpic, (350, 100))
pygame.display.flip()
if ‘X’ in letters[5]:
xpic = pygame.image.load(‘X.png’)
displaysurf11.blit(xpic, (350, 100))
pygame.display.flip()
if ‘Y’ in letters[5]:
ypic = pygame.image.load(‘Y.png’)
displaysurf11.blit(ypic, (350, 100))
pygame.display.flip()
if ‘Z’ in letters[5]:
zpic = pygame.image.load(‘Z.png’)
displaysurf11.blit(zpic, (350, 100))
pygame.display.flip()

if ‘A’ in letters[6]:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (400, 100))
pygame.display.flip()
if ‘B’ in letters[6]:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (400, 100))
pygame.display.flip()
if ‘C’ in letters[6]:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (400, 100))
pygame.display.flip()
if ‘D’ in letters[6]:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (400, 100))
pygame.display.flip()
if ‘E’ in letters[6]:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (400, 100))
pygame.display.flip()
if ‘F’ in letters[6]:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (400, 100))
pygame.display.flip()
if ‘G’ in letters[6]:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (400, 100))
pygame.display.flip()
if ‘H’ in letters[6]:
hpic = pygame.image.load(‘H.png’)
displaysurf11.blit(hpic, (400, 100))
pygame.display.flip()
if ‘I’ in letters[6]:
ipic = pygame.image.load(‘I.png’)
displaysurf11.blit(ipic, (400, 100))
pygame.display.flip()
if ‘J’ in letters[6]:
jpic = pygame.image.load(‘J.png’)
displaysurf11.blit(jpic, (400, 100))
pygame.display.flip()
if ‘K’ in letters[6]:
kpic = pygame.image.load(‘K.png’)
displaysurf11.blit(kpic, (400, 100))
pygame.display.flip()
if ‘L’ in letters[6]:
lpic = pygame.image.load(‘L.png’)
displaysurf11.blit(lpic, (400, 100))
pygame.display.flip()
if ‘M’ in letters[6]:
mpic = pygame.image.load(‘M.png’)
displaysurf11.blit(mpic, (400, 100))
pygame.display.flip()
if ‘N’ in letters[6]:
npic = pygame.image.load(‘N.png’)
displaysurf11.blit(npic, (400, 100))
pygame.display.flip()
if ‘O’ in letters[6]:
opic = pygame.image.load(‘O.png’)
displaysurf11.blit(opic, (400, 100))
pygame.display.flip()
if ‘P’ in letters[6]:
ppic = pygame.image.load(‘P.png’)
displaysurf11.blit(ppic, (400, 100))
pygame.display.flip()
if ‘Q’ in letters[6]:
qpic = pygame.image.load(‘Q.png’)
displaysurf11.blit(qpic, (400, 100))
pygame.display.flip()
if ‘R’ in letters[6]:
rpic = pygame.image.load(‘R.png’)
displaysurf11.blit(rpic, (400, 100))
pygame.display.flip()
if ‘S’ in letters[6]:
s*** = pygame.image.load(‘S.png’)
displaysurf11.blit(s***, (400, 100))
pygame.display.flip()
if ‘T’ in letters[6]:
tpic = pygame.image.load(‘T.png’)
displaysurf11.blit(tpic, (400, 100))
pygame.display.flip()
if ‘U’ in letters[6]:
upic = pygame.image.load(‘U.png’)
displaysurf11.blit(upic, (400, 100))
pygame.display.flip()
if ‘V’ in letters[6]:
vpic = pygame.image.load(‘V.png’)
displaysurf11.blit(vpic, (400, 100))
pygame.display.flip()
if ‘W’ in letters[6]:
wpic = pygame.image.load(‘W.png’)
displaysurf11.blit(wpic, (400, 100))
pygame.display.flip()
if ‘X’ in letters[6]:
xpic = pygame.image.load(‘X.png’)
displaysurf11.blit(xpic, (400, 100))
pygame.display.flip()
if ‘Y’ in letters[6]:
ypic = pygame.image.load(‘Y.png’)
displaysurf11.blit(ypic, (400, 100))
pygame.display.flip()
if ‘Z’ in letters[6]:
zpic = pygame.image.load(‘Z.png’)
displaysurf11.blit(zpic, (400, 100))
pygame.display.flip()

if ‘A’ in letters[7]:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (450, 100))
pygame.display.flip()
if ‘B’ in letters[7]:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (450, 100))
pygame.display.flip()
if ‘C’ in letters[7]:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (450, 100))
pygame.display.flip()
if ‘D’ in letters[7]:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (450, 100))
pygame.display.flip()
if ‘E’ in letters[7]:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (450, 100))
pygame.display.flip()
if ‘F’ in letters[7]:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (450, 100))
pygame.display.flip()
if ‘G’ in letters[7]:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (450, 100))
pygame.display.flip()
if ‘H’ in letters[7]:
hpic = pygame.image.load(‘H.png’)
displaysurf11.blit(hpic, (450, 100))
pygame.display.flip()
if ‘I’ in letters[7]:
ipic = pygame.image.load(‘I.png’)
displaysurf11.blit(ipic, (450, 100))
pygame.display.flip()
if ‘J’ in letters[7]:
jpic = pygame.image.load(‘J.png’)
displaysurf11.blit(jpic, (450, 100))
pygame.display.flip()
if ‘K’ in letters[7]:
kpic = pygame.image.load(‘K.png’)
displaysurf11.blit(kpic, (450, 100))
pygame.display.flip()
if ‘L’ in letters[7]:
lpic = pygame.image.load(‘L.png’)
displaysurf11.blit(lpic, (450, 100))
pygame.display.flip()
if ‘M’ in letters[7]:
mpic = pygame.image.load(‘M.png’)
displaysurf11.blit(mpic, (450, 100))
pygame.display.flip()
if ‘N’ in letters[7]:
npic = pygame.image.load(‘N.png’)
displaysurf11.blit(npic, (450, 100))
pygame.display.flip()
if ‘O’ in letters[7]:
opic = pygame.image.load(‘O.png’)
displaysurf11.blit(opic, (450, 100))
pygame.display.flip()
if ‘P’ in letters[7]:
ppic = pygame.image.load(‘P.png’)
displaysurf11.blit(ppic, (450, 100))
pygame.display.flip()
if ‘Q’ in letters[7]:
qpic = pygame.image.load(‘Q.png’)
displaysurf11.blit(qpic, (450, 100))
pygame.display.flip()
if ‘R’ in letters[7]:
rpic = pygame.image.load(‘R.png’)
displaysurf11.blit(rpic, (450, 100))
pygame.display.flip()
if ‘S’ in letters[7]:
s*** = pygame.image.load(‘S.png’)
displaysurf11.blit(s***, (450, 100))
pygame.display.flip()
if ‘T’ in letters[7]:
tpic = pygame.image.load(‘T.png’)
displaysurf11.blit(tpic, (450, 100))
pygame.display.flip()
if ‘U’ in letters[7]:
upic = pygame.image.load(‘U.png’)
displaysurf11.blit(upic, (450, 100))
pygame.display.flip()
if ‘V’ in letters[7]:
vpic = pygame.image.load(‘V.png’)
displaysurf11.blit(vpic, (450, 100))
pygame.display.flip()
if ‘W’ in letters[7]:
wpic = pygame.image.load(‘W.png’)
displaysurf11.blit(wpic, (450, 100))
pygame.display.flip()
if ‘X’ in letters[7]:
xpic = pygame.image.load(‘X.png’)
displaysurf11.blit(xpic, (450, 100))
pygame.display.flip()
if ‘Y’ in letters[7]:
ypic = pygame.image.load(‘Y.png’)
displaysurf11.blit(ypic, (450, 100))
pygame.display.flip()
if ‘Z’ in letters[7]:
zpic = pygame.image.load(‘Z.png’)
displaysurf11.blit(zpic, (450, 100))
pygame.display.flip()

if ‘A’ in letters[8]:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (500, 100))
pygame.display.flip()
if ‘B’ in letters[8]:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (500, 100))
pygame.display.flip()
if ‘C’ in letters[8]:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (500, 100))
pygame.display.flip()
if ‘D’ in letters[8]:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (500, 100))
pygame.display.flip()
if ‘E’ in letters[8]:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (500, 100))
pygame.display.flip()
if ‘F’ in letters[8]:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (500, 100))
pygame.display.flip()
if ‘G’ in letters[8]:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (500, 100))
pygame.display.flip()
if ‘H’ in letters[8]:
hpic = pygame.image.load(‘H.png’)
displaysurf11.blit(hpic, (500, 100))
pygame.display.flip()
if ‘I’ in letters[8]:
ipic = pygame.image.load(‘I.png’)
displaysurf11.blit(ipic, (500, 100))
pygame.display.flip()
if ‘J’ in letters[8]:
jpic = pygame.image.load(‘J.png’)
displaysurf11.blit(jpic, (500, 100))
pygame.display.flip()
if ‘K’ in letters[8]:
kpic = pygame.image.load(‘K.png’)
displaysurf11.blit(kpic, (500, 100))
pygame.display.flip()
if ‘L’ in letters[8]:
lpic = pygame.image.load(‘L.png’)
displaysurf11.blit(lpic, (500, 100))
pygame.display.flip()
if ‘M’ in letters[8]:
mpic = pygame.image.load(‘M.png’)
displaysurf11.blit(mpic, (500, 100))
pygame.display.flip()
if ‘N’ in letters[8]:
npic = pygame.image.load(‘N.png’)
displaysurf11.blit(npic, (500, 100))
pygame.display.flip()
if ‘O’ in letters[8]:
opic = pygame.image.load(‘O.png’)
displaysurf11.blit(opic, (500, 100))
pygame.display.flip()
if ‘P’ in letters[8]:
ppic = pygame.image.load(‘P.png’)
displaysurf11.blit(ppic, (500, 100))
pygame.display.flip()
if ‘Q’ in letters[8]:
qpic = pygame.image.load(‘Q.png’)
displaysurf11.blit(qpic, (500, 100))
pygame.display.flip()
if ‘R’ in letters[8]:
rpic = pygame.image.load(‘R.png’)
displaysurf11.blit(rpic, (500, 100))
pygame.display.flip()
if ‘S’ in letters[8]:
s*** = pygame.image.load(‘S.png’)
displaysurf11.blit(s***, (500, 100))
pygame.display.flip()
if ‘T’ in letters[8]:
tpic = pygame.image.load(‘T.png’)
displaysurf11.blit(tpic, (500, 100))
pygame.display.flip()
if ‘U’ in letters[8]:
upic = pygame.image.load(‘U.png’)
displaysurf11.blit(upic, (500, 100))
pygame.display.flip()
if ‘V’ in letters[8]:
vpic = pygame.image.load(‘V.png’)
displaysurf11.blit(vpic, (500, 100))
pygame.display.flip()
if ‘W’ in letters[8]:
wpic = pygame.image.load(‘W.png’)
displaysurf11.blit(wpic, (500, 100))
pygame.display.flip()
if ‘X’ in letters[8]:
xpic = pygame.image.load(‘X.png’)
displaysurf11.blit(xpic, (500, 100))
pygame.display.flip()
if ‘Y’ in letters[8]:
ypic = pygame.image.load(‘Y.png’)
displaysurf11.blit(ypic, (500, 100))
pygame.display.flip()
if ‘Z’ in letters[8]:
zpic = pygame.image.load(‘Z.png’)
displaysurf11.blit(zpic, (500, 100))
pygame.display.flip()

if ‘A’ in letters[9]:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (550, 100))
pygame.display.flip()
if ‘B’ in letters[9]:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (550, 100))
pygame.display.flip()
if ‘C’ in letters[9]:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (550, 100))
pygame.display.flip()
if ‘D’ in letters[9]:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (550, 100))
pygame.display.flip()
if ‘E’ in letters[9]:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (550, 100))
pygame.display.flip()
if ‘F’ in letters[9]:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (550, 100))
pygame.display.flip()
if ‘G’ in letters[9]:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (550, 100))
pygame.display.flip()
if ‘H’ in letters[9]:
hpic = pygame.image.load(‘H.png’)
displaysurf11.blit(hpic, (550, 100))
pygame.display.flip()
if ‘I’ in letters[9]:
ipic = pygame.image.load(‘I.png’)
displaysurf11.blit(ipic, (550, 100))
pygame.display.flip()
if ‘J’ in letters[9]:
jpic = pygame.image.load(‘J.png’)
displaysurf11.blit(jpic, (550, 100))
pygame.display.flip()
if ‘K’ in letters[9]:
kpic = pygame.image.load(‘K.png’)
displaysurf11.blit(kpic, (550, 100))
pygame.display.flip()
if ‘L’ in letters[9]:
lpic = pygame.image.load(‘L.png’)
displaysurf11.blit(lpic, (550, 100))
pygame.display.flip()
if ‘M’ in letters[9]:
mpic = pygame.image.load(‘M.png’)
displaysurf11.blit(mpic, (550, 100))
pygame.display.flip()
if ‘N’ in letters[9]:
npic = pygame.image.load(‘N.png’)
displaysurf11.blit(npic, (550, 100))
pygame.display.flip()
if ‘O’ in letters[9]:
opic = pygame.image.load(‘O.png’)
displaysurf11.blit(opic, (550, 100))
pygame.display.flip()
if ‘P’ in letters[9]:
ppic = pygame.image.load(‘P.png’)
displaysurf11.blit(ppic, (550, 100))
pygame.display.flip()
if ‘Q’ in letters[9]:
qpic = pygame.image.load(‘Q.png’)
displaysurf11.blit(qpic, (550, 100))
pygame.display.flip()
if ‘R’ in letters[9]:
rpic = pygame.image.load(‘R.png’)
displaysurf11.blit(rpic, (550, 100))
pygame.display.flip()
if ‘S’ in letters[9]:
s*** = pygame.image.load(‘S.png’)
displaysurf11.blit(s***, (550, 100))
pygame.display.flip()
if ‘T’ in letters[9]:
tpic = pygame.image.load(‘T.png’)
displaysurf11.blit(tpic, (550, 100))
pygame.display.flip()
if ‘U’ in letters[9]:
upic = pygame.image.load(‘U.png’)
displaysurf11.blit(upic, (550, 100))
pygame.display.flip()
if ‘V’ in letters[9]:
vpic = pygame.image.load(‘V.png’)
displaysurf11.blit(vpic, (550, 100))
pygame.display.flip()
if ‘W’ in letters[9]:
wpic = pygame.image.load(‘W.png’)
displaysurf11.blit(wpic, (550, 100))
pygame.display.flip()
if ‘X’ in letters[9]:
xpic = pygame.image.load(‘X.png’)
displaysurf11.blit(xpic, (550, 100))
pygame.display.flip()
if ‘Y’ in letters[9]:
ypic = pygame.image.load(‘Y.png’)
displaysurf11.blit(ypic, (550, 100))
pygame.display.flip()
if ‘Z’ in letters[9]:
zpic = pygame.image.load(‘Z.png’)
displaysurf11.blit(zpic, (550, 100))
pygame.display.flip()

if ‘A’ in letters[10]:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (600, 100))
pygame.display.flip()
if ‘B’ in letters[10]:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (600, 100))
pygame.display.flip()
if ‘C’ in letters[10]:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (600, 100))
pygame.display.flip()
if ‘D’ in letters[10]:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (600, 100))
pygame.display.flip()
if ‘E’ in letters[10]:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (600, 100))
pygame.display.flip()
if ‘F’ in letters[10]:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (600, 100))
pygame.display.flip()
if ‘G’ in letters[10]:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (600, 100))
pygame.display.flip()
if ‘H’ in letters[10]:
hpic = pygame.image.load(‘H.png’)
displaysurf11.blit(hpic, (600, 100))
pygame.display.flip()
if ‘I’ in letters[10]:
ipic = pygame.image.load(‘I.png’)
displaysurf11.blit(ipic, (600, 100))
pygame.display.flip()
if ‘J’ in letters[10]:
jpic = pygame.image.load(‘J.png’)
displaysurf11.blit(jpic, (600, 100))
pygame.display.flip()
if ‘K’ in letters[10]:
kpic = pygame.image.load(‘K.png’)
displaysurf11.blit(kpic, (600, 100))
pygame.display.flip()
if ‘L’ in letters[10]:
lpic = pygame.image.load(‘L.png’)
displaysurf11.blit(lpic, (600, 100))
pygame.display.flip()
if ‘M’ in letters[10]:
mpic = pygame.image.load(‘M.png’)
displaysurf11.blit(mpic, (600, 100))
pygame.display.flip()
if ‘N’ in letters[10]:
npic = pygame.image.load(‘N.png’)
displaysurf11.blit(npic, (600, 100))
pygame.display.flip()
if ‘O’ in letters[10]:
opic = pygame.image.load(‘O.png’)
displaysurf11.blit(opic, (600, 100))
pygame.display.flip()
if ‘P’ in letters[10]:
ppic = pygame.image.load(‘P.png’)
displaysurf11.blit(ppic, (600, 100))
pygame.display.flip()
if ‘Q’ in letters[10]:
qpic = pygame.image.load(‘Q.png’)
displaysurf11.blit(qpic, (600, 100))
pygame.display.flip()
if ‘R’ in letters[10]:
rpic = pygame.image.load(‘R.png’)
displaysurf11.blit(rpic, (600, 100))
pygame.display.flip()
if ‘S’ in letters[10]:
s*** = pygame.image.load(‘S.png’)
displaysurf11.blit(s***, (600, 100))
pygame.display.flip()
if ‘T’ in letters[10]:
tpic = pygame.image.load(‘T.png’)
displaysurf11.blit(tpic, (600, 100))
pygame.display.flip()
if ‘U’ in letters[10]:
upic = pygame.image.load(‘U.png’)
displaysurf11.blit(upic, (600, 100))
pygame.display.flip()
if ‘V’ in letters[10]:
vpic = pygame.image.load(‘V.png’)
displaysurf11.blit(vpic, (600, 100))
pygame.display.flip()
if ‘W’ in letters[10]:
wpic = pygame.image.load(‘W.png’)
displaysurf11.blit(wpic, (600, 100))
pygame.display.flip()
if ‘X’ in letters[10]:
xpic = pygame.image.load(‘X.png’)
displaysurf11.blit(xpic, (600, 100))
pygame.display.flip()
if ‘Y’ in letters[10]:
ypic = pygame.image.load(‘Y.png’)
displaysurf11.blit(ypic, (600, 100))
pygame.display.flip()
if ‘Z’ in letters[10]:
zpic = pygame.image.load(‘Z.png’)
displaysurf11.blit(zpic, (600, 100))
pygame.display.flip()

if ‘A’ in letters[11]:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (650, 100))
pygame.display.flip()
if ‘B’ in letters[11]:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (650, 100))
pygame.display.flip()
if ‘C’ in letters[11]:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (650, 100))
pygame.display.flip()
if ‘D’ in letters[11]:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (650, 100))
pygame.display.flip()
if ‘E’ in letters[11]:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (650, 100))
pygame.display.flip()
if ‘F’ in letters[11]:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (650, 100))
pygame.display.flip()
if ‘G’ in letters[11]:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (650, 100))
pygame.display.flip()
if ‘H’ in letters[11]:
hpic = pygame.image.load(‘H.png’)
displaysurf11.blit(hpic, (650, 100))
pygame.display.flip()
if ‘I’ in letters[11]:
ipic = pygame.image.load(‘I.png’)
displaysurf11.blit(ipic, (650, 100))
pygame.display.flip()
if ‘J’ in letters[11]:
jpic = pygame.image.load(‘J.png’)
displaysurf11.blit(jpic, (650, 100))
pygame.display.flip()
if ‘K’ in letters[11]:
kpic = pygame.image.load(‘K.png’)
displaysurf11.blit(kpic, (650, 100))
pygame.display.flip()
if ‘L’ in letters[11]:
lpic = pygame.image.load(‘L.png’)
displaysurf11.blit(lpic, (650, 100))
pygame.display.flip()
if ‘M’ in letters[11]:
mpic = pygame.image.load(‘M.png’)
displaysurf11.blit(mpic, (650, 100))
pygame.display.flip()
if ‘N’ in letters[11]:
npic = pygame.image.load(‘N.png’)
displaysurf11.blit(npic, (650, 100))
pygame.display.flip()
if ‘O’ in letters[11]:
opic = pygame.image.load(‘O.png’)
displaysurf11.blit(opic, (650, 100))
pygame.display.flip()
if ‘P’ in letters[11]:
ppic = pygame.image.load(‘P.png’)
displaysurf11.blit(ppic, (650, 100))
pygame.display.flip()
if ‘Q’ in letters[11]:
qpic = pygame.image.load(‘Q.png’)
displaysurf11.blit(qpic, (650, 100))
pygame.display.flip()
if ‘R’ in letters[11]:
rpic = pygame.image.load(‘R.png’)
displaysurf11.blit(rpic, (650, 100))
pygame.display.flip()
if ‘S’ in letters[11]:
s*** = pygame.image.load(‘S.png’)
displaysurf11.blit(s***, (650, 100))
pygame.display.flip()
if ‘T’ in letters[11]:
tpic = pygame.image.load(‘T.png’)
displaysurf11.blit(tpic, (650, 100))
pygame.display.flip()
if ‘U’ in letters[11]:
upic = pygame.image.load(‘U.png’)
displaysurf11.blit(upic, (650, 100))
pygame.display.flip()
if ‘V’ in letters[11]:
vpic = pygame.image.load(‘V.png’)
displaysurf11.blit(vpic, (650, 100))
pygame.display.flip()
if ‘W’ in letters[11]:
wpic = pygame.image.load(‘W.png’)
displaysurf11.blit(wpic, (650, 100))
pygame.display.flip()
if ‘X’ in letters[11]:
xpic = pygame.image.load(‘X.png’)
displaysurf11.blit(xpic, (650, 100))
pygame.display.flip()
if ‘Y’ in letters[11]:
ypic = pygame.image.load(‘Y.png’)
displaysurf11.blit(ypic, (650, 100))
pygame.display.flip()
if ‘Z’ in letters[11]:
zpic = pygame.image.load(‘Z.png’)
displaysurf11.blit(zpic, (650, 100))
pygame.display.flip()

if ‘A’ in letters[12]:
apic = pygame.image.load(‘A.png’)
displaysurf11.blit(apic, (700, 100))
pygame.display.flip()
if ‘B’ in letters[12]:
bpic = pygame.image.load(‘B.png’)
displaysurf11.blit(bpic, (700, 100))
pygame.display.flip()
if ‘C’ in letters[12]:
cpic = pygame.image.load(‘C.png’)
displaysurf11.blit(cpic, (700, 100))
pygame.display.flip()
if ‘D’ in letters[12]:
dpic = pygame.image.load(‘D.png’)
displaysurf11.blit(dpic, (700, 100))
pygame.display.flip()
if ‘E’ in letters[12]:
epic = pygame.image.load(‘E.png’)
displaysurf11.blit(epic, (700, 100))
pygame.display.flip()
if ‘F’ in letters[12]:
fpic = pygame.image.load(‘F.png’)
displaysurf11.blit(fpic, (700, 100))
pygame.display.flip()
if ‘G’ in letters[12]:
gpic = pygame.image.load(‘G.png’)
displaysurf11.blit(gpic, (700, 100))
pygame.display.flip()
if ‘H’ in letters[12]:
hpic = pygame.image.load(‘H.png’)
displaysurf11.blit(hpic, (700, 100))
pygame.display.flip()
if ‘I’ in letters[12]:
ipic = pygame.image.load(‘I.png’)
displaysurf11.blit(ipic, (700, 100))
pygame.display.flip()
if ‘J’ in letters[12]:
jpic = pygame.image.load(‘J.png’)
displaysurf11.blit(jpic, (700, 100))
pygame.display.flip()
if ‘K’ in letters[12]:
kpic = pygame.image.load(‘K.png’)
displaysurf11.blit(kpic, (700, 100))
pygame.display.flip()
if ‘L’ in letters[12]:
lpic = pygame.image.load(‘L.png’)
displaysurf11.blit(lpic, (700, 100))
pygame.display.flip()
if ‘M’ in letters[12]:
mpic = pygame.image.load(‘M.png’)
displaysurf11.blit(mpic, (700, 100))
pygame.display.flip()
if ‘N’ in letters[12]:
npic = pygame.image.load(‘N.png’)
displaysurf11.blit(npic, (700, 100))
pygame.display.flip()
if ‘O’ in letters[12]:
opic = pygame.image.load(‘O.png’)
displaysurf11.blit(opic, (700, 100))
pygame.display.flip()
if ‘P’ in letters[12]:
ppic = pygame.image.load(‘P.png’)
displaysurf11.blit(ppic, (700, 100))
pygame.display.flip()
if ‘Q’ in letters[12]:
qpic = pygame.image.load(‘Q.png’)
displaysurf11.blit(qpic, (700, 100))
pygame.display.flip()
if ‘R’ in letters[12]:
rpic = pygame.image.load(‘R.png’)
displaysurf11.blit(rpic, (700, 100))
pygame.display.flip()
if ‘S’ in letters[12]:
s*** = pygame.image.load(‘S.png’)
displaysurf11.blit(s***, (700, 100))
pygame.display.flip()
if ‘T’ in letters[12]:
tpic = pygame.image.load(‘T.png’)
displaysurf11.blit(tpic, (700, 100))
pygame.display.flip()
if ‘U’ in letters[12]:
upic = pygame.image.load(‘U.png’)
displaysurf11.blit(upic, (700, 100))
pygame.display.flip()
if ‘V’ in letters[12]:
vpic = pygame.image.load(‘V.png’)
displaysurf11.blit(vpic, (700, 100))
pygame.display.flip()
if ‘W’ in letters[12]:
wpic = pygame.image.load(‘W.png’)
displaysurf11.blit(wpic, (700, 100))
pygame.display.flip()
if ‘X’ in letters[12]:
xpic = pygame.image.load(‘X.png’)
displaysurf11.blit(xpic, (700, 100))
pygame.display.flip()
if ‘Y’ in letters[12]:
ypic = pygame.image.load(‘Y.png’)
displaysurf11.blit(ypic, (700, 100))
pygame.display.flip()
if ‘Z’ in letters[12]:
zpic = pygame.image.load(‘Z.png’)
displaysurf11.blit(zpic, (700, 100))
pygame.display.flip()

except (IndexError, TypeError):
continue

showname1()

if event.type == KEYDOWN:
if event.key == K_1:
char2name = letters
running = False
if event.key == K_2:
char3name = letters
running = False
if event.key == K_3:
char4name = letters
running = False
if event.key == K_4:
char5name = letters
running = False
if event.key == K_5:
char6name = letters
running = False
if event.key == K_6:
char7name = letters
running = False
if event.key == K_7:
tosay1 = letters
print(‘The Party Will Now Say ‘ + str(tosay1))
running = False

#if [12] in letters:
#char2name = letters
#break()

if event.type == KEYDOWN:
if event.key == K_F1:
try:
letters.pop()
except IndexError:
continue

if event.key == K_9:
#randcolour1 = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))
#displaysurf11.fill(randcolour1)
#pygame.display.flip()
namechoose1()

if event.type == KEYDOWN:
if event.key == K_0:
print(char2name, char3name, char4name, char5name, char6name, char7name)

if event.type == KEYDOWN:
if event.key == K_F2:
running = False

if event.type == KEYDOWN:
if event.key == K_F3:
print(tosay1)

if event.type == QUIT:
pygame.quit()
sys.exit()

#blackscreen4 = pygame.image.load(‘BlackScreen1.png’)
blackscreen5 = pygame.image.load(‘BlackScreen2.png’)
displaysurf11.blit(blackscreen5, (100, 200))
displaysurf11.blit(blackscreen5, (100, 250))
displaysurf11.blit(blackscreen5, (100, 300))
displaysurf11.blit(blackscreen5, (100, 350))
displaysurf11.blit(blackscreen5, (100, 400))
displaysurf11.blit(blackscreen5, (100, 450))
displaysurf11.blit(blackscreen5, (100, 500))
displaysurf11.blit(blackscreen5, (100, 550))
font4 = pygame.font.Font(None, 30)
lettertext1 = font4.render(str(letters), True, (255, 0, 0))
lettertext2 = font4.render(str(char2name), True, (255, 0, 0))
lettertext3 = font4.render(str(char3name), True, (255, 0, 0))
lettertext4 = font4.render(str(char4name), True, (255, 0, 0))
lettertext5 = font4.render(str(char5name), True, (255, 0, 0))
lettertext6 = font4.render(str(char6name), True, (255, 0, 0))
lettertext7 = font4.render(str(char7name), True, (255, 0, 0))
lettertext8 = font4.render(str(tosay1), True, (255, 0, 0))
displaysurf11.blit(lettertext1, (100, 200))
displaysurf11.blit(lettertext2, (100, 250))
displaysurf11.blit(lettertext3, (100, 300))
displaysurf11.blit(lettertext4, (100, 350))
displaysurf11.blit(lettertext5, (100, 400))
displaysurf11.blit(lettertext6, (100, 450))
displaysurf11.blit(lettertext7, (100, 500))
displaysurf11.blit(lettertext8, (100, 550))
pygame.display.flip()

def classitems1():
global char2class
global char3class
global char4class
global char5class
global char6class
global char7class
#if ‘Warrior’ in char2class:

def skilladd1():
global char2skillspell
char2skillspell = char2skillspell

for skill in char2skillspell:

try:
if ‘Power Slash’ in char2skillspell:
char2skillspell.remove(‘Power Slash’)
if ‘Increase Attack’ in char2skillspell:
char2skillspell.remove(‘Power Slash’)
if ‘Regen Self’ in char2skillspell:
char2skillspell.remove(‘Regen Self’)
if ‘Strike Critically’ in char2skillspell:
char2skillspell.remove(‘Strike Critically’)
if ‘Defend Other’ in char2skillspell:
char2skillspell.remove(‘Strike Critically’)
if ‘Pummel’ in char2skillspell:
char2skillspell.remove(‘Pummel’)
if ‘Tangle’ in char2skillspell:
char2skillspell.remove(‘Tangle’)
if ‘Sweep’ in char2skillspell:
char2skillspell.remove(‘Sweep’)
if ‘Bash’ in char2skillspell:
char2skillspell.remove(‘Bash’)
if ‘Life For Power’ in char2skillspell:
char2skillspell.remove(‘Life For Power’)
if ‘Fire Bolt’ in char2skillspell:
char2skillspell.remove(‘Fire Bolt’)
if ‘Magic Shield’ in char2skillspell:
char2skillspell.remove(‘Magic Shield’)
if ‘Dark Rain’ in char2skillspell:
char2skillspell.remove(‘Dark Rain’)
if ‘Fire Ball’ in char2skillspell:
char2skillspell.remove(‘Fire Ball’)
if ‘Ice Ray’ in char2skillspell:
char2skillspell.remove(‘Ice Ray’)
if ‘Shadow Orb’ in char2skillspell:
char2skillspell.remove(‘Shadow Orb’)
if ‘Dark Reach’ in char2skillspell:
char2skillspell.remove(‘Dark Reach’)
if ‘Addle Mind’ in char2skillspell:
char2skillspell.remove(‘Addle Mind’)
if ‘Change Heart’ in char2skillspell:
char2skillspell.remove(‘Change Heart’)
if ‘Sacrifice Ally’ in char2skillspell:
char2skillspell.remove(‘Sacrifice Ally’)
if ‘Rally Defense’ in char2skillspell:
char2skillspell.remove(‘Rally Defense’)
if ‘Weak Heal’ in char2skillspell:
char2skillspell.remove(‘Weak Heal’)
if ‘Light Burst’ in char2skillspell:
char2skillspell.remove(‘Light Burst’)
if ‘Harm Flesh’ in char2skillspell:
char2skillspell.remove(‘Harm Flesh’)
if ‘Bless’ in char2skillspell:
char2skillspell.remove(‘Bless’)
if ‘Holy Leap’ in char2skillspell:
char2skillspell.remove(‘Holy Leap’)
if ‘Summon Halo’ in char2skillspell:
char2skillspell.remove(‘Summon Halo’)
if ‘Call Fire’ in char2skillspell:
char2skillspell.remove(‘Call Fire’)
if ‘Lay On Hands’ in char2skillspell:
char2skillspell.remove(‘Lay On Hands’)
if ‘Weight Of The Deity’ in char2skillspell:
char2skillspell.remove(‘Weight Of The Deity’)
if ‘Backstab’ in char2skillspell:
char2skillspell.remove(‘Backstab’)
if ‘Steal Item’ in char2skillspell:
char2skillspell.remove(‘Steal Item’)
if ‘Hurl Daggers’ in char2skillspell:
char2skillspell.remove(‘Hurl Daggers’)
if ‘Fade To Shadows’ in char2skillspell:
char2skillspell.remove(‘Fade To Shadows’)
if ‘Pry Armour’ in char2skillspell:
char2skillspell.remove(‘Pry Armour’)
if ‘En Garde’ in char2skillspell:
char2skillspell.remove(‘En Garde’)
if ‘Designate Target’ in char2skillspell:
char2skillspell.remove(‘Designate Target’)
if ‘Flurry’ in char2skillspell:
char2skillspell.remove(‘Flurry’)
if ‘Riposte’ in char2skillspell:
char2skillspell.remove(‘Riposte’)
if ‘Recoup’ in char2skillspell:
char2skillspell.remove(‘Recoup’)
if ‘Multi Arrow’ in char2skillspell:
char2skillspell.remove(‘Multi Arrow’)
if ‘Arrow Of Life’ in char2skillspell:
char2skillspell.remove(‘Arrow Of Life’)
if ‘Binding Shot’ in char2skillspell:
char2skillspell.remove(‘Binding Shot’)
if ‘Disengage’ in char2skillspell:
char2skillspell.remove(‘Disengage’)
if ‘Heartsnipe’ in char2skillspell:
char2skillspell.remove(‘Heartsnipe’)
if ‘Call Companion’ in char2skillspell:
char2skillspell.remove(‘Call Companion’)
if ‘Steady Shot’ in char2skillspell:
char2skillspell.remove(‘Steady Shot’)
if ‘Enrage Familiar’ in char2skillspell:
char2skillspell.remove(‘Enrage Familiar’)
if ‘Name Foe’ in char2skillspell:
char2skillspell.remove(‘Name Foe’)

except ValueError:
continue

if char2level >= 1 and ‘Warrior’ in char2class:
if ‘Power Slash’ in char2skillspell:
char2skillspell.remove(‘Power Slash’)
skill1 = ‘Power Slash’
char2skillspell.append(skill1)
if char2level >= 2 and ‘Warrior’ in char2class:
if ‘Increase Attack’ in char2skillspell:
char2skillspell.remove(‘Increase Attack’)
skill1 = ‘Increase Attack’
char2skillspell.append(skill1)
if char2level >= 3 and ‘Warrior’ in char2class:
if ‘Regen Self’ in char2skillspell:
char2skillspell.remove(‘Regen Self’)
skill1 = ‘Regen Self’
char2skillspell.append(skill1)
if char2level >= 4 and ‘Warrior’ in char2class:
if ‘Strike Critically’ in char2skillspell:
char2skillspell.remove(‘Strike Critically’)
skill1 = ‘Strike Critically’
char2skillspell.append(skill1)
if char2level >= 5 and ‘Warrior’ in char2class:
if ‘Defend Other’ in char2skillspell:
char2skillspell.remove(‘Defend Other’)
skill1 = ‘Defend Other’
char2skillspell.append(skill1)

if char2level >= 1 and ‘Berserker’ in char2class:
if ‘Pummel’ in char2skillspell:
char2skillspell.remove(‘Pummel’)
skill1 = ‘Pummel’
char2skillspell.append(skill1)
if char2level >= 2 and ‘Berserker’ in char2class:
if ‘Tangle’ in char2skillspell:
char2skillspell.remove(‘Tangle’)
skill1 = ‘Tangle’
char2skillspell.append(skill1)
if char2level >= 3 and ‘Berserker’ in char2class:
if ‘Sweep’ in char2skillspell:
char2skillspell.remove(‘Sweep’)
skill1 = ‘Sweep’
char2skillspell.append(skill1)
if char2level >= 4 and ‘Berserker’ in char2class:
if ‘Bash’ in char2skillspell:
char2skillspell.remove(‘Bash’)
skill1 = ‘Bash’
char2skillspell.append(skill1)
if char2level >= 5 and ‘Berserker’ in char2class:
if ‘Life For Power’ in char2skillspell:
char2skillspell.remove(‘Life For Power’)
skill1 = ‘Life For Power’
char2skillspell.append(skill1)

if char2level >= 1 and ‘Mage’ in char2class:
if ‘Fire Bolt’ in char2skillspell:
char2skillspell.remove(‘Fire Bolt’)
skill1 = ‘Fire Bolt’
char2skillspell.append(skill1)
if char2level >= 2 and ‘Mage’ in char2class:
if ‘Magic Shield’ in char2skillspell:
char2skillspell.remove(‘Magic Shield’)
skill1 = ‘Magic Shield’
char2skillspell.append(skill1)
if char2level >= 3 and ‘Mage’ in char2class:
if ‘Lightning’ in char2skillspell:
char2skillspell.remove(‘Lightning’)
skill1 = ‘Lightning’
char2skillspell.append(skill1)
if char2level >= 4 and ‘Mage’ in char2class:
if ‘Fire Ball’ in char2skillspell:
char2skillspell.remove(‘Fire Ball’)
skill1 = ‘Fire Ball’
char2skillspell.append(skill1)
if char2level >= 5 and ‘Mage’ in char2class:
if ‘Ice Ray’ in char2skillspell:
char2skillspell.remove(‘Ice Ray’)
skill1 = ‘Ice Ray’
char2skillspell.append(skill1)

if char2level >= 1 and ‘Warlock’ in char2class:
if ‘Shadow Orb’ in char2skillspell:
char2skillspell.remove(‘Shadow Orb’)
skill1 = ‘Shadow Orb’
char2skillspell.append(skill1)
if char2level >= 2 and ‘Warlock’ in char2class:
if ‘Dark Reach’ in char2skillspell:
char2skillspell.remove(‘Dark Reach’)
skill1 = ‘Dark Reach’
char2skillspell.append(skill1)
if char2level >= 3 and ‘Warlock’ in char2class:
if ‘Addle Mind’ in char2skillspell:
char2skillspell.remove(‘Addle Mind’)
skill1 = ‘Addle Mind’
char2skillspell.append(skill1)
if char2level >= 4 and ‘Warlock’ in char2class:
if ‘Change Heart’ in char2skillspell:
char2skillspell.remove(‘Change Heart’)
skill1 = ‘Change Heart’
char2skillspell.append(skill1)
if char2level >= 5 and ‘Warlock’ in char2class:
if ‘Sacrifice Ally’ in char2skillspell:
char2skillspell.remove(‘Sacrifice Ally’)
skill1 = ‘Sacrifice Ally’
char2skillspell.append(skill1)

if char2level >= 1 and ‘Priest’ in char2class:
if ‘Rally Defense’ in char2skillspell:
char2skillspell.remove(‘Rally Defense’)
skill1 = ‘Rally Defense’
char2skillspell.append(skill1)
if char2level >= 2 and ‘Priest’ in char2class:
if ‘Weak Heal’ in char2skillspell:
char2skillspell.remove(‘Weak Heal’)
skill1 = ‘Weak Heal’
char2skillspell.append(skill1)
if char2level >= 3 and ‘Priest’ in char2class:
if ‘Light Burst’ in char2skillspell:
char2skillspell.remove(‘Light Burst’)
skill1 = ‘Light Burst’
char2skillspell.append(skill1)
if char2level >= 4 and ‘Priest’ in char2class:
if ‘Harm Flesh’ in char2skillspell:
char2skillspell.remove(‘Harm Flesh’)
skill1 = ‘Harm Flesh’
char2skillspell.append(skill1)
if char2level >= 5 and ‘Priest’ in char2class:
if ‘Bless’ in char2skillspell:
char2skillspell.remove(‘Bless’)
skill1 = ‘Bless’
char2skillspell.append(skill1)

if char2level >= 1 and ‘Anointed One’ in char2class:
if ‘Holy Leap’ in char2skillspell:
char2skillspell.remove(‘Holy Leap’)
skill1 = ‘Holy Leap’
char2skillspell.append(skill1)
if char2level >= 2 and ‘Anointed One’ in char2class:
if ‘Summon Halo’ in char2skillspell:
char2skillspell.remove(‘Summon Halo’)
skill1 = ‘Summon Halo’
char2skillspell.append(skill1)
if char2level >= 3 and ‘Anointed One’ in char2class:
if ‘Call Fire’ in char2skillspell:
char2skillspell.remove(‘Call Fire’)
skill1 = ‘Call Fire’
char2skillspell.append(skill1)
if char2level >=4 and ‘Anointed One’ in char2class:
if ‘Lay On Hands’ in char2skillspell:
char2skillspell.remove(‘Lay On Hands’)
skill1 = ‘Lay On Hands’
char2skillspell.append(skill1)
if char2level >=5 and ‘Anointed One’ in char2class:
if ‘Weight Of The Deity’ in char2skillspell:
char2skillspell.remove(‘Weight Of The Deity’)
skill1 = ‘Weight Of The Deity’
char2skilspell.append(skill1)

if char2level >=1 and ‘Thief’ in char2class:
if ‘Backstab’ in char2skillspell:
char2skillspell.remove(‘Backstab’)
skill1 = ‘Backstab’
char2skillspell.append(skill1)
if char2level >=2 and ‘Thief’ in char2class:
if ‘Steal Item’ in char2skillspell:
char2skillspell.remove(‘Steal Item’)
skill1 = ‘Steal Item’
char2skillspell.append(skill1)
if char2level >=3 and ‘Thief’ in char2class:
if ‘Hurl Daggers’ in char2skillspell:
char2skillspell.remove(‘Hurl Daggers’)
skill1 = ‘Hurl Daggers’
char2skillspell.append(skill1)
if char2level >=4 and ‘Thief’ in char2class:
if ‘Fade To Shadows’ in char2killspell:
char2skillspell.remove(‘Fade To Shadows’)
skill1 = ‘Fade To Shadows’
char2skillspell.append(skill1)
if char2level >=5 and ‘Thief’ in char2class:
if ‘Pry Armour’ in char2skillspell:
char2skillspell.remove(‘Pry Armour’)
skill1 = ‘Pry Armour’
char2skillspell.append(skill1)

if char2level >=1 and ‘Duelist’ in char2class:
if ‘En Garde’ in char2skillspell:
char2skillspell.remove(‘En Garde’)
skill1 = ‘En Garde’
char2skillspell.append(skill1)
if char2level >=2 and ‘Duelist’ in char2class:
if ‘Designate Target’ in char2skillspell:
char2skillspell.remove(‘Designate Target’)
skill1 = ‘Designate Target’
char2skillspell.append(skill1)
if char2level >=3 and ‘Duelist’ in char2class:
if ‘Flurry’ in char2skillspell:
char2skillspell.remove(‘Flurry’)
skill1 = ‘Flurry’
char2skillspell.append(skill1)
if char2level >=4 and ‘Duelist’ in char2class:
if ‘Riposte’ in char2skillspell:
char2skillspell.remove(‘Riposte’)
skill1 = ‘Riposte’
char2skillspell.append(skill1)
if char2level >=5 and ‘Duelist’ in char2class:
if ‘Recoup’ in char2skillspell:
char2skillspell.remove(‘Recoup’)
skill1 = ‘Recoup’
char2skillspell.append(skill1)

if char2level >=1 and ‘Archer’ in char2class:
if ‘Multi Arrow’ in char2skillspell:
char2skillspell.remove(‘Multi Arrow’)
skill1 = ‘Multi Arrow’
char2skillspell.append(skill1)
if char2level >=2 and ‘Archer’ in char2class:
if ‘Arrow Of Life’ in char2skillspell:
char2skillspell.remove(‘Arrow Of Life’)
skill1 = ‘Arrow Of Life’
char2skillspell.append(skill1)
if char2level >=3 and ‘Archer’ in char2class:
if ‘Binding Shot’ in chat2skillspell:
char2skillspell.remove(‘Binding Shot’)
skill1 = ‘Binding Shot’
char2skillspell.append(skill1)
if char2level >=4 and ‘Archer’ in char2class:
if ‘Disengage’ in char2skillspell:
char2skillspell.remove(‘Disengage’)
skill1 = ‘Disengage’
char2skillspell.append(skill1)
if char2level >=5 and ‘Archer’ in char2class:
if ‘Heartsnipe’ in char2skillspell:
char2skillspell.remove(‘Heartsnipe’)
skill1 = ‘Heartsnipe’
char2skillspell.append(skill1)

if char2level >=1 and ‘Ranger’ in char2class:
if ‘Call Companion’ in char2skillspell:
char2skillspell.remove(‘Call Companion’)
skill1 = ‘Call Companion’
char2skillspell.append(skill1)
if char2level >=2 and ‘Ranger’ in char2class:
if ‘Steady Shot’ in char2skillspell:
char2skillspell.remove(‘Steady Shot’)
skill1 = ‘Steady Shot’
char2skillspell.append(skill1)
if char2level >=3 and ‘Ranger’ in char2class:
if ‘Enrage Familiar’ in char2skillspell:
char2skillspell.remove(‘Enrage Familiar’)
skill1 = ‘Enrage Familiar’
char2skillspell.append(skill1)
if char2level >=4 and ‘Ranger’ in char2class:
if ‘Name Foe’ in char2skillspell:
skill1 = ‘Name Foe’
char2skillspell.append(skill1)
if char2level >=5 and ‘Ranger’ in char2class:
if ‘Tame Animal’ in char2skillspell:
char2skillspell.remove(‘Tame Animal’)
skill1 = ‘Tame Animal’
char2skillspell.append(skill1)

def skilladd2():
global char3skillspell
char3skillspell = char3skillspell

for skill in char3skillspell:

try:
if ‘Power Slash’ in char3skillspell:
char3skillspell.remove(‘Power Slash’)
if ‘Increase Attack’ in char3skillspell:
char3skillspell.remove(‘Power Slash’)
if ‘Regen Self’ in char3skillspell:
char3skillspell.remove(‘Regen Self’)
if ‘Strike Critically’ in char3skillspell:
char3skillspell.remove(‘Strike Critically’)
if ‘Defend Other’ in char3skillspell:
char3skillspell.remove(‘Strike Critically’)
if ‘Pummel’ in char3skillspell:
char3skillspell.remove(‘Pummel’)
if ‘Tangle’ in char3skillspell:
char3skillspell.remove(‘Tangle’)
if ‘Sweep’ in char3skillspell:
char3skillspell.remove(‘Sweep’)
if ‘Bash’ in char3skillspell:
char3skillspell.remove(‘Bash’)
if ‘Life For Power’ in char3skillspell:
char3skillspell.remove(‘Life For Power’)
if ‘Fire Bolt’ in char3skillspell:
char3skillspell.remove(‘Fire Bolt’)
if ‘Magic Shield’ in char3skillspell:
char3skillspell.remove(‘Magic Shield’)
if ‘Dark Rain’ in char3skillspell:
char3skillspell.remove(‘Dark Rain’)
if ‘Fire Ball’ in char3skillspell:
char3skillspell.remove(‘Fire Ball’)
if ‘Ice Ray’ in char3skillspell:
char3skillspell.remove(‘Ice Ray’)
if ‘Shadow Orb’ in char3skillspell:
char3skillspell.remove(‘Shadow Orb’)
if ‘Dark Reach’ in char3skillspell:
char3skillspell.remove(‘Dark Reach’)
if ‘Addle Mind’ in char3skillspell:
char3skillspell.remove(‘Addle Mind’)
if ‘Change Heart’ in char3skillspell:
char3skillspell.remove(‘Change Heart’)
if ‘Sacrifice Ally’ in char3skillspell:
char3skillspell.remove(‘Sacrifice Ally’)
if ‘Rally Defense’ in char3skillspell:
char3skillspell.remove(‘Rally Defense’)
if ‘Weak Heal’ in char3skillspell:
char3skillspell.remove(‘Weak Heal’)
if ‘Light Burst’ in char3skillspell:
char3skillspell.remove(‘Light Burst’)
if ‘Harm Flesh’ in char3skillspell:
char3skillspell.remove(‘Harm Flesh’)
if ‘Bless’ in char3skillspell:
char3skillspell.remove(‘Bless’)
if ‘Holy Leap’ in char3skillspell:
char3skillspell.remove(‘Holy Leap’)
if ‘Summon Halo’ in char3skillspell:
char3skillspell.remove(‘Summon Halo’)
if ‘Call Fire’ in char3skillspell:
char3skillspell.remove(‘Call Fire’)
if ‘Lay On Hands’ in char3skillspell:
char3skillspell.remove(‘Lay On Hands’)
if ‘Weight Of The Deity’ in char3skillspell:
char3skillspell.remove(‘Weight Of The Deity’)
if ‘Backstab’ in char3skillspell:
char3skillspell.remove(‘Backstab’)
if ‘Steal Item’ in char3skillspell:
char3skillspell.remove(‘Steal Item’)
if ‘Hurl Daggers’ in char3skillspell:
char3skillspell.remove(‘Hurl Daggers’)
if ‘Fade To Shadows’ in char3skillspell:
char3skillspell.remove(‘Fade To Shadows’)
if ‘Pry Armour’ in char3skillspell:
char3skillspell.remove(‘Pry Armour’)
if ‘En Garde’ in char3skillspell:
char3skillspell.remove(‘En Garde’)
if ‘Designate Target’ in char3skillspell:
char3skillspell.remove(‘Designate Target’)
if ‘Flurry’ in char3skillspell:
char3skillspell.remove(‘Flurry’)
if ‘Riposte’ in char3skillspell:
char3skillspell.remove(‘Riposte’)
if ‘Recoup’ in char3skillspell:
char3skillspell.remove(‘Recoup’)
if ‘Multi Arrow’ in char3skillspell:
char3skillspell.remove(‘Multi Arrow’)
if ‘Arrow Of Life’ in char3skillspell:
char3skillspell.remove(‘Arrow Of Life’)
if ‘Binding Shot’ in char3skillspell:
char3skillspell.remove(‘Binding Shot’)
if ‘Disengage’ in char3skillspell:
char3skillspell.remove(‘Disengage’)
if ‘Heartsnipe’ in char3skillspell:
char3skillspell.remove(‘Heartsnipe’)
if ‘Call Companion’ in char3skillspell:
char3skillspell.remove(‘Call Companion’)
if ‘Steady Shot’ in char3skillspell:
char3skillspell.remove(‘Steady Shot’)
if ‘Enrage Familiar’ in char3skillspell:
char3skillspell.remove(‘Enrage Familiar’)
if ‘Name Foe’ in char3skillspell:
char3skillspell.remove(‘Name Foe’)

except ValueError:
continue

if char3level >= 1 and ‘Warrior’ in char3class:
if ‘Power Slash’ in char3skillspell:
char3skillspell.remove(‘Power Slash’)
skill1 = ‘Power Slash’
char3skillspell.append(skill1)
if char3level >= 2 and ‘Warrior’ in char3class:
if ‘Increase Attack’ in char3skillspell:
char3skillspell.remove(‘Increase Attack’)
skill1 = ‘Increase Attack’
char3skillspell.append(skill1)
if char3level >= 3 and ‘Warrior’ in char3class:
if ‘Regen Self’ in char3skillspell:
char3skillspell.remove(‘Regen Self’)
skill1 = ‘Regen Self’
char3skillspell.append(skill1)
if char3level >= 4 and ‘Warrior’ in char3class:
if ‘Strike Critically’ in char2skillspell:
char2skillspell.remove(‘Strike Critically’)
skill1 = ‘Strike Critically’
char3skillspell.append(skill1)
if char3level >= 5 and ‘Warrior’ in char3class:
if ‘Defend Other’ in char3skillspell:
char3skillspell.remove(‘Defend Other’)
skill1 = ‘Defend Other’
char3skillspell.append(skill1)

if char3level >= 1 and ‘Berserker’ in char3class:
if ‘Pummel’ in char3skillspell:
char3skillspell.remove(‘Pummel’)
skill1 = ‘Pummel’
char3skillspell.append(skill1)
if char3level >= 2 and ‘Berserker’ in char3class:
if ‘Tangle’ in char3skillspell:
char3skillspell.remove(‘Tangle’)
skill1 = ‘Tangle’
char3skillspell.append(skill1)
if char3level >= 3 and ‘Berserker’ in char3class:
if ‘Sweep’ in char3skillspell:
char3skillspell.remove(‘Sweep’)
skill1 = ‘Sweep’
char3skillspell.append(skill1)
if char3level >= 4 and ‘Berserker’ in char3class:
if ‘Bash’ in char3skillspell:
char3skillspell.remove(‘Bash’)
skill1 = ‘Bash’
char3skillspell.append(skill1)
if char3level >= 5 and ‘Berserker’ in char3class:
if ‘Life For Power’in char3skillspell:
char3skillspell.remove(‘Life For Power’)
skill1 = ‘Life For Power’
char3skillspell.append(skill1)

if char3level >= 1 and ‘Mage’ in char3class:
if ‘Fire Bolt’ in char3skillspell:
char3skillspell.remove(‘Fire Bolt’)
skill1 = ‘Fire Bolt’
char3skillspell.append(skill1)
if char3level >= 2 and ‘Mage’ in char3class:
if ‘Magic Shield’ in char3skillspell:
char3skillspell.remove(‘Magic Shield’)
skill1 = ‘Magic Shield’
char3skillspell.append(skill1)
if char3level >= 3 and ‘Mage’ in char3class:
if ‘Lightning’ in char3skillspells:
char3skillspell.remove(”)
skill1 = ‘Lightning’
char3skillspell.append(skill1)
if char3level >= 4 and ‘Mage’ in char3class:
if ‘Fire Ball’ in cha3skillspell:
char3skillspell.remove(‘Fire Ball’)
skill1 = ‘Fire Ball’
char3skillspell.append(skill1)
if char3level >= 5 and ‘Mage’ in char3class:
if ‘Ice Ray’ in char3skillspell:
char3skillspell.remove(‘Ice Ray’)
skill1 = ‘Ice Ray’
char3skillspell.append(skill1)

if char3level >= 1 and ‘Warlock’ in char3class:
if ‘Shadow Orb’ in char3skillspell:
char3skillspell.remove(‘Shadow Orb’)
skill1 = ‘Shadow Orb’
char3skillspell.append(skill1)
if char3level >= 2 and ‘Warlock’ in char3class:
if ‘Dark Reach’ in char3skillspell:
char3skillspell.remove(‘Dark Reach’)
skill1 = ‘Dark Reach’
char3skillspell.append(skill1)
if char3level >= 3 and ‘Warlock’ in char3class:
if ‘Addle Mind’ in char3skillspell:
char3skillspell.remove(‘Addle Mind’)
skill1 = ‘Addle Mind’
char3skillspell.append(skill1)
if char3level >= 4 and ‘Warlock’ in char3class:
if ‘Change Heart’ in chra3skillspell:
char3skillspell.remove(‘Change Heart’)
skill1 = ‘Change Heart’
char3skillspell.append(skill1)
if char3level >= 5 and ‘Warlock’ in char3class:
if ‘Sacrifice Ally’ in char3skillspell:
char3skillspells.remove(‘Sacrifice Ally’)
skill1 = ‘Sacrifice Ally’
char3skillspell.append(skill1)

if char3level >= 1 and ‘Priest’ in char3class:
if ‘Rally Defense’ in char3skillspell:
char3skillspell.remove(‘Rally Defense’)
skill1 = ‘Rally Defense’
char3skillspell.append(skill1)
if char3level >= 2 and ‘Priest’ in char3class:
if ‘Weak Heal’ in char3skillspell:
char3skillspell.remoce(‘Weak Heal’)
skill1 = ‘Weak Heal’
char3skillspell.append(skill1)
if char3level >= 3 and ‘Priest’ in char3class:
if ‘Light Burst’ in char3skillspell:
char3skillspell.remove(‘Light Burst’)
skill1 = ‘Light Burst’
char3skillspell.append(skill1)
if char3level >= 4 and ‘Priest’ in char3class:
if ‘Harm Flesh’ in char3skillspell:
char3skillspell.remove(‘Harm Flesh’)
skill1 = ‘Harm Flesh’
char3skillspell.append(skill1)
if char3level >= 5 and ‘Priest’ in char3class:
if ‘Bless’ in char2skillspell:
char3skillspell.remove(‘Bless’)
skill1 = ‘Bless’
char3skillspell.append(skill1)

if char3level >= 1 and ‘Anointed One’ in char3class:
if ‘Holy Leap’ in char3skillspell:
char3skillspell.remove(‘Holy Leap’)
skill1 = ‘Holy Leap’
char3skillspell.append(skill1)
if char3level >= 2 and ‘Anointed One’ in char3class:
if ‘Summon Halo’ in char3skillspell:
char3skillspell.remove(‘Summon Halo’)
skill1 = ‘Summon Halo’
char3skillspell.append(skill1)
if char3level >= 3 and ‘Anointed One’ in char3class:
if ‘Call Fire’ in char3skillspell:
char3skillspell.remove(‘Call Fire’)
skill1 = ‘Call Fire’
char3skillspell.append(skill1)
if char3level >=4 and ‘Anointed One’ in char3class:
if ‘Lay On Hands’ in char3skillspell:
char3skillspell.remove(‘Lay On Hands’)
skill1 = ‘Lay On Hands’
char3skillspell.append(skill1)
if char3level >=5 and ‘Anointed One’ in char3class:
if ‘Weight Of The Deity’ in char3skillspell:
char3skillspell.remove(‘Weight Of The Deity’)
skill1 = ‘Weight Of The Deity’
char3skillspell.append(skill1)

if char3level >=1 and ‘Thief’ in char3class:
if ‘Backstab’ in char3skillspell:
char3skillspell.remove(‘Backstab’)
skill1 = ‘Backstab’
char3skillspell.append(skill1)
if char3level >=2 and ‘Thief’ in char3class:
if ‘Steal Item’ in char3skillspell:
char3skillspell.remove(‘Steal Item’)
skill1 = ‘Steal Item’
char3skillspell.append(skill1)
if char3level >=3 and ‘Thief’ in char3class:
if ‘Hurl Daggers’ in char3skillspell:
char3skillspell.remove(‘Hurl Daggers’)
skill1 = ‘Hurl Daggers’
char3skillspell.append(skill1)
if char3level >=4 and ‘Thief’ in char3class:
if ‘Fade To Shadows’ in char3skillspell:
char3skillspell.remove(‘Fade To Shadows’)
skill1 = ‘Fade To Shadows’
char3skillspell.append(skill1)
if char3level >=5 and ‘Thief’ in char3class:
if ‘Pry Armour’ in char3skillspell:
char3skillspell.remove(‘Pry Armour’)
skill1 = ‘Pry Armour’
char3skillspell.append(skill1)

if char3level >=1 and ‘Duelist’ in char3class:
if ‘En Garde’ in char3skillspell:
char3skillspell.remove(‘En Garde’)
skill1 = ‘En Garde’
char3skillspell.append(skill1)
if char3level >=2 and ‘Duelist’ in char3class:
if ‘Designate Target’ in char3skillspell:
char3skillspell.remove(‘Designate Target’)
skill1 = ‘Designate Target’
char3skillspell.append(skill1)
if char3level >=3 and ‘Duelist’ in char3class:
if ‘Flurry’ in char3skillspell:
char3skillspell.remove(‘Flurry’)
skill1 = ‘Flurry’
char3skillspell.append(skill1)
if char3level >=4 and ‘Duelist’ in char3class:
if ‘Riposte’ in char3skillspell:
char3skillspell.remove(‘Riposte’)
skill1 = ‘Riposte’
char3skillspell.append(skill1)
if char3level >=5 and ‘Duelist’ in char3class:
if ‘Recoup’ in char3skillspell:
char3skillspell.remove(‘Recoup’)
skill1 = ‘Recoup’
char3skillspell.append(skill1)

if char3level >=1 and ‘Archer’ in char3class:
if ‘Multi Arrow’ in char3skillspell:
char3skillspell.remove(‘Multi Arrow’)
skill1 = ‘Multi Arrow’
char3skillspell.append(skill1)
if char3level >=2 and ‘Archer’ in char3class:
if ‘Arrow Of Life’ in char3skillspell:
char3skillspell.remove(‘Multi Arrow’)
skill1 = ‘Arrow Of Life’
char3skillspell.append(skill1)
if char3level >=3 and ‘Archer’ in char3class:
if ‘Binding Shot’ in char3skillspell:
char3skillspell.remove(‘Binding Shot’)
skill1 = ‘Binding Shot’
char3skillspell.append(skill1)
if char3level >=4 and ‘Archer’ in char3class:
if ‘Disengage’ in char3skillspell:
char3skillspell.remove(‘Disengage’)
skill1 = ‘Disengage’
char3skillspell.append(skill1)
if char3level >=5 and ‘Archer’ in char3class:
if ‘Heartsnipe’ in char3skillspell:
char3skillspell.remove(‘Heartsnipe’)
skill1 = ‘Heartsnipe’
char3skillspell.append(skill1)

if char3level >=1 and ‘Ranger’ in char3class:
if ‘Call Companion’ in char3skillspell:
char3skillspell.remove(‘Call Companion’)
skill1 = ‘Call Companion’
char3skillspell.append(skill1)
if char3level >=2 and ‘Ranger’ in char3class:
if ‘Steady Shot’ in char3skillspell:
char3skillspell.remove(‘Steady Shot’)
skill1 = ‘Steady Shot’
char3skillspell.append(skill1)
if char3level >=3 and ‘Ranger’ in char3class:
if ‘Enrage Familiar’ in char3skillspell:
char3skillspell.remove(‘Enrage Familiar’)
skill1 = ‘Enrage Familiar’
char3skillspell.append(skill1)
if char3level >=4 and ‘Ranger’ in char3class:
if ‘Name Foe’ in char3skillspell:
char3skillspell.remove(‘Name Foe’)
skill1 = ‘Name Foe’
char3skillspell.append(skill1)
if char3level >=5 and ‘Ranger’ in char3class:
if ‘Tame Animal’ in char3skillspell:
char3skillspell.remove(‘Tame Animal’)
skill1 = ‘Tame Animal’
char3skillspell.append(skill1)

def skilladd3():
global char4skillspell
char4skillspell = char4skillspell

for skill in char4skillspell:

try:
if ‘Power Slash’ in char4skillspell:
char4skillspell.remove(‘Power Slash’)
if ‘Increase Attack’ in char4skillspell:
char4skillspell.remove(‘Power Slash’)
if ‘Regen Self’ in char4skillspell:
char4skillspell.remove(‘Regen Self’)
if ‘Strike Critically’ in char4skillspell:
char4skillspell.remove(‘Strike Critically’)
if ‘Defend Other’ in char4skillspell:
char4skillspell.remove(‘Strike Critically’)
if ‘Pummel’ in char4skillspell:
char4skillspell.remove(‘Pummel’)
if ‘Tangle’ in char4skillspell:
char4skillspell.remove(‘Tangle’)
if ‘Sweep’ in char4skillspell:
char4skillspell.remove(‘Sweep’)
if ‘Bash’ in char4skillspell:
char4skillspell.remove(‘Bash’)
if ‘Life For Power’ in char4skillspell:
char4skillspell.remove(‘Life For Power’)
if ‘Fire Bolt’ in char4skillspell:
char4skillspell.remove(‘Fire Bolt’)
if ‘Magic Shield’ in char4skillspell:
char4skillspell.remove(‘Magic Shield’)
if ‘Dark Rain’ in char4skillspell:
char4skillspell.remove(‘Dark Rain’)
if ‘Fire Ball’ in char4skillspell:
char4skillspell.remove(‘Fire Ball’)
if ‘Ice Ray’ in char4skillspell:
char4skillspell.remove(‘Ice Ray’)
if ‘Shadow Orb’ in char4skillspell:
char4skillspell.remove(‘Shadow Orb’)
if ‘Dark Reach’ in char4skillspell:
char4skillspell.remove(‘Dark Reach’)
if ‘Addle Mind’ in char4skillspell:
char4skillspell.remove(‘Addle Mind’)
if ‘Change Heart’ in char4skillspell:
char4skillspell.remove(‘Change Heart’)
if ‘Sacrifice Ally’ in char4skillspell:
char4skillspell.remove(‘Sacrifice Ally’)
if ‘Rally Defense’ in char4skillspell:
char4skillspell.remove(‘Rally Defense’)
if ‘Weak Heal’ in char4skillspell:
char4skillspell.remove(‘Weak Heal’)
if ‘Light Burst’ in char4skillspell:
char4skillspell.remove(‘Light Burst’)
if ‘Harm Flesh’ in char4skillspell:
char4skillspell.remove(‘Harm Flesh’)
if ‘Bless’ in char4skillspell:
char4skillspell.remove(‘Bless’)
if ‘Holy Leap’ in char4skillspell:
char4skillspell.remove(‘Holy Leap’)
if ‘Summon Halo’ in char4skillspell:
char4skillspell.remove(‘Summon Halo’)
if ‘Call Fire’ in char4skillspell:
char4skillspell.remove(‘Call Fire’)
if ‘Lay On Hands’ in char4skillspell:
char4skillspell.remove(‘Lay On Hands’)
if ‘Weight Of The Deity’ in char4skillspell:
char4skillspell.remove(‘Weight Of The Deity’)
if ‘Backstab’ in char4skillspell:
char4skillspell.remove(‘Backstab’)
if ‘Steal Item’ in char4skillspell:
char4skillspell.remove(‘Steal Item’)
if ‘Hurl Daggers’ in char4skillspell:
char4skillspell.remove(‘Hurl Daggers’)
if ‘Fade To Shadows’ in char4skillspell:
char4skillspell.remove(‘Fade To Shadows’)
if ‘Pry Armour’ in char4skillspell:
char4skillspell.remove(‘Pry Armour’)
if ‘En Garde’ in char4skillspell:
char4skillspell.remove(‘En Garde’)
if ‘Designate Target’ in char4skillspell:
char4skillspell.remove(‘Designate Target’)
if ‘Flurry’ in char4skillspell:
char4skillspell.remove(‘Flurry’)
if ‘Riposte’ in char4skillspell:
char4skillspell.remove(‘Riposte’)
if ‘Recoup’ in char4skillspell:
char4skillspell.remove(‘Recoup’)
if ‘Multi Arrow’ in char4skillspell:
char4skillspell.remove(‘Multi Arrow’)
if ‘Arrow Of Life’ in char4skillspell:
char4skillspell.remove(‘Arrow Of Life’)
if ‘Binding Shot’ in char4skillspell:
char4skillspell.remove(‘Binding Shot’)
if ‘Disengage’ in char4skillspell:
char4skillspell.remove(‘Disengage’)
if ‘Heartsnipe’ in char4skillspell:
char4skillspell.remove(‘Heartsnipe’)
if ‘Call Companion’ in char4skillspell:
char4skillspell.remove(‘Call Companion’)
if ‘Steady Shot’ in char4skillspell:
char4skillspell.remove(‘Steady Shot’)
if ‘Enrage Familiar’ in char4skillspell:
char4skillspell.remove(‘Enrage Familiar’)
if ‘Name Foe’ in char4skillspell:
char4skillspell.remove(‘Name Foe’)

except ValueError:
continue

if char4level >= 1 and ‘Warrior’ in char4class:
if ‘Power Slash’ in char4skillspell:
char4skillspell.remove(‘Power Slash’)
skill1 = ‘Power Slash’
char4skillspell.append(skill1)
if char4level >= 2 and ‘Warrior’ in char4class:
if ‘Increase Attack’ in char4skillspell:
char4skillspell.remove(‘Increase Attack’)
skill1 = ‘Increase Attack’
char4skillspell.append(skill1)
if char4level >= 3 and ‘Warrior’ in char4class:
if ‘Regen Self’ in char4skillspell:
char4skillspell.remove(‘Regen Self’)
skill1 = ‘Regen Self’
char4skillspell.append(skill1)
if char4level >= 4 and ‘Warrior’ in char4class:
if ‘Strike Critically’ in char4skillspell:
char4skillspell.remove(‘Strike Critically’)
skill1 = ‘Strike Critically’
char4skillspell.append(skill1)
if char4level >= 5 and ‘Warrior’ in char4class:
if ‘Defend Other’ in char4skillspell:
char4skillspell.remove(‘Defend Other’)
skill1 = ‘Defend Other’
char4skillspell.append(skill1)

if char4level >= 1 and ‘Berserker’ in char4class:
if ‘Pummel’ in char4skillspell:
char4skillspell.remove(‘Pummel’)
skill1 = ‘Pummel’
char4skillspell.append(skill1)
if char4level >= 2 and ‘Berserker’ in char4class:
if ‘Tangle’ in char4skillspell:
char4skillspell.remove(‘Tangle’)
skill1 = ‘Tangle’
char4skillspell.append(skill1)
if char4level >= 3 and ‘Berserker’ in char4class:
if ‘Sweep’ in char4skillspell:
char4skillspell.remove(‘Sweep’)
skill1 = ‘Sweep’
char4skillspell.append(skill1)
if char4level >= 4 and ‘Berserker’ in char4class:
if ‘Bash’ in char4skillspell:
char4skillspell.remove(‘Bash’)
skill1 = ‘Bash’
char4skillspell.append(skill1)
if char4level >= 5 and ‘Berserker’ in char4class:
if ‘Life For Power’ in char4skillspell:
char4skillspell.remove(‘Life For Power’)
skill1 = ‘Life For Power’
char4skillspell.append(skill1)

if char4level >= 1 and ‘Mage’ in char4class:
if ‘Fire Bolt’ in char4skillspell:
char4skillspell.remove(‘Fire Bolt’)
skill1 = ‘Fire Bolt’
char4skillspell.append(skill1)
if char4level >= 2 and ‘Mage’ in char4class:
if ‘Magic Shield’ in char4skillspell:
char4skillspell.remove(‘Magic Shield’)
skill1 = ‘Magic Shield’
char4skillspell.append(skill1)
if char4level >= 3 and ‘Mage’ in char4class:
if ‘Lightning’ in char4skillspell:
char4skillspell.remove(‘Lightning’)
skill1 = ‘Lightning’
char4skillspell.append(skill1)
if char4level >= 4 and ‘Mage’ in char4class:
if ‘Fire Ball’ in char4skillspell:
char4skillspell.remove(‘Fire Ball’)
skill1 = ‘Fire Ball’
char4skillspell.append(skill1)
if char4level >= 5 and ‘Mage’ in char4class:
if ‘Ice Ray’ in char4skillspell:
char4skillspell.remove(‘Ice Ray’)
skill1 = ‘Ice Ray’
char4skillspell.append(skill1)

if char4level >= 1 and ‘Warlock’ in char4class:
if ‘Shadow Orb’ in char4skillspell:
char4skillspell.remove(‘Shadow Orb’)
skill1 = ‘Shadow Orb’
char4skillspell.append(skill1)
if char4level >= 2 and ‘Warlock’ in char4class:
if ‘Dark Reach’ in char4skillspell:
char4skillspell.remove(‘Dark Reach’)
skill1 = ‘Dark Reach’
char4skillspell.append(skill1)
if char4level >= 3 and ‘Warlock’ in char4class:
if ‘Addle Mind’ in cha4skillspell:
char4skillspell.remove(‘Addle Mind’)
skill1 = ‘Addle Mind’
char4skillspell.append(skill1)
if char4level >= 4 and ‘Warlock’ in char4class:
if ‘Addle Mind’ in char4skillspell:
char4skillspell.remove(‘Addle Mind’)
skill1 = ‘Change Heart’
char4skillspell.append(skill1)
if char4level >= 5 and ‘Warlock’ in char4class:
if ‘Sacrifice Ally’ in char4skillspell:
char4skillspell.remove(‘Sacrifice Ally’)
skill1 = ‘Sacrifice Ally’
char4skillspell.append(skill1)

if char4level >= 1 and ‘Priest’ in char4class:
if ‘Rally Defense’ in char4skillspell:
char4skillspell.remove(‘Rally Defense’)
skill1 = ‘Rally Defense’
char4skillspell.append(skill1)
if char4level >= 2 and ‘Priest’ in char4class:
if ‘Weak Heal’ in char4skillspell:
char4skillspell.remove(‘Weak Heal’)
skill1 = ‘Weak Heal’
char4skillspell.append(skill1)
if char4level >= 3 and ‘Priest’ in char4class:
if ‘Light Burst’ in char4skillspell:
char4skillspell.remove(‘Light Burst’)
skill1 = ‘Light Burst’
char4skillspell.append(skill1)
if char4level >= 4 and ‘Priest’ in char4class:
if ‘Harm Flesh’ in char4skillspell:
char4skillspell.remove(‘Harm Flesh’)
skill1 = ‘Harm Flesh’
char4skillspell.append(skill1)
if char4level >= 5 and ‘Priest’ in char4class:
if ‘Bless’ in char4skillspell:
char4skillspell.remove(‘Bless’)
skill1 = ‘Bless’
char4skillspell.append(skill1)

if char4level >= 1 and ‘Anointed One’ in char4class:
if ‘Holy Leap’ in char4skillspell:
char4skillspell.remove(‘Holy Leap’)
skill1 = ‘Holy Leap’
char4skillspell.append(skill1)
if char4level >= 2 and ‘Anointed One’ in char4class:
if ‘Summon Halo’ in char4skillspell:
char4skillspell.remove(‘Summon Halo’)
skill1 = ‘Summon Halo’
char4skillspell.append(skill1)
if char4level >= 3 and ‘Anointed One’ in char4class:
if ‘Call Fire’ in char4skillspell:
char4skillspell.remove(‘Call Fire’)
skill1 = ‘Call Fire’
char4skillspell.append(skill1)
if char4level >=4 and ‘Anointed One’ in char4class:
if ‘Lay On Hands’ in char4skillspell:
char4skillspell.remove(‘Lay On Hands’)
skill1 = ‘Lay On Hands’
char4skillspell.append(skill1)
if char4level >=5 and ‘Anointed One’ in char4class:
if ‘Weight Of The Deity’ in char4skillspell:
char4skillspell.remove(‘Weight Of The Deity’)
skill1 = ‘Weight Of The Deity’
char4skilspell.append(skill1)

if char4level >=1 and ‘Thief’ in char4class:
if ‘Backstab’ in char4skillspell:
char4skillspell.remove(‘Backstab’)
skill1 = ‘Backstab’
char4skillspell.append(skill1)
if char4level >=2 and ‘Thief’ in char4class:
if ‘Steal Item’ in char4skillspell:
char4skillspell.remove(‘Steal Item’)
skill1 = ‘Steal Item’
char4skillspell.append(skill1)
if char4level >=3 and ‘Thief’ in char4class:
if ‘Hurl Daggers’ in char4skillspell:
char4skillspell.remove(‘Hurl Daggers’)
skill1 = ‘Hurl Daggers’
char4skillspell.append(skill1)
if char4level >=4 and ‘Thief’ in char4class:
if ‘Fade To Shadows’ in char4skillspell:
char4skillspell.remove(‘Fade To Shadows’)
skill1 = ‘Fade To Shadows’
char4skillspell.append(skill1)
if char4level >=5 and ‘Thief’ in char4class:
if ‘Pry Armour’ in char4skillspell:
char4skillspell.remove(‘Pry Armour’)
skill1 = ‘Pry Armour’
char4skillspell.append(skill1)

if char4level >=1 and ‘Duelist’ in char4class:
if ‘En Garde’ in char4skillspell:
char4skillspell.remove(‘En Garde’)
skill1 = ‘En Garde’
char4skillspell.append(skill1)
if char4level >=2 and ‘Duelist’ in char4class:
if ‘Designate Target’ in char4skillspell:
char4skillspell.remove(‘Designate Target’)
skill1 = ‘Designate Target’
char4skillspell.append(skill1)
if char4level >=3 and ‘Duelist’ in char4class:
if ‘Flurry’ in char4skillspell:
char4skillspell.remove(‘Flurry’)
skill1 = ‘Flurry’
char4skillspell.append(skill1)
if char4level >=4 and ‘Duelist’ in char4class:
if ‘Riposte’ in char4skillspell:
char4skillspell.remove(‘Riposte’)
skill1 = ‘Riposte’
char4skillspell.append(skill1)
if char4level >=5 and ‘Duelist’ in char4class:
if ‘Recoup’ in char4skillspell:
char4skillspell.remove(‘Recoup’)
skill1 = ‘Recoup’
char4skillspell.append(skill1)

if char4level >=1 and ‘Archer’ in char4class:
if ‘Multi Arrow’ in char4skillspell:
char4skillspell.remove(‘Multi Arrow’)
skill1 = ‘Multi Arrow’
char4skillspell.append(skill1)
if char4level >=2 and ‘Archer’ in char4class:
if ‘Arrow Of Life’ in char4skillspell:
char4skillspell.remove(‘Arrow Of Life’)
skill1 = ‘Arrow Of Life’
char4skillspell.append(skill1)
if char4level >=3 and ‘Archer’ in char4class:
if ‘Binding Shot’ in char4skillspell:
char4skillspell.remove(‘Binding Shot’)
skill1 = ‘Binding Shot’
char4skillspell.append(skill1)
if char4level >=4 and ‘Archer’ in char4class:
if ‘Disengage’ in char4skillspell:
char4skillspell.remove(‘Disengage’)
skill1 = ‘Disengage’
char4skillspell.append(skill1)
if char4level >=5 and ‘Archer’ in char4class:
if ‘Heartsnipe’ in char4skillspell:
char4skillspell.remove(‘Heartsnipe’)
skill1 = ‘Heartsnipe’
char4skillspell.append(skill1)

if char4level >=1 and ‘Ranger’ in char4class:
if ‘Call Companion’ in char4skillspell:
char4skillspell.remove(‘Call Companion’)
skill1 = ‘Call Companion’
char4skillspell.append(skill1)
if char4level >=2 and ‘Ranger’ in char4class:
if ‘Steady Shot’ in char4skillspell:
char4skillspell.remove(‘Steady Shot’)
skill1 = ‘Steady Shot’
char4skillspell.append(skill1)
if char4level >=3 and ‘Ranger’ in char4class:
if ‘Enrage Familiar’ in char4skillspell:
char4skillspell.remove(‘Enrage Familiar’)
skill1 = ‘Enrage Familiar’
char4skillspell.append(skill1)
if char4level >=4 and ‘Ranger’ in char4class:
if ‘Name Foe’ in char4skillspell:
char4skillspell.remove(‘Name Foe’)
skill1 = ‘Name Foe’
char4skillspell.append(skill1)
if char4level >=5 and ‘Ranger’ in char4class:
if ‘Tame Animal’ in char4skillspell:
char4skillspell.remove(‘Tame Animal’)
skill1 = ‘Tame Animal’
char4skillspell.append(skill1)

def skilladd4():
global char5skillspell
char5skillspell = char5skillspell

for skill in char5skillspell:

try:
if ‘Power Slash’ in char5skillspell:
char5skillspell.remove(‘Power Slash’)
if ‘Increase Attack’ in char5skillspell:
char5skillspell.remove(‘Power Slash’)
if ‘Regen Self’ in char5skillspell:
char5skillspell.remove(‘Regen Self’)
if ‘Strike Critically’ in char5skillspell:
char5skillspell.remove(‘Strike Critically’)
if ‘Defend Other’ in char5skillspell:
char5skillspell.remove(‘Strike Critically’)
if ‘Pummel’ in char5skillspell:
char5skillspell.remove(‘Pummel’)
if ‘Tangle’ in char5skillspell:
char5skillspell.remove(‘Tangle’)
if ‘Sweep’ in char5skillspell:
char5skillspell.remove(‘Sweep’)
if ‘Bash’ in char5skillspell:
char5skillspell.remove(‘Bash’)
if ‘Life For Power’ in char5skillspell:
char5skillspell.remove(‘Life For Power’)
if ‘Fire Bolt’ in char5skillspell:
char5skillspell.remove(‘Fire Bolt’)
if ‘Magic Shield’ in char5skillspell:
char5skillspell.remove(‘Magic Shield’)
if ‘Dark Rain’ in char5skillspell:
char5skillspell.remove(‘Dark Rain’)
if ‘Fire Ball’ in char5skillspell:
char5skillspell.remove(‘Fire Ball’)
if ‘Ice Ray’ in char5skillspell:
char5skillspell.remove(‘Ice Ray’)
if ‘Shadow Orb’ in char5skillspell:
char5skillspell.remove(‘Shadow Orb’)
if ‘Dark Reach’ in char5skillspell:
char5skillspell.remove(‘Dark Reach’)
if ‘Addle Mind’ in char5skillspell:
char5skillspell.remove(‘Addle Mind’)
if ‘Change Heart’ in char5skillspell:
char5skillspell.remove(‘Change Heart’)
if ‘Sacrifice Ally’ in char5skillspell:
char5skillspell.remove(‘Sacrifice Ally’)
if ‘Rally Defense’ in char5skillspell:
char5skillspell.remove(‘Rally Defense’)
if ‘Weak Heal’ in char5skillspell:
char5skillspell.remove(‘Weak Heal’)
if ‘Light Burst’ in char5skillspell:
char5skillspell.remove(‘Light Burst’)
if ‘Harm Flesh’ in char5skillspell:
char5skillspell.remove(‘Harm Flesh’)
if ‘Bless’ in char5skillspell:
char5skillspell.remove(‘Bless’)
if ‘Holy Leap’ in char5skillspell:
char5skillspell.remove(‘Holy Leap’)
if ‘Summon Halo’ in char5skillspell:
char5skillspell.remove(‘Summon Halo’)
if ‘Call Fire’ in char5skillspell:
char5skillspell.remove(‘Call Fire’)
if ‘Lay On Hands’ in char5skillspell:
char5skillspell.remove(‘Lay On Hands’)
if ‘Weight Of The Deity’ in char5skillspell:
char5skillspell.remove(‘Weight Of The Deity’)
if ‘Backstab’ in char5skillspell:
char5skillspell.remove(‘Backstab’)
if ‘Steal Item’ in char5skillspell:
char5skillspell.remove(‘Steal Item’)
if ‘Hurl Daggers’ in char5skillspell:
char5skillspell.remove(‘Hurl Daggers’)
if ‘Fade To Shadows’ in char5skillspell:
char5skillspell.remove(‘Fade To Shadows’)
if ‘Pry Armour’ in char5skillspell:
char5skillspell.remove(‘Pry Armour’)
if ‘En Garde’ in char5skillspell:
char5skillspell.remove(‘En Garde’)
if ‘Designate Target’ in char5skillspell:
char5skillspell.remove(‘Designate Target’)
if ‘Flurry’ in char5skillspell:
char5skillspell.remove(‘Flurry’)
if ‘Riposte’ in char5skillspell:
char5skillspell.remove(‘Riposte’)
if ‘Recoup’ in char5skillspell:
char5skillspell.remove(‘Recoup’)
if ‘Multi Arrow’ in char5skillspell:
char5skillspell.remove(‘Multi Arrow’)
if ‘Arrow Of Life’ in char5skillspell:
char5skillspell.remove(‘Arrow Of Life’)
if ‘Binding Shot’ in char5skillspell:
char5skillspell.remove(‘Binding Shot’)
if ‘Disengage’ in char5skillspell:
char5skillspell.remove(‘Disengage’)
if ‘Heartsnipe’ in char5skillspell:
char5skillspell.remove(‘Heartsnipe’)
if ‘Call Companion’ in char5skillspell:
char5skillspell.remove(‘Call Companion’)
if ‘Steady Shot’ in char5skillspell:
char5skillspell.remove(‘Steady Shot’)
if ‘Enrage Familiar’ in char5skillspell:
char5skillspell.remove(‘Enrage Familiar’)
if ‘Name Foe’ in char5skillspell:
char5skillspell.remove(‘Name Foe’)

except ValueError:
continue

if char5level >= 1 and ‘Warrior’ in char5class:
if ‘Power Slash’ in char5skillspell:
char5skillspell.remove(‘Power Slash’)
skill1 = ‘Power Slash’
char5skillspell.append(skill1)
if char5level >= 2 and ‘Warrior’ in char5class:
if ‘Increase Attack’ in char5skillspell:
char5skillspell.remove(‘Increase Attack’)
skill1 = ‘Increase Attack’
char5skillspell.append(skill1)
if char5level >= 3 and ‘Warrior’ in char5class:
if ‘Regen Self’ in char5skillspell:
char5skillspell.remove(‘Regen Self’)
skill1 = ‘Regen Self’
char5skillspell.append(skill1)
if char5level >= 4 and ‘Warrior’ in char5class:
if ‘Strike Critically’ in char5skillspell:
char5skillspell.remove(‘Strike Critically’)
skill1 = ‘Strike Critically’
char5skillspell.append(skill1)
if char5level >= 5 and ‘Warrior’ in char5class:
if ‘Defend Other’ in char5skillspell:
char5skillspell.remove(‘Defend Other’)
skill1 = ‘Defend Other’
char5skillspell.append(skill1)

if char5level >= 1 and ‘Berserker’ in char5class:
if ‘Pummel’ in char5skillspell:
char5skillspell.remove(‘Pummel’)
skill1 = ‘Pummel’
char5skillspell.append(skill1)
if char5level >= 2 and ‘Berserker’ in char5class:
if ‘Tangle’ in char5skillspell:
char5skillspell.remove(‘Tangle’)
skill1 = ‘Tangle’
char5skillspell.append(skill1)
if char5level >= 3 and ‘Berserker’ in char5class:
if ‘Sweep’ in char5skillspell:
char5skillspell.remove(‘Sweep’)
skill1 = ‘Sweep’
char5skillspell.append(skill1)
if char5level >= 4 and ‘Berserker’ in char5class:
if ‘Bash’ in char5skillspell:
char5skillspell.remove(‘Bash’)
skill1 = ‘Bash’
char5skillspell.append(skill1)
if char5level >= 5 and ‘Berserker’ in char5class:
if ‘Life For Power’ in char5skillspell:
char5skillspell.remove(‘Life For Power’)
skill1 = ‘Life For Power’
char5skillspell.append(skill1)

if char5level >= 1 and ‘Mage’ in char5class:
if ‘Fire Bolt’ in char5skillspell:
char5skillspell.remove(‘Fire Bolt’)
skill1 = ‘Fire Bolt’
char5skillspell.append(skill1)
if char5level >= 2 and ‘Mage’ in char5class:
if ‘Magic Shield’ in char5skillspell:
char5skillspell.remove(‘Magic Shield’)
skill1 = ‘Magic Shield’
char5skillspell.append(skill1)
if char5level >= 3 and ‘Mage’ in char5class:
if ‘Lightning’ in char5skillspell:
char5skillspell.remove(‘Lightning’)
skill1 = ‘Lightning’
char5skillspell.append(skill1)
if char5level >= 4 and ‘Mage’ in char5class:
if ‘Fire Ball’ in char5skillspell:
char5skillspell.remove()
skill1 = ‘Fire Ball’
char5skillspell.append(skill1)
if char5level >= 5 and ‘Mage’ in char5class:
if ‘Ice Ray’ in char5skillspell:
char5skillspell.remove(‘Ice Ray’)
skill1 = ‘Ice Ray’
char5skillspell.append(skill1)

if char5level >= 1 and ‘Warlock’ in char5class:
if ‘Shadow Orb’ in char5skillspell:
char5skillspell.remove(‘Shadow Orb’)
skill1 = ‘Shadow Orb’
char5skillspell.append(skill1)
if char5level >= 2 and ‘Warlock’ in char5class:
if ‘Dark Reach’ in char5skillspell:
char5skillspell.remove(‘Dark Reach’)
skill1 = ‘Dark Reach’
char5skillspell.append(skill1)
if char5level >= 3 and ‘Warlock’ in char5class:
if ‘Addle Mind’ in char5skillspell:
char5skillspell.remove(‘Addle Mind’)
skill1 = ‘Addle Mind’
char5skillspell.append(skill1)
if char5level >= 4 and ‘Warlock’ in char5class:
if ‘Change Heart’ in char5skillspell:
char5skillspell.remove(‘Change Heart’)
skill1 = ‘Change Heart’
char5skillspell.append(skill1)
if char5level >= 5 and ‘Warlock’ in char5class:
if ‘Sacrifice Ally’ in char5skillspell:
char5skillspell.remove(‘Sacrifice Ally’)
skill1 = ‘Sacrifice Ally’
char5skillspell.append(skill1)

if char5level >= 1 and ‘Priest’ in char5class:
if ‘Rally Defense’ in char5skillspell:
char5skillspell.remove(‘Rally Defense’)
skill1 = ‘Rally Defense’
char5skillspell.append(skill1)
if char5level >= 2 and ‘Priest’ in char5class:
if ‘Weak Heal’ in char5skillspell:
char5skillspell.remove(‘Weak Heal’)
skill1 = ‘Weak Heal’
char5skillspell.append(skill1)
if char5level >= 3 and ‘Priest’ in char5class:
if ‘Light Burst’ in char5skillspell:
char5skillspell.remove(‘Light Burst’)
skill1 = ‘Light Burst’
char5skillspell.append(skill1)
if char5level >= 4 and ‘Priest’ in char5class:
if ‘Harm Flesh’ in char5skillspell:
char5skillspell.remove(‘Harm Flesh’)
skill1 = ‘Harm Flesh’
char5skillspell.append(skill1)
if char5level >= 5 and ‘Priest’ in char5class:
if ‘Bless’ in char5skillspell:
char5skillspell.remove(‘Bless’)
skill1 = ‘Bless’
char5skillspell.append(skill1)

if char5level >= 1 and ‘Anointed One’ in char5class:
if ‘Holy Leap’ in char5skillspell:
char5skillspell.remove(‘Holy Leap’)
skill1 = ‘Holy Leap’
char5skillspell.append(skill1)
if char5level >= 2 and ‘Anointed One’ in char5class:
if ‘Summon Halo’ in char5skillspell:
char5skillspell.remove(‘Summon Halo’)
skill1 = ‘Summon Halo’
char5skillspell.append(skill1)
if char5level >= 3 and ‘Anointed One’ in char5class:
if ‘Call Fire’ in char5skillspell:
char5skillspell.remove(‘Call Fire’)
skill1 = ‘Call Fire’
char5skillspell.append(skill1)
if char5level >=4 and ‘Anointed One’ in char5class:
if ‘Lay On Hands’ in char5skillspell:
char5skillspell.remove(‘Lay On Hands’)
skill1 = ‘Lay On Hands’
char5skillspell.append(skill1)
if char5level >=5 and ‘Anointed One’ in char5class:
if ‘Weight Of The Deity’ in char5skillspell:
char5skillspell.remove(‘Weight Of The Deity’)
skill1 = ‘Weight Of The Deity’
char5skilspell.append(skill1)

if char5level >=1 and ‘Thief’ in char5class:
if ‘Backstab’ in char5skillspell:
char5skillspell.remove(‘Backstab’)
skill1 = ‘Backstab’
char5skillspell.append(skill1)
if char5level >=2 and ‘Thief’ in char5class:
if ‘Item Steal’ in char5skillspell:
char5skillspell.remove(‘Steal Item’)
skill1 = ‘Steal Item’
char5skillspell.append(skill1)
if char5level >=3 and ‘Thief’ in char5class:
if ‘Hurl Daggers’ in char5skillspell:
char5skillspell.remove(‘Hurl Daggers’)
skill1 = ‘Hurl Daggers’
char5skillspell.append(skill1)
if char5level >=4 and ‘Thief’ in char5class:
if ‘Fade To Shadows’ in char5skillspell:
char5skillspell.remove(‘Fade To Shadows’)
skill1 = ‘Fade To Shadows’
char5skillspell.append(skill1)
if char5level >=5 and ‘Thief’ in char5class:
if ‘Pry Armour’ in char5skillspell:
char5skillspell.remove(‘Pry Armour’)
skill1 = ‘Pry Armour’
char5skillspell.append(skill1)

if char5level >=1 and ‘Duelist’ in char5class:
if ‘En Garde’ in char5skillspell:
char5skillspell.remove(‘En Garde’)
skill1 = ‘En Garde’
char5skillspell.append(skill1)
if char5level >=2 and ‘Duelist’ in char5class:
if ‘Designate Target’ in char5skillspell:
char5skillspell.remove(‘Designate Target’)
skill1 = ‘Designate Target’
char5skillspell.append(skill1)
if char5level >=3 and ‘Duelist’ in char5class:
if ‘Flurry’ in char5skillspell:
char5skillspell.remove(‘Flurry’)
skill1 = ‘Flurry’
char5skillspell.append(skill1)
if char5level >=4 and ‘Duelist’ in char5class:
if ‘Riposte’ in char5skillspell:
char5skillspell.remove(‘Riposte’)
skill1 = ‘Riposte’
char5skillspell.append(skill1)
if char5level >=5 and ‘Duelist’ in char5class:
if ‘Recoup’ in char5skillspell:
char5skillspell.remove(‘Recoup’)
skill1 = ‘Recoup’
char5skillspell.append(skill1)

if char5level >=1 and ‘Archer’ in char5class:
if ‘Multi Arrow’ in char5skillspell:
char5skillspell.remove(‘Multi Arrow’)
skill1 = ‘Multi Arrow’
char5skillspell.append(skill1)
if char5level >=2 and ‘Archer’ in char5class:
if ‘Arrow Of Life’ in char5skillspell:
char5skillspell.remove(‘Arrow Of Life’)
skill1 = ‘Arrow Of Life’
char5skillspell.append(skill1)
if char5level >=3 and ‘Archer’ in char5class:
if ‘Binding Shot’ in char5skillspell:
char5skillspell.remove(‘Binding Shot’)
skill1 = ‘Binding Shot’
char5skillspell.append(skill1)
if char5level >=4 and ‘Archer’ in char5class:
if ‘Disengage’ in char5skillspell:
char5skillspell.remove(‘Disengage’)
skill1 = ‘Disengage’
char5skillspell.append(skill1)
if char5level >=5 and ‘Archer’ in char5class:
if ‘Heartsnipe’ in char5skillspell:
char5skillspell.remove(‘Heartsnipe’)
skill1 = ‘Heartsnipe’
char5skillspell.append(skill1)

if char5level >=1 and ‘Ranger’ in char5class:
if ‘Call Companion’ in char5skillspell:
char5skillspell.remove(‘Call Companion’)
skill1 = ‘Call Companion’
char5skillspell.append(skill1)
if char5level >=2 and ‘Ranger’ in char5class:
if ‘Steady Shot’ in char5skillspell:
char5skillspell.remove(‘Steady Shot’)
skill1 = ‘Steady Shot’
char5skillspell.append(skill1)
if char5level >=3 and ‘Ranger’ in char5class:
if ‘Enrage Familiar’ in char5skillspell:
char5skillspell.remove(‘Enrage Familiar’)
skill1 = ‘Enrage Familiar’
char5skillspell.append(skill1)
if char5level >=4 and ‘Ranger’ in char5class:
if ‘Name Foe’ in char5skillspell:
char5skillspell.remove(‘Name Foe’)
skill1 = ‘Name Foe’
char5skillspell.append(skill1)
if char5level >=5 and ‘Ranger’ in char5class:
if ‘Tame Animal’ in char5skillspell:
char5skillspell.remove(‘Tame Animal’)
skill1 = ‘Tame Animal’
char5skillspell.append(skill1)

def skilladd5():
global char6skillspell
char6skillspell = char6skillspell

for skill in char6skillspell:

try:
if ‘Power Slash’ in char6skillspell:
char6skillspell.remove(‘Power Slash’)
if ‘Increase Attack’ in char6skillspell:
char6skillspell.remove(‘Power Slash’)
if ‘Regen Self’ in char6skillspell:
char6skillspell.remove(‘Regen Self’)
if ‘Strike Critically’ in char6skillspell:
char6skillspell.remove(‘Strike Critically’)
if ‘Defend Other’ in char5skillspell:
char6skillspell.remove(‘Strike Critically’)
if ‘Pummel’ in char5skillspell:
char6skillspell.remove(‘Pummel’)
if ‘Tangle’ in char5skillspell:
char6skillspell.remove(‘Tangle’)
if ‘Sweep’ in char5skillspell:
char6skillspell.remove(‘Sweep’)
if ‘Bash’ in char5skillspell:
char6skillspell.remove(‘Bash’)
if ‘Life For Power’ in char6skillspell:
char6skillspell.remove(‘Life For Power’)
if ‘Fire Bolt’ in char6skillspell:
char6skillspell.remove(‘Fire Bolt’)
if ‘Magic Shield’ in char6skillspell:
char6skillspell.remove(‘Magic Shield’)
if ‘Dark Rain’ in char6skillspell:
char6skillspell.remove(‘Dark Rain’)
if ‘Fire Ball’ in char6skillspell:
char6skillspell.remove(‘Fire Ball’)
if ‘Ice Ray’ in char6skillspell:
char6skillspell.remove(‘Ice Ray’)
if ‘Shadow Orb’ in char6skillspell:
char6skillspell.remove(‘Shadow Orb’)
if ‘Dark Reach’ in char6skillspell:
char6skillspell.remove(‘Dark Reach’)
if ‘Addle Mind’ in char6skillspell:
char6skillspell.remove(‘Addle Mind’)
if ‘Change Heart’ in char6skillspell:
char6skillspell.remove(‘Change Heart’)
if ‘Sacrifice Ally’ in char6skillspell:
char6skillspell.remove(‘Sacrifice Ally’)
if ‘Rally Defense’ in char6skillspell:
char6skillspell.remove(‘Rally Defense’)
if ‘Weak Heal’ in char6skillspell:
char6skillspell.remove(‘Weak Heal’)
if ‘Light Burst’ in char6skillspell:
char6skillspell.remove(‘Light Burst’)
if ‘Harm Flesh’ in char6skillspell:
char6skillspell.remove(‘Harm Flesh’)
if ‘Bless’ in char6skillspell:
char6skillspell.remove(‘Bless’)
if ‘Holy Leap’ in char6skillspell:
char6skillspell.remove(‘Holy Leap’)
if ‘Summon Halo’ in char6skillspell:
char6skillspell.remove(‘Summon Halo’)
if ‘Call Fire’ in char6skillspell:
char6skillspell.remove(‘Call Fire’)
if ‘Lay On Hands’ in char6skillspell:
char6skillspell.remove(‘Lay On Hands’)
if ‘Weight Of The Deity’ in char6skillspell:
char6skillspell.remove(‘Weight Of The Deity’)
if ‘Backstab’ in char6skillspell:
char6skillspell.remove(‘Backstab’)
if ‘Steal Item’ in char6skillspell:
char6skillspell.remove(‘Steal Item’)
if ‘Hurl Daggers’ in char6skillspell:
char6skillspell.remove(‘Hurl Daggers’)
if ‘Fade To Shadows’ in char6skillspell:
char6skillspell.remove(‘Fade To Shadows’)
if ‘Pry Armour’ in char6skillspell:
char6skillspell.remove(‘Pry Armour’)
if ‘En Garde’ in char6skillspell:
char6skillspell.remove(‘En Garde’)
if ‘Designate Target’ in char6skillspell:
char6skillspell.remove(‘Designate Target’)
if ‘Flurry’ in char6skillspell:
char6skillspell.remove(‘Flurry’)
if ‘Riposte’ in char6skillspell:
char6skillspell.remove(‘Riposte’)
if ‘Recoup’ in char6skillspell:
char6skillspell.remove(‘Recoup’)
if ‘Multi Arrow’ in char6skillspell:
char6skillspell.remove(‘Multi Arrow’)
if ‘Arrow Of Life’ in char6skillspell:
char6skillspell.remove(‘Arrow Of Life’)
if ‘Binding Shot’ in char6skillspell:
char6skillspell.remove(‘Binding Shot’)
if ‘Disengage’ in char6skillspell:
char6skillspell.remove(‘Disengage’)
if ‘Heartsnipe’ in char6skillspell:
char6skillspell.remove(‘Heartsnipe’)
if ‘Call Companion’ in char6skillspell:
char6skillspell.remove(‘Call Companion’)
if ‘Steady Shot’ in char6skillspell:
char6skillspell.remove(‘Steady Shot’)
if ‘Enrage Familiar’ in char6skillspell:
char6skillspell.remove(‘Enrage Familiar’)
if ‘Name Foe’ in char6skillspell:
char6skillspell.remove(‘Name Foe’)

except ValueError:
continue

if char6level >= 1 and ‘Warrior’ in char6class:
if ‘Power Slash’ in char6skillspell:
char6skillspell.remove(‘Power Slash’)
skill1 = ‘Power Slash’
char6skillspell.append(skill1)
if char6level >= 2 and ‘Warrior’ in char6class:
if ‘Increase Attack’ in char6skillspell:
char6skillspell.remove(‘Increase Attack’)
skill1 = ‘Increase Attack’
char6skillspell.append(skill1)
if char6level >= 3 and ‘Warrior’ in char6class:
if ‘Regen Self’ in char6skillspell:
char6skillspell.remove(‘Regen Self’)
skill1 = ‘Regen Self’
char6skillspell.append(skill1)
if char6level >= 4 and ‘Warrior’ in char6class:
if ‘Strike Critically’ in char6skillspell:
char6skillspell.remove(‘Strike Critically’)
skill1 = ‘Strike Critically’
char6skillspell.append(skill1)
if char6level >= 5 and ‘Warrior’ in char6class:
if ‘Defend Other’ in char6skillspell:
char6skillspell.remove(‘Defend Other’)
skill1 = ‘Defend Other’
char6skillspell.append(skill1)

if char6level >= 1 and ‘Berserker’ in char6class:
if ‘Pummel’ in char6skillspell:
char6skillspell.remove(‘Pummel’)
skill1 = ‘Pummel’
char6skillspell.append(skill1)
if char6level >= 2 and ‘Berserker’ in char6class:
if ‘Tangle’ in char6skillspell:
char6skillspell.remove(‘Tangle’)
skill1 = ‘Tangle’
char6skillspell.append(skill1)
if char6level >= 3 and ‘Berserker’ in char6class:
if ‘Sweep’ in char6skillspell:
char6skillspell.remove(‘Sweep’)
skill1 = ‘Sweep’
char6skillspell.append(skill1)
if char6level >= 4 and ‘Berserker’ in char6class:
if ‘Bash’ in char6skillspell:
char6skillspell.remove(‘Bash’)
skill1 = ‘Bash’
char6skillspell.append(skill1)
if char6level >= 5 and ‘Berserker’ in char6class:
if ‘Life For Power’ in char6skillspell:
char6skillspell.remove(‘Life For Power’)
skill1 = ‘Life For Power’
char6skillspell.append(skill1)

if char6level >= 1 and ‘Mage’ in char6class:
if ‘Fire Bolt’ in char6skillspell:
char6skillspell.remove(‘Fire Bolt’)
skill1 = ‘Fire Bolt’
char6skillspell.append(skill1)
if char6level >= 2 and ‘Mage’ in char6class:
if ‘Magic Shield’ in char6skillspell:
char6skillspell.remove(‘Magic Shield’)
skill1 = ‘Magic Shield’
char6skillspell.append(skill1)
if char6level >= 3 and ‘Mage’ in char6class:
if ‘Lightning’ in char6skillspell:
char6skillspell.remove(‘Lightning’)
skill1 = ‘Lightning’
char6skillspell.append(skill1)
if char6level >= 4 and ‘Mage’ in char6class:
if ‘Fire Ball’ in char6skillspell:
char6skillspell.remove(‘Fire Ball’)
skill1 = ‘Fire Ball’
char6skillspell.append(skill1)
if char6level >= 5 and ‘Mage’ in char6class:
if ‘Ice Ray’ in char6skillspell:
char6skillspell.remove(‘Ice Ray’)
skill1 = ‘Ice Ray’
char6skillspell.append(skill1)

if char6level >= 1 and ‘Warlock’ in char6class:
if ‘Shadow Orb’ in char6skillspell:
char6skillspell.remove(‘Shadow Orb’)
skill1 = ‘Shadow Orb’
char6skillspell.append(skill1)
if char6level >= 2 and ‘Warlock’ in char6class:
if ‘Dark Reach’ in char6skillspell:
char6skillspell.remove(‘Dark Reach’)
skill1 = ‘Dark Reach’
char6skillspell.append(skill1)
if char6level >= 3 and ‘Warlock’ in char6class:
if ‘Addle Mind’ in char6skillspell:
char6skillspell.remove(‘Addle Mind’)
skill1 = ‘Addle Mind’
char6skillspell.append(skill1)
if char6level >= 4 and ‘Warlock’ in char6class:
if ‘Change Heart’ in char6skillspell:
char6skillspell.remove(‘Change Heart’)
skill1 = ‘Change Heart’
char6skillspell.append(skill1)
if char6level >= 5 and ‘Warlock’ in char6class:
if ‘Sacrifice Ally’ in char6skillspell:
char6skillspell.remove(‘Sacrifice Ally’)
skill1 = ‘Sacrifice Ally’
char6skillspell.append(skill1)

if char6level >= 1 and ‘Priest’ in char6class:
if ‘Rally Defense’ in char6skillspell:
char6skillspell.remove(‘Rally Defense’)
skill1 = ‘Rally Defense’
char6skillspell.append(skill1)
if char6level >= 2 and ‘Priest’ in char6class:
if ‘Weak Heal’ in char6skillspell:
char6skillspell.remove(‘Weak Heal’)
skill1 = ‘Weak Heal’
char6skillspell.append(skill1)
if char6level >= 3 and ‘Priest’ in char6class:
if ‘Light Burst’ in char6skillspell:
char6skillspell.remove(‘Light Burst’)
skill1 = ‘Light Burst’
char6skillspell.append(skill1)
if char6level >= 4 and ‘Priest’ in char6class:
if ‘Harm Flesh’ in char6skillspell:
char6skillspell.remove(‘Harm Flesh’)
skill1 = ‘Harm Flesh’
char6skillspell.append(skill1)
if char6level >= 5 and ‘Priest’ in char6class:
if ‘Bless’ in char6skillspell:
char6skillspell.remove(‘Bless’)
skill1 = ‘Bless’
char6skillspell.append(skill1)

if char6level >= 1 and ‘Anointed One’ in char6class:
if ‘Holy Leap’ in char6skillspell:
char6skillspell.remove(‘Holy Leap’)
skill1 = ‘Holy Leap’
char6skillspell.append(skill1)
if char6level >= 2 and ‘Anointed One’ in char6class:
if ‘Summon Halo’ in char6skillspell:
char6skillspell.remove(‘Summon Halo’)
skill1 = ‘Summon Halo’
char6skillspell.append(skill1)
if char6level >= 3 and ‘Anointed One’ in char6class:
if ‘Call Fire’ in char6skillspell:
char6skillspell.remove(‘Call Fire’)
skill1 = ‘Call Fire’
char6skillspell.append(skill1)
if char6level >=4 and ‘Anointed One’ in char6class:
if ‘Lay On Hands’ in char6skillspell:
char6skillspell.remove(‘Lay On Hands’)
skill1 = ‘Lay On Hands’
char6skillspell.append(skill1)
if char6level >=5 and ‘Anointed One’ in char6class:
if ‘Weight Of The Deity’ in char6skillspell:
char6skillspell.remove(‘Weight Of The Deity’)
skill1 = ‘Weight Of The Deity’
char6skilspell.append(skill1)

if char6level >=1 and ‘Thief’ in char6class:
if ‘Backstab’ in char6skillspell:
char6skillspell.remove(‘Backstab’)
skill1 = ‘Backstab’
char6skillspell.append(skill1)
if char6level >=2 and ‘Thief’ in char6class:
if ‘Steal Item’ in char6skillspell:
char6skillspell.remove(‘Steal Item’)
skill1 = ‘Steal Item’
char6skillspell.append(skill1)
if char6level >=3 and ‘Thief’ in char6class:
if ‘Hurl Daggers’ in char6skillspell:
char6skillspell.remove(‘Hurl Daggers’)
skill1 = ‘Hurl Daggers’
char6skillspell.append(skill1)
if char6level >=4 and ‘Thief’ in char6class:
if ‘Fade To Shadows’ in char6skillspell:
char6skillspell.remove(‘Fade To Shadows’)
skill1 = ‘Fade To Shadows’
char6skillspell.append(skill1)
if char6level >=5 and ‘Thief’ in char6class:
if ‘Pry Armour’ in char6skillspell:
char6skillspell.remove(‘Pry Armour’)
skill1 = ‘Pry Armour’
char6skillspell.append(skill1)

if char6level >=1 and ‘Duelist’ in char6class:
if ‘En Garde’ in char6skillspell:
char6skillspell.remove(‘En Garde’)
skill1 = ‘En Garde’
char6skillspell.append(skill1)
if char6level >=2 and ‘Duelist’ in char6class:
if ‘Designate Target’ in char6skillspell:
char6skillspell.remove(‘Designate Target’)
skill1 = ‘Designate Target’
char6skillspell.append(skill1)
if char6level >=3 and ‘Duelist’ in char6class:
if ‘Flurry’ in char6skillspell:
char6skillspell.remove(‘Flurry’)
skill1 = ‘Flurry’
char6skillspell.append(skill1)
if char6level >=4 and ‘Duelist’ in char6class:
if ‘Riposte’ in char6skillspell:
char6skillspell.remove(‘Riposte’)
skill1 = ‘Riposte’
char6skillspell.append(skill1)
if char6level >=5 and ‘Duelist’ in char6class:
if ‘Recoup’ in char6skillspell:
char6skillspell.remove(‘Recoup’)
skill1 = ‘Recoup’
char6skillspell.append(skill1)

if char6level >=1 and ‘Archer’ in char6class:
if ‘Multi Arrow’ in char6skillspell:
char6skillspell.remove(‘Multi Arrow’)
skill1 = ‘Multi Arrow’
char6skillspell.append(skill1)
if char6level >=2 and ‘Archer’ in char6class:
if ‘Arrow Of Life’ in char6skillspell:
char6skillspell.remove(‘Arrow Of Life’)
skill1 = ‘Arrow Of Life’
char6skillspell.append(skill1)
if char6level >=3 and ‘Archer’ in char6class:
if ‘Binding Shot’ in char6skillspell:
char6skillspell.remove(‘Binding Shot’)
skill1 = ‘Binding Shot’
char6skillspell.append(skill1)
if char6level >=4 and ‘Archer’ in char6class:
if ‘Disengage’ in char6skillspell:
char6skillspell.remove(‘Disengage’)
skill1 = ‘Disengage’
char6skillspell.append(skill1)
if char6level >=5 and ‘Archer’ in char6class:
if ‘Heartsnipe’ in char6skillspell:
char6skillspell.remove(‘Heartsnipe’)
skill1 = ‘Heartsnipe’
char6skillspell.append(skill1)

if char6level >=1 and ‘Ranger’ in char6class:
if ‘Call Companion’ in char6skillspell:
char6skillspell.remove(‘Call Companion’)
skill1 = ‘Call Companion’
char6skillspell.append(skill1)
if char6level >=2 and ‘Ranger’ in char6class:
if ‘Steady Shot’ in char6skillspell:
char6skillspell.remove(‘Steady Shot’)
skill1 = ‘Steady Shot’
char6skillspell.append(skill1)
if char6level >=3 and ‘Ranger’ in char6class:
if ‘Enrage Familiar’ in char6skillspell:
char6skillspell.remove(‘Enrage Familiar’)
skill1 = ‘Enrage Familiar’
char6skillspell.append(skill1)
if char6level >=4 and ‘Ranger’ in char6class:
if ‘Name Foe’ in char6skillspell:
char6skillspell.remove(‘Name Foe’)
skill1 = ‘Name Foe’
char6skillspell.append(skill1)
if char6level >=5 and ‘Ranger’ in char6class:
if ‘Tame Animal’ in char6skillspell:
char6skillspell.remove(‘Tame Animal’)
skill1 = ‘Tame Animal’
char6skillspell.append(skill1)

def skilladd6():
global char7skillspell
char7skillspell = char7skillspell

for skill in char7skillspell:

try:
if ‘Power Slash’ in char7skillspell:
char7skillspell.remove(‘Power Slash’)
if ‘Increase Attack’ in char7skillspell:
char7skillspell.remove(‘Power Slash’)
if ‘Regen Self’ in char7skillspell:
char7skillspell.remove(‘Regen Self’)
if ‘Strike Critically’ in char7skillspell:
char7skillspell.remove(‘Strike Critically’)
if ‘Defend Other’ in char7skillspell:
char7skillspell.remove(‘Strike Critically’)
if ‘Pummel’ in char7skillspell:
char7skillspell.remove(‘Pummel’)
if ‘Tangle’ in char7skillspell:
char7skillspell.remove(‘Tangle’)
if ‘Sweep’ in char7skillspell:
char7skillspell.remove(‘Sweep’)
if ‘Bash’ in char7skillspell:
char7skillspell.remove(‘Bash’)
if ‘Life For Power’ in char7skillspell:
char7skillspell.remove(‘Life For Power’)
if ‘Fire Bolt’ in char7skillspell:
char7skillspell.remove(‘Fire Bolt’)
if ‘Magic Shield’ in char7skillspell:
char7skillspell.remove(‘Magic Shield’)
if ‘Dark Rain’ in char7skillspell:
char7skillspell.remove(‘Dark Rain’)
if ‘Fire Ball’ in char7skillspell:
char7skillspell.remove(‘Fire Ball’)
if ‘Ice Ray’ in char7skillspell:
char7skillspell.remove(‘Ice Ray’)
if ‘Shadow Orb’ in char7skillspell:
char7skillspell.remove(‘Shadow Orb’)
if ‘Dark Reach’ in char7skillspell:
char7skillspell.remove(‘Dark Reach’)
if ‘Addle Mind’ in char7skillspell:
char7skillspell.remove(‘Addle Mind’)
if ‘Change Heart’ in char7skillspell:
char7skillspell.remove(‘Change Heart’)
if ‘Sacrifice Ally’ in char7skillspell:
char7skillspell.remove(‘Sacrifice Ally’)
if ‘Rally Defense’ in char7skillspell:
char7skillspell.remove(‘Rally Defense’)
if ‘Weak Heal’ in char7skillspell:
char7skillspell.remove(‘Weak Heal’)
if ‘Light Burst’ in char7skillspell:
char7skillspell.remove(‘Light Burst’)
if ‘Harm Flesh’ in char7skillspell:
char7skillspell.remove(‘Harm Flesh’)
if ‘Bless’ in char7skillspell:
char7skillspell.remove(‘Bless’)
if ‘Holy Leap’ in char7skillspell:
char7skillspell.remove(‘Holy Leap’)
if ‘Summon Halo’ in char7skillspell:
char7skillspell.remove(‘Summon Halo’)
if ‘Call Fire’ in char7skillspell:
char7skillspell.remove(‘Call Fire’)
if ‘Lay On Hands’ in char7skillspell:
char7skillspell.remove(‘Lay On Hands’)
if ‘Weight Of The Deity’ in char7skillspell:
char7skillspell.remove(‘Weight Of The Deity’)
if ‘Backstab’ in char7skillspell:
char7skillspell.remove(‘Backstab’)
if ‘Steal Item’ in char7skillspell:
char7skillspell.remove(‘Steal Item’)
if ‘Hurl Daggers’ in char7skillspell:
char7skillspell.remove(‘Hurl Daggers’)
if ‘Fade To Shadows’ in char7skillspell:
char7skillspell.remove(‘Fade To Shadows’)
if ‘Pry Armour’ in char7skillspell:
char7skillspell.remove(‘Pry Armour’)
if ‘En Garde’ in char7skillspell:
char7skillspell.remove(‘En Garde’)
if ‘Designate Target’ in char7skillspell:
char7skillspell.remove(‘Designate Target’)
if ‘Flurry’ in char7skillspell:
char7skillspell.remove(‘Flurry’)
if ‘Riposte’ in char7skillspell:
char7skillspell.remove(‘Riposte’)
if ‘Recoup’ in char7skillspell:
char7skillspell.remove(‘Recoup’)
if ‘Multi Arrow’ in char7skillspell:
char7skillspell.remove(‘Multi Arrow’)
if ‘Arrow Of Life’ in char7skillspell:
char7skillspell.remove(‘Arrow Of Life’)
if ‘Binding Shot’ in char7skillspell:
char7skillspell.remove(‘Binding Shot’)
if ‘Disengage’ in char7skillspell:
char7skillspell.remove(‘Disengage’)
if ‘Heartsnipe’ in char7skillspell:
char7skillspell.remove(‘Heartsnipe’)
if ‘Call Companion’ in char7skillspell:
char7skillspell.remove(‘Call Companion’)
if ‘Steady Shot’ in char7skillspell:
char7skillspell.remove(‘Steady Shot’)
if ‘Enrage Familiar’ in char7skillspell:
char7skillspell.remove(‘Enrage Familiar’)
if ‘Name Foe’ in char7skillspell:
char7skillspell.remove(‘Name Foe’)

except ValueError:
continue

if char7level >= 1 and ‘Warrior’ in char7class:
if ‘Power Slash’ in char7skillspell:
char7skillspell.remove(‘Power Slash’)
skill1 = ‘Power Slash’
char7skillspell.append(skill1)
if char7level >= 2 and ‘Warrior’ in char7class:
if ‘Increase Attack’ in char7skillspell:
char7skillspell.remove(‘Increase Attack’)
skill1 = ‘Increase Attack’
char7skillspell.append(skill1)
if char7level >= 3 and ‘Warrior’ in char7class:
if ‘Regen Self’ in char7skillspell:
char7skillspell.remove(‘Regen Self’)
skill1 = ‘Regen Self’
char7skillspell.append(skill1)
if char7level >= 4 and ‘Warrior’ in char7class:
if ‘Strike Critically’ in char7skillspell:
char7skillspell.remove(‘Strike Critically’)
skill1 = ‘Strike Critically’
char7skillspell.append(skill1)
if char7level >= 5 and ‘Warrior’ in char7class:
if ‘Defend Other’ in char7skillspell:
char7skillspell.remove(‘Defend Other’)
skill1 = ‘Defend Other’
char7skillspell.append(skill1)

if char7level >= 1 and ‘Berserker’ in char7class:
if ‘Pummel’ in char7skillspell:
char7skillspell.remove(‘Pummel’)
skill1 = ‘Pummel’
char7skillspell.append(skill1)
if char7level >= 2 and ‘Berserker’ in char7class:
if ‘Tangle’ in char7skillspell:
char7skillspell.remove(‘Tangle’)
skill1 = ‘Tangle’
char7skillspell.append(skill1)
if char7level >= 3 and ‘Berserker’ in char7class:
if ‘Sweep’ in char7skillspell:
char7skillspell.remove(‘Sweep’)
skill1 = ‘Sweep’
char7skillspell.append(skill1)
if char7level >= 4 and ‘Berserker’ in char7class:
if ‘Bash’ in char7skillspell:
char7skillspell.remove(‘Bash’)
skill1 = ‘Bash’
char7skillspell.append(skill1)
if char7level >= 5 and ‘Berserker’ in char7class:
if ‘Life For Power’ in char7skillspell:
char7skillspell.remove(‘Life For Power’)
skill1 = ‘Life For Power’
char7skillspell.append(skill1)

if char7level >= 1 and ‘Mage’ in char7class:
if ‘Fire Bolt’ in char7skillspell:
char7skillspell.remove(‘Fire Bolt’)
skill1 = ‘Fire Bolt’
char7skillspell.append(skill1)
if char7level >= 2 and ‘Mage’ in char7class:
if ‘Magic Shield’ in char7skillspell:
char7skillspell.remove(‘Magic Shield’)
skill1 = ‘Magic Shield’
char7skillspell.append(skill1)
if char7level >= 3 and ‘Mage’ in char7class:
if ‘Lightning’ in char7skillspell:
char7skillspell.remove(‘Lightning’)
skill1 = ‘Lightning’
char7skillspell.append(skill1)
if char7level >= 4 and ‘Mage’ in char7class:
if ‘Fire Ball’ in char7skillspell:
char7skillspell.remove(‘Fire Ball’)
skill1 = ‘Fire Ball’
char7skillspell.append(skill1)
if char7level >= 5 and ‘Mage’ in char7class:
if ‘Ice Ray’ in char7skillspell:
char7skillspell.remove(‘Ice Ray’)
skill1 = ‘Ice Ray’
char7skillspell.append(skill1)

if char7level >= 1 and ‘Warlock’ in char7class:
if ‘Shadow Orb’ in char7skillspell:
char7skillspell.remove(‘Shadow Orb’)
skill1 = ‘Shadow Orb’
char5skillspell.append(skill1)
if char7level >= 2 and ‘Warlock’ in char7class:
if ‘Dark Reach’ in char7skillspell:
char7skillspell.remove(‘Dark Reach’)
skill1 = ‘Dark Reach’
char5skillspell.append(skill1)
if char7level >= 3 and ‘Warlock’ in char7class:
if ‘Addle Mind’in char7skillspell:
char7skillspell.remove(‘Addle Mind’)
skill1 = ‘Addle Mind’
char7skillspell.append(skill1)
if char7level >= 4 and ‘Warlock’ in char7class:
if ‘Change Heart’ in char7skillspell:
char7skillspell.remove(‘Change Heart’)
skill1 = ‘Change Heart’
char7skillspell.append(skill1)
if char7level >= 5 and ‘Warlock’ in char7class:
if ‘Sacrifice Ally’ in char7skillspell:
char7skillspell.remove(‘Sacrifice Ally’)
skill1 = ‘Sacrifice Ally’
char7skillspell.append(skill1)

if char7level >= 1 and ‘Priest’ in char7class:
if ‘Rally Defense’ in char7skillspell:
char7skillspell.remove(‘Rally Defense’)
skill1 = ‘Rally Defense’
char7skillspell.append(skill1)
if char7level >= 2 and ‘Priest’ in char7class:
if ‘Weak Heal’ in char7skillspell:
char7skillspell.remove(‘Weak Heal’)
skill1 = ‘Weak Heal’
char7skillspell.append(skill1)
if char7level >= 3 and ‘Priest’ in char7class:
if ‘Light Burst’ in char7skillspell:
char7skillspell.remove(‘Light Burst’)
skill1 = ‘Light Burst’
char7skillspell.append(skill1)
if char7level >= 4 and ‘Priest’ in char7class:
if ‘Harm Flesh’ in char7skillspell:
char7skillspell.remove(‘Harm Flesh’)
skill1 = ‘Harm Flesh’
char7skillspell.append(skill1)
if char7level >= 5 and ‘Priest’ in char7class:
if ‘Bless’ in char7skillspell:
char7skillspell.remove(‘Bless’)
skill1 = ‘Bless’
char7skillspell.append(skill1)

if char7level >= 1 and ‘Anointed One’ in char7class:
if ‘Holy Leap’ in char7skillspell:
char7skillspell.remove(‘Holy Leap’)
skill1 = ‘Holy Leap’
char5skillspell.append(skill1)
if char7level >= 2 and ‘Anointed One’ in char7class:
if ‘Summon Halo’ in char7skillspell:
char7skillspell.remove(‘Summon Halo’)
skill1 = ‘Summon Halo’
char7skillspell.append(skill1)
if char7level >= 3 and ‘Anointed One’ in char7class:
if ‘Call Fire’ in char7skillspell:
char7skillspell.remove(‘Call Fire’)
skill1 = ‘Call Fire’
char7skillspell.append(skill1)
if char7level >=4 and ‘Anointed One’ in char7class:
if ‘Lay On Hands’ in char7skillspell:
char7skillspell.remove(‘Lay On Hands’)
skill1 = ‘Lay On Hands’
char7skillspell.append(skill1)
if char7level >=5 and ‘Anointed One’ in char7class:
if ‘Weight Of The Deity’ in char7skillspell:
char7skillspell.remove(‘Weight Of The Deity’)
skill1 = ‘Weight Of The Deity’
char7skillspell.append(skill1)

if char7level >=1 and ‘Thief’ in char7class:
if ‘Backstab’ in char7skillspell:
char7skillspell.remove(‘Backstab’)
skill1 = ‘Backstab’
char7skillspell.append(skill1)
if char7level >=2 and ‘Thief’ in char7class:
if ‘Steal Item’ in char7skillspell:
char7skillspell.remove(‘Steal Item’)
skill1 = ‘Steal Item’
char7skillspell.append(skill1)
if char7level >=3 and ‘Thief’ in char7class:
if ‘Hurl Daggers’ in char7skillspell:
char7skillspell.remove(‘Hurl Daggers’)
skill1 = ‘Hurl Daggers’
char7skillspell.append(skill1)
if char7level >=4 and ‘Thief’ in char7class:
if ‘Fade To Shadows’ in char7skillspell:
char7skillspell.remove(‘Fade To Shadows’)
skill1 = ‘Fade To Shadows’
char7skillspell.append(skill1)
if char7level >=5 and ‘Thief’ in char7class:
if ‘Pry Armour’ in char7skillspell:
char7skillspell.remove(‘Pry Armour’)
skill1 = ‘Pry Armour’
char7skillspell.append(skill1)

if char7level >=1 and ‘Duelist’ in char7class:
if ‘En Garde’ in char7skillspell:
char7skillspell.remove(‘En Garde’)
skill1 = ‘En Garde’
char7skillspell.append(skill1)
if char7level >=2 and ‘Duelist’ in char7class:
if ‘Designate Target’ in char7skillspell:
char7skillspell.remove(‘Designate Target’)
skill1 = ‘Designate Target’
char7skillspell.append(skill1)
if char7level >=3 and ‘Duelist’ in char7class:
if ‘Flurry’ in char7skillspell:
char7skillspell.remove(‘Flurry’)
skill1 = ‘Flurry’
char7skillspell.append(skill1)
if char7level >=4 and ‘Duelist’ in char7class:
if ‘Riposte’ in char7skillspell:
char7skillspell.remove(‘Riposte’)
skill1 = ‘Riposte’
char7skillspell.append(skill1)
if char7level >=5 and ‘Duelist’ in char7class:
if ‘Recoup’ in char7skillspell:
char7skillspell.remove(‘Recoup’)
skill1 = ‘Recoup’
char7skillspell.append(skill1)

if char7level >=1 and ‘Archer’ in char7class:
if ‘Multi Arrow’ in char7skillspell:
char7skillspell.remove(‘Multi Arrow’)
skill1 = ‘Multi Arrow’
char7skillspell.append(skill1)
if char7level >=2 and ‘Archer’ in char7class:
if ‘Arrow Of Life’ in char7skillspell:
char7skillspell.remove(‘Arrow Of Life’)
skill1 = ‘Arrow Of Life’
char7skillspell.append(skill1)
if char7level >=3 and ‘Archer’ in char7class:
if ‘Binding Shot’ in char7skillspell:
char7skillspell.remove(‘Binding Shot’)
skill1 = ‘Binding Shot’
char7skillspell.append(skill1)
if char7level >=4 and ‘Archer’ in char7class:
if ‘Disengage’ in char7skillspell:
char7skillspell.remove(‘Disengage’)
skill1 = ‘Disengage’
char7skillspell.append(skill1)
if char7level >=5 and ‘Archer’ in char7class:
if ‘Heartsnipe’ in chat7skillspell:
char7skillspell.remove(‘Heartsnipe’)
skill1 = ‘Heartsnipe’
char7skillspell.append(skill1)

if char7level >=1 and ‘Ranger’ in char7class:
if ‘Call Companion’ in char7skillspell:
char7skillspell.remove(‘Call Companion’)
skill1 = ‘Call Companion’
char7skillspell.append(skill1)
if char7level >=2 and ‘Ranger’ in char7class:
if ‘Steady Shot’ in char7skillspell:
char7skillspell.remove(‘Steady Shot’)
skill1 = ‘Steady Shot’
char7skillspell.append(skill1)
if char7level >=3 and ‘Ranger’ in char7class:
if ‘Enrage Familiar’ in char7skillspell:
char7skillspell.remove(‘Enrage Familiar’)
skill1 = ‘Enrage Familiar’
char7skillspell.append(skill1)
if char7level >=4 and ‘Ranger’ in char7class:
if ‘Name Foe’ in char7skillspell:
char7skillspell.remove(‘Name Foe’)
skill1 = ‘Name Foe’
char7skillspell.append(skill1)
if char7level >=5 and ‘Ranger’ in char7class:
if ‘Tame Animal’ in char7skillspell:
char7skillspell.remove(‘Tame Animal’)
skill1 = ‘Tame Animal’
char7skillspell.append(skill1)

def classchoose1():
BLACK = (0, 0, 0)
displaysurf7.fill(BLACK)
pygame.display.flip()
choosing = True
screenpic1 = pygame.image.load(‘ClassChooseScreen1.png’)
displaysurf7.blit(screenpic1, (0, 0))
pygame.display.flip()
print(‘Use Numbers 1 Through 0 To Select A Class For Character One’)
print(‘1 — Warrior 2 — Berserker’)
print(‘3 — Mage 4 — Warlock’)
print(‘5 — Priest 6 — Anointed One’)
print(‘7 — Thief 8 — Duelist’)
print(‘9 — Archer 0 — Ranger’)
global char2class
while choosing is True:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_1:
classchoice1 = ‘Warrior’
char2class.append(classchoice1)
print(‘First Character Chosen To Be A Warrior’)
classpic1 = pygame.image.load(‘FirstChoseWarrior1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_2:
classchoice1 = ‘Berserker’
char2class.append(classchoice1)
print(‘First Character Chosen To Be A Berserker’)
classpic1 = pygame.image.load(‘FirstChoseBerserker1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_3:
classchoice1 = ‘Mage’
char2class.append(classchoice1)
print(‘First Character Chosen To Be A Mage’)
classpic1 = pygame.image.load(‘FirstChoseMage1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_4:
classchoice1 = ‘Warlock’
char2class.append(classchoice1)
print(‘First Character Chosen To Be A Warlock’)
classpic1 = pygame.image.load(‘FirstChoseWarlock1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_5:
classchoice1 = ‘Priest’
char2class.append(classchoice1)
print(‘First Character Chosen To Be A Priest’)
classpic1 = pygame.image.load(‘FirstChosePriest1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_6:
classchoice1 = ‘Anointed One’
char2class.append(classchoice1)
print(‘First Character Chosen To Be An Anointed One’)
classpic1 = pygame.image.load(‘FirstChoseAnointed1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_7:
classchoice1 = ‘Thief’
char2class.append(classchoice1)
print(‘First Character Chosen To Be A Thief’)
classpic1 = pygame.image.load(‘FirstChoseThief1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_8:
classchoice1 = ‘Duelist’
char2class.append(classchoice1)
print(‘First Character Chosen To Be A Duelist’)
classpic1 = pygame.image.load(‘FirstChoseDuelist1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_9:
classchoice1 = ‘Archer’
char2class.append(classchoice1)
print(‘First Character Chosen To Be An Archer’)
classpic1 = pygame.image.load(‘FirstChoseArcher1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_0:
classchoice1 = ‘Ranger’
char2class.append(classchoice1)
print(‘First Character Chosen To Be A Ranger’)
classpic1 = pygame.image.load(‘FirstChosenRanger1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False

def classchoose2():
BLACK = (0, 0, 0)
displaysurf7.fill(BLACK)
pygame.display.flip()
choosing = True
screenpic1 = pygame.image.load(‘ClassChooseScreen1.png’)
displaysurf7.blit(screenpic1, (0, 0))
pygame.display.flip()
print(‘Use Numbers 1 Through 0 To Select A Class For Character Two’)
print(‘1 — Warrior 2 — Berserker’)
print(‘3 — Mage 4 — Warlock’)
print(‘5 — Priest 6 — Anointed One’)
print(‘7 — Thief 8 — Duelist’)
print(‘9 — Archer 0 — Ranger’)
global char3class
while choosing is True:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_1:
classchoice1 = ‘Warrior’
char3class.append(classchoice1)
print(‘Second Character Chosen To Be A Warrior’)
classpic1 = pygame.image.load(‘SecondChoseWarrior1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_2:
classchoice1 = ‘Berserker’
char3class.append(classchoice1)
print(‘Second Character Chosen To Be A Berserker’)
classpic1 = pygame.image.load(‘SecondChoseBerserker1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_3:
classchoice1 = ‘Mage’
char3class.append(classchoice1)
print(‘Second Character Chosen To Be A Mage’)
classpic1 = pygame.image.load(‘SecondChoseMage1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_4:
classchoice1 = ‘Warlock’
char3class.append(classchoice1)
print(‘Second Character Chosen To Be A Warlock’)
classpic1 = pygame.image.load(‘SecondChoseWarlock1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_5:
classchoice1 = ‘Priest’
char3class.append(classchoice1)
print(‘Second Character Chosen To Be A Priest’)
classpic1 = pygame.image.load(‘SecondChosePriest1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_6:
classchoice1 = ‘Anointed One’
char3class.append(classchoice1)
print(‘Second Character Chosen To Be An Anointed One’)
classpic1 = pygame.image.load(‘SecondChoseAnointed1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_7:
classchoice1 = ‘Thief’
char3class.append(classchoice1)
print(‘Second Character Chosen To Be A Thief’)
classpic1 = pygame.image.load(‘SecondChoseThief1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_8:
classchoice1 = ‘Duelist’
char3class.append(classchoice1)
print(‘Second Character Chosen To Be A Duelist’)
classpic1 = pygame.image.load(‘SecondChoseDuelist1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_9:
classchoice1 = ‘Archer’
char3class.append(classchoice1)
print(‘Second Character Chosen To Be An Archer’)
classpic1 = pygame.image.load(‘SecondChoseArcher1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_0:
classchoice1 = ‘Ranger’
char3class.append(classchoice1)
print(‘Second Character Chosen To Be A Ranger’)
classpic1 = pygame.image.load(‘SecondChoseRanger1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False

def classchoose3():
BLACK = (0, 0, 0)
displaysurf7.fill(BLACK)
pygame.display.flip()
choosing = True
screenpic1 = pygame.image.load(‘ClassChooseScreen1.png’)
displaysurf7.blit(screenpic1, (0, 0))
pygame.display.flip()
print(‘Use Numbers 1 Through 0 To Select A Class For Character Three’)
print(‘1 — Warrior 2 — Berserker’)
print(‘3 — Mage 4 — Warlock’)
print(‘5 — Priest 6 — Anointed One’)
print(‘7 — Thief 8 — Duelist’)
print(‘9 — Archer 0 — Ranger’)
global char4class
while choosing is True:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_1:
classchoice1 = ‘Warrior’
char4class.append(classchoice1)
print(‘Third Character Chosen To Be A Warrior’)
classpic1 = pygame.image.load(‘ThirdChoseWarrior1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_2:
classchoice1 = ‘Berserker’
char4class.append(classchoice1)
print(‘Third Character Chosen To Be A Berserker’)
classpic1 = pygame.image.load(‘ThirdChoseBerserker1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_3:
classchoice1 = ‘Mage’
char4class.append(classchoice1)
print(‘Third Character Chosen To Be A Mage’)
classpic1 = pygame.image.load(‘ThirdChoseMage1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_4:
classchoice1 = ‘Warlock’
char4class.append(classchoice1)
print(‘Third Character Chosen To Be A Warlock’)
classpic1 = pygame.image.load(‘ThirdChoseWarlock1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_5:
classchoice1 = ‘Priest’
char4class.append(classchoice1)
print(‘Third Character Chosen To Be A Priest’)
classpic1 = pygame.image.load(‘ThirdChosePriest1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_6:
classchoice1 = ‘Anointed One’
char4class.append(classchoice1)
print(‘Third Character Chosen To Be An Anointed One’)
classpic1 = pygame.image.load(‘ThirdChoseAnointed1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_7:
classchoice1 = ‘Thief’
char4class.append(classchoice1)
print(‘Third Character Chosen To Be A Thief’)
classpic1 = pygame.image.load(‘ThirdChoseThief1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_8:
classchoice1 = ‘Duelist’
char4class.append(classchoice1)
print(‘Third Character Chosen To Be A Duelist’)
classpic1 = pygame.image.load(‘ThirdChoseDuelist1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_9:
classchoice1 = ‘Archer’
char4class.append(classchoice1)
print(‘Third Character Chosen To Be An Archer’)
classpic1 = pygame.image.load(‘ThirdChoseArcher1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_0:
classchoice1 = ‘Ranger’
char4class.append(classchoice1)
print(‘Third Character Chosen To Be A Ranger’)
classpic1 = pygame.image.load(‘ThirdChoseRanger1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False

def classchoose4():
BLACK = (0, 0, 0)
displaysurf7.fill(BLACK)
pygame.display.flip()
choosing = True
screenpic1 = pygame.image.load(‘ClassChooseScreen1.png’)
displaysurf7.blit(screenpic1, (0, 0))
pygame.display.flip()
print(‘Use Numbers 1 Through 0 To Select A Class For Character Four’)
print(‘1 — Warrior 2 — Berserker’)
print(‘3 — Mage 4 — Warlock’)
print(‘5 — Priest 6 — Anointed One’)
print(‘7 — Thief 8 — Duelist’)
print(‘9 — Archer 0 — Ranger’)
global char5class
while choosing is True:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_1:
classchoice1 = ‘Warrior’
char5class.append(classchoice1)
print(‘Fourth Character Chosen To Be A Warrior’)
classpic1 = pygame.image.load(‘FourthChoseWarrior1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_2:
classchoice1 = ‘Berserker’
char5class.append(classchoice1)
print(‘Fourth Character Chosen To Be A Berserker’)
classpic1 = pygame.image.load(‘FourthChoseBerserker1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_3:
classchoice1 = ‘Mage’
char5class.append(classchoice1)
print(‘Fourth Character Chosen To Be A Mage’)
classpic1 = pygame.image.load(‘FourthChoseMage1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_4:
classchoice1 = ‘Warlock’
char5class.append(classchoice1)
print(‘Fourth Character Chosen To Be A Warlock’)
classpic1 = pygame.image.load(‘FourthChoseWarlock1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_5:
classchoice1 = ‘Priest’
char5class.append(classchoice1)
print(‘Fourth Character Chosen To Be A Priest’)
classpic1 = pygame.image.load(‘FourthChosePriest1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_6:
classchoice1 = ‘Anointed One’
char5class.append(classchoice1)
print(‘Fourth Character Chosen To Be An Anointed One’)
classpic1 = pygame.image.load(‘FourthChoseAnointed1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_7:
classchoice1 = ‘Thief’
char5class.append(classchoice1)
print(‘Fourth Character Chosen To Be A Thief’)
classpic1 = pygame.image.load(‘FourthChoseThief1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_8:
classchoice1 = ‘Duelist’
char5class.append(classchoice1)
print(‘Fourth Character Chosen To Be A Duelist’)
classpic1 = pygame.image.load(‘FourthChoseDuelist1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_9:
classchoice1 = ‘Archer’
char5class.append(classchoice1)
print(‘Fourth Character Chosen To Be An Archer’)
classpic1 = pygame.image.load(‘FourthChoseArcher1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_0:
classchoice1 = ‘Ranger’
char5class.append(classchoice1)
print(‘Fourth Character Chosen To Be A Ranger’)
classpic1 = pygame.image.load(‘FourthChoseRanger1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False

def classchoose5():
BLACK = (0, 0, 0)
displaysurf7.fill(BLACK)
pygame.display.flip()
choosing = True
screenpic1 = pygame.image.load(‘ClassChooseScreen1.png’)
displaysurf7.blit(screenpic1, (0, 0))
pygame.display.flip()
print(‘Use Numbers 1 Through 0 To Select A Class For Character Five’)
print(‘1 — Warrior 2 — Berserker’)
print(‘3 — Mage 4 — Warlock’)
print(‘5 — Priest 6 — Anointed One’)
print(‘7 — Thief 8 — Duelist’)
print(‘9 — Archer 0 — Ranger’)
global char6class
while choosing is True:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_1:
classchoice1 = ‘Warrior’
char6class.append(classchoice1)
print(‘Fifth Character Chosen To Be A Warrior’)
classpic1 = pygame.image.load(‘FifthChoseWarrior1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_2:
classchoice1 = ‘Berserker’
char6class.append(classchoice1)
print(‘Fifth Character Chosen To Be A Berserker’)
classpic1 = pygame.image.load(‘FifthChoseBerserker1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_3:
classchoice1 = ‘Mage’
char6class.append(classchoice1)
print(‘Fifth Character Chosen To Be A Mage’)
classpic1 = pygame.image.load(‘FifthChoseMage1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_4:
classchoice1 = ‘Warlock’
char6class.append(classchoice1)
print(‘Fifth Character Chosen To Be A Warlock’)
classpic1 = pygame.image.load(‘FifthChoseWarlock1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_5:
classchoice1 = ‘Priest’
char6class.append(classchoice1)
print(‘Fifth Character Chosen To Be A Priest’)
classpic1 = pygame.image.load(‘FifthChosePriest1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_6:
classchoice1 = ‘Anointed One’
char6class.append(classchoice1)
print(‘Fifth Character Chosen To Be An Anointed One’)
classpic1 = pygame.image.load(‘FifthChoseAnointed1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_7:
classchoice1 = ‘Thief’
char6class.append(classchoice1)
print(‘Fifth Character Chosen To Be A Thief’)
classpic1 = pygame.image.load(‘FifthChoseThief1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_8:
classchoice1 = ‘Duelist’
char6class.append(classchoice1)
print(‘Fifth Character Chosen To Be A Duelist’)
classpic1 = pygame.image.load(‘FifthChoseDuelist1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_9:
classchoice1 = ‘Archer’
char6class.append(classchoice1)
print(‘Fifth Character Chosen To Be An Archer’)
classpic1 = pygame.image.load(‘FifthChoseArcher1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_0:
classchoice1 = ‘Ranger’
char6class.append(classchoice1)
print(‘Fifth Character Chosen To Be A Ranger’)
classpic1 = pygame.image.load(‘FifthChoseRanger1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False

def classchoose6():
BLACK = (0, 0, 0)
displaysurf7.fill(BLACK)
pygame.display.flip()
choosing = True
screenpic1 = pygame.image.load(‘ClassChooseScreen1.png’)
displaysurf7.blit(screenpic1, (0, 0))
pygame.display.flip()
print(‘Use Numbers 1 Through 0 To Select A Class For Character Six’)
print(‘1 — Warrior 2 — Berserker’)
print(‘3 — Mage 4 — Warlock’)
print(‘5 — Priest 6 — Anointed One’)
print(‘7 — Thief 8 — Duelist’)
print(‘9 — Archer 0 — Ranger’)
global char7class
while choosing is True:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_1:
classchoice1 = ‘Warrior’
char7class.append(classchoice1)
print(‘Sixth Character Chosen To Be A Warrior’)
classpic1 = pygame.image.load(‘SixthChoseWarrior1.png’)
displaysurf7.blit(screenpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_2:
classchoice1 = ‘Berserker’
char7class.append(classchoice1)
print(‘Sixth Character Chosen To Be A Berserker’)
classpic1 = pygame.image.load(‘SixthChoseBerserker1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_3:
classchoice1 = ‘Mage’
char7class.append(classchoice1)
print(‘Sixth Character Chosen To Be A Mage’)
classpic1 = pygame.image.load(‘SixthChoseMage1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_4:
classchoice1 = ‘Warlock’
char7class.append(classchoice1)
print(‘Sixth Character Chosen To Be A Warlock’)
classpic1 = pygame.image.load(‘SixthChoseWarlock1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_5:
classchoice1 = ‘Priest’
char7class.append(classchoice1)
print(‘Sixth Character Chosen To Be A Priest’)
classpic1 = pygame.image.load(‘SixthChosePriest1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_6:
classchoice1 = ‘Anointed One’
char7class.append(classchoice1)
print(‘Sixth Character Chosen To Be An Anointed One’)
classpic1 = pygame.image.load(‘SixthChoseAnointed1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_7:
classchoice1 = ‘Thief’
char7class.append(classchoice1)
print(‘Sixth Character Chosen To Be A Thief’)
classpic1 = pygame.image.load(‘SixthChoseThief1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_8:
classchoice1 = ‘Duelist’
char7class.append(classchoice1)
print(‘Sixth Character Chosen To Be A Duelist’)
classpic1 = pygame.image.load(‘SixthChoseDuelist1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_9:
classchoice1 = ‘Archer’
char7class.append(classchoice1)
print(‘Sixth Character Chosen To Be An Archer’)
classpic1 = pygame.image.load(‘SixthChoseArcher1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False
if event.key == K_0:
classchoice1 = ‘Ranger’
char7class.append(classchoice1)
print(‘Sixth Character Chosen To Be A Ranger’)
classpic1 = pygame.image.load(‘SixthChoseRanger1.png’)
displaysurf7.blit(classpic1, (400, 300))
pygame.display.flip()
time.sleep(1)
choosing = False

TitleScreen1.picture1()

classchoose1()
classchoose2()
classchoose3()
classchoose4()
classchoose5()
classchoose6()

#namechoose1()
#if char2name == ”:
#namechoose1()
#if char3name == ”:
#namechoose1()
#if char4name == ”:
#namechoose1()
#if char5name == ”:
#namechoose1()
#if char6name == ”:
#namechoose1()
#if char7name == ”:
#namechoose1()

while char2name == ”:
while char3name == ”:
while char4name == ”:
while char5name == ”:
while char6name == ”:
while char7name == ”:
while tosay1 == ”:
namechoose1()

def inventory1():
global partystorage1
global partyinv1
partystorage1 = partystorage1
partyinv1 = partyinv1
BLACK = (0, 0, 0)
randcolour1 = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))
displaysurf7.fill(BLACK)
pygame.display.flip()
craftpic1 = pygame.image.load(‘CraftScreen1.png’)
displaysurf7.blit(craftpic1, (0, 0))
pygame.display.flip()
crafting = True
while crafting is True:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_m:
print(‘Crafting An Item’)

craftingchance1 = random.randint(0, 9)
if craftingchance1 == 0:
craftingpic1 = pygame.image.load(‘ItemCrafted11.png’)
displaysurf7.blit(craftingpic1, (200, 150))
pygame.display.flip()
if craftingchance1 == 1:
craftingpic1 = pygame.image.load(‘ItemCrafted12.png’)
displaysurf7.blit(craftingpic1, (200, 150))
pygame.display.flip()
if craftingchance1 == 2:
craftingpic1 = pygame.image.load(‘ItemCrafted13.png’)
displaysurf7.blit(craftingpic1, (200, 150))
pygame.display.flip()
if craftingchance1 == 3:
craftingpic1 = pygame.image.load(‘ItemCrafted14.png’)
displaysurf7.blit(craftingpic1, (200, 150))
pygame.display.flip()
if craftingchance1 == 4:
craftingpic1 = pygame.image.load(‘ItemCrafted15.png’)
displaysurf7.blit(craftingpic1, (200, 150))
pygame.display.flip()
if craftingchance1 == 5:
craftingpic1 = pygame.image.load(‘ItemCrafted16.png’)
displaysurf7.blit(craftingpic1, (200, 150))
pygame.display.flip()
if craftingchance1 == 6:
craftingpic1 = pygame.image.load(‘ItemCrafted17.png’)
displaysurf7.blit(craftingpic1, (200, 150))
pygame.display.flip()
if craftingchance1 == 7:
craftingpic1 = pygame.image.load(‘ItemCrafted18.png’)
displaysurf7.blit(craftingpic1, (200, 150))
pygame.display.flip()
if craftingchance1 == 8:
craftingpic1 = pygame.image.load(‘ItemCrafted19.png’)
displaysurf7.blit(craftingpic1, (200, 150))
pygame.display.flip()
if craftingchance1 == 9:
craftingpic1 = pygame.image.load(‘ItemCrafted20.png’)
displaysurf7.blit(craftingpic1, (200, 150))
pygame.display.flip()

if ‘Beetle Shell’ in partyinv1 * 2:
try:
equipment1 = ‘Shell Shield’
partyinv1.append(equipment1)
partyinv1.remove(‘Beetle Shell’)
partyinv1.remove(‘Beetle Shell’)
except ValueError:
continue
if ‘Worm Husk’ in partyinv1 * 2:
try:
equipment1 = ‘Wrist Wraps’
partyinv1.append(equipment1)
partyinv1.remove(‘Worm Husk’)
partyinv1.remove(‘Worm Husk’)
except ValueError:
continue
if ‘Shedded Skin Of A Snake’ in partyinv1 * 2:
try:
equipment1 = ‘Snake Shroud’
partyinv1.append(equipment1)
partyinv1.remove(‘Shedded Skin Of A Snake’)
partyinv1.remove(‘Shedded Skin Of A Snake’)
except ValueError:
continue
if ‘Bat Wing’ in partyinv1 * 2:
try:
equipment1 = ‘Bat Bone’
partyinv1.append(equipment1)
partyinv1.remove(‘Bat Wing’)
partyinv1.remove(‘Bat Wing’)
except ValueError:
continue
if ‘Cheese Slice’ in partyinv1 * 2:
try:
equipment1 = ‘Wheel Of Cheese’
partyinv1.append(equipment1)
partyinv1.remove(‘Cheese Slice’)
partyinv1.remove(‘Cheese Slice’)
except ValueError:
continue
if ‘Fly Wings’ in partyinv1 * 2:
try:
equipment1 = ‘Fly Potion’
partyinv1.append(equipment1)
partyinv1.remove(‘Fly Wings’)
partyinv1.remove(‘Fly Wings’)
except ValueError:
continue
if ‘Legs Of A Spider’ in partyinv1 * 2:
try:
equipment1 = ‘Spike’
partyinv1.append(equipment1)
partyinv1.remove(‘Legs Of A Spider’)
partyinv1.remove(‘Legs Of A Spider’)
except ValueError:
continue
if ‘Wolves Fur’ in partyinv1 * 2:
try:
equipment1 = ‘Wolf Fur Cape’
partyinv1.append(equipment1)
partyinv1.remove(‘Wolves Fur’)
partyinv1.remove(‘Wolves Fur’)
except ValueError:
continue
if ‘Bear Pelt’ in partyinv1 * 2:
try:
equipment1 = ‘Bear Fur Armour’
partyinv1.append(equipment1)
partyinv1.remove(‘Bear Pelt’)
partyinv1.remove(‘Bear Pelt’)
except ValueError:
continue
if ‘Sickly Gel’ in partyinv1 * 2:
try:
equipment1 = ‘Glue’
partyinv1.append(equipment1)
partyinv1.remove(‘Sickly Gel’)
partyinv1.remove(‘Sickly Gel’)
except ValueError:
continue
if ‘Deer Hide’ in partyinv1 * 2:
try:
equipment1 = ‘Leather Armour’
partyinv1.append(equipment1)
partyinv1.remove(‘Deer Hide’)
partyinv1.remove(‘Deer Hide’)
except ValueError:
continue
if ‘Boar Tusk’ in partyinv1 * 2:
try:
equipment1 = ‘Bone Speartip’
partyinv1.append(equipment1)
partyinv1.remove(‘Boar Tusk’)
partyinv1.remove(‘Boar Tusk’)
except ValueError:
continue
if ‘Part Of An Ant’ in partyinv1 * 2:
try:
equipment1 = ‘Potion Of Health’
partyinv1.append(equipment1)
partyinv1.remove(‘Part Of An Ant’)
partyinv1.remove(‘Part Of An Ant’)
except ValueError:
continue
if ‘Shining Wolf Teeth’ in partyinv1 * 2:
try:
equipment1 = ‘Wolf Ring’
partyinv1.append(equipment1)
partyinv1.remove(‘Shining Wolf Teeth’)
partyinv1.remove(‘Shining Wolf Teeth’)
except ValueError:
continue
if ‘Cobra Eyes’ in partyinv1 * 2:
try:
equipment1 = ‘Armguard Of Sight’
partyinv1.append(equipment1)
partyinv1.remove(‘Cobra Eyes’)
partyinv1.remove(‘Cobra Eyes’)
except ValueError:
continue
if ‘Rusted Sword’ in partyinv1 * 2:
try:
equipment1 = ‘Long Sword’
partyinv1.append(equipment1)
partyinv1.remove(‘Rusted Sword’)
partyinv1.remove(‘Rusted Sword’)
except ValueError:
continue
if ‘Chipped Wand’ in partyinv1 * 2:
try:
equipment1 = ‘Zircon Wand’
partyinv1.append(equipment1)
partyinv1.remove(‘Chipped Wand’)
partyinv1.remove(‘Chipped Wand’)
except ValueError:
continue
if ‘Bee Stinger’ in partyinv1 * 2:
try:
equipment1 = ‘Rapier’
partyinv1.append(equipment1)
partyinv1.remove(‘Bee Stinger’)
partyinv1.remove(‘Bee Stinger’)
except ValueError:
continue
if ‘Iron Chunk’ in partyinv1 * 2:
try:
equipment1 = ‘Iron Helmet’
partyinv1.append(equipment1)
partyinv1.remove(‘Iron Chunk’)
partyinv1.remove(‘Iron Chunk’)
except ValueError:
continue
if ‘Tattered Robes’ in partyinv1 * 2:
try:
equipment1 = ‘Mage Robes’
partyinv1.append(equipment1)
partyinv1.remove(‘Tattered Robes’)
partyinv1.remove(‘Tattered Robes’)
except ValueError:
continue
if ‘Worn Claw’ in partyinv1 * 2:
try:
equipment1 = ‘Bone Dagger’
partyinv1.append(equipment1)
partyinv1.remove(‘Worn Claw’)
partyinv1.remove(‘Worn Claw’)
except ValueError:
continue
if ‘Broken Sphere’ in partyinv1 * 2:
try:
equipment1 = ‘Enchanted Sphere’
partyinv1.append(equipment1)
partyinv1.remove(‘Broken Sphere’)
partyinv1.remove(‘Broken Sphere’)
except ValueError:
continue
if ‘Piece Of Fabric’ in partyinv1 * 2:
try:
equipment1 = ‘Bandage’
partyinv1.append(equipment1)
partyinv1.remove(‘Piece Of Fabric’)
partyinv1.remove(‘Piece Of Fabric’)
except ValueError:
continue
if ‘Silver Dust’ in partyinv1 * 2:
try:
equipment1 = ‘Glittering Powder’
partyinv1.append(equipment1)
partyinv1.remove(‘Silver Dust’)
partyinv1.remove(‘Silver Dust’)
except ValueError:
continue
if ‘Glassless Clock’ in partyinv1 * 2:
try:
equipment1 = ‘Hand Of A Watch’
partyinv1.append(equipment1)
partyinv1.remove(‘Glassless Clock’)
partyinv1.remove(‘Glassless Clock’)
except ValueError:
continue
if ‘Worn Breastplate’ in partyinv1 * 2:
try:
equipment1 = ‘Breastplate’
partyinv1.append(equipment1)
partyinv1.remove(‘Worn Breastplate’)
partyinv1.remove(‘Worn Breastplate’)
except ValueError:
continue
if ‘Bear Brooch’ in partyinv1 * 2:
try:
equipment1 = ‘Polished Bear Brooch’
partyinv1.append(equipment1)
partyinv1.remove(‘Bear Brooch’)
partyinv1.remove(‘Bear Brooch’)
except ValueError:
continue
if ‘Slanted Pitchfork’ in partyinv1 * 2:
try:
equipment1 = ‘Straight Pitchfork’
partyinv1.append(equipment1)
partyinv1.remove(‘Slanted Pitchfork’)
partyinv1.remove(‘Slanted Pitchfork’)
except ValueError:
continue
if ‘Aardvark Fur’ in partyinv1 * 2:
try:
equipment1 = ‘Aardvark Bracers’
partyinv1.append(equipment1)
partyinv1.remove(‘Aardvark Fur’)
partyinv1.remove(‘Aardvark Fur’)
except ValueError:
continue
if ‘Topaz Star’ in partyinv1 * 2:
try:
equipment1 = ‘Sign Of Yellow’
partyinv1.append(equipment1)
partyinv1.remove(‘Topaz Star’)
partyinv1.remove(‘Topaz Star’)
except ValueError:
continue
if ‘Lightning Sac’ in partyinv1 * 2:
try:
equipment1 = ‘Lesser Lightning Blade’
partyinv1.append(equipment1)
partyinv1.remove(‘Lightning Sac’)
partyinv1.remove(‘Lightning Sac’)
except ValueError:
continue
if ‘Half Of A Pincer’ in partyinv1 * 2:
try:
equipment1 = ‘Red Claw’
partyinv1.append(equipment1)
partyinv1.remove(‘Half Of A Pincer’)
partyinv1.remove(‘Half Of A Pincer’)
except ValueError:
continue
if ‘Dull Necklace’ in partyinv1 * 2:
try:
equipment1 = ‘Portait’
partyinv1.append(equipment1)
partyinv1.remove(‘Dull Necklace’)
partyinv1.remove(‘Dull Necklace’)
except ValueError:
continue
if ‘Blue Fin’ in partyinv1 * 2:
try:
equipment1 = ‘Indigo Scales’
partyinv1.append(equipment1)
partyinv1.remove(‘Blue Fin’)
partyinv1.remove(‘Blue Fin’)
except ValueError:
continue
if ‘Bent Blade’ in partyinv1 * 2:
try:
equipment1 = ‘Straight Sword’
partyinv1.append(equipment1)
partyinv1.remove(‘Bent Blade’)
partyinv1.remove(‘Bent Blade’)
except ValueError:
continue
if ‘Giant Branch’ in partyinv1 * 2:
try:
equipment1 = ‘Wood Club’
partyinv1.append(equipment1)
partyinv1.remove(‘Giant Branch’)
partyinv1.remove(‘Giant Branch’)
except ValueError:
continue
if ‘Whispering Stem’ in partyinv1 * 2:
try:
equipment1 = ‘Minor Voice Of Madness’
partyinv1.append(equipment1)
partyinv1.remove(‘Whispering Stem’)
partyinv1.remove(‘Whispering Stem’)
except ValueError:
continue
if ‘Blubber’ in partyinv1 * 2:
try:
equipment1 = ‘Oil’
partyinv1.append(equipment1)
partyinv1.remove(‘Blubber’)
partyinv1.remove(‘Blubber’)
except ValueError:
continue
if ‘Shark Heart’ in partyinv1 * 2:
try:
equipment1 = ”
partyinv1.append(equipment1)
partyinv1.remove(‘Shark Heart’)
partyinv1.remove(‘Shark Heart’)
except ValueError:
continue
if ‘Venom Gland’ in partyinv1 * 2:
try:
equipment1 = ”
partyinv1.append(equipment1)
partyinv1.remove(‘Venom Gland’)
partyinv1.remove(‘Venom Gland’)
except ValueError:
continue
if ‘Paper Scraps’ in partyinv1 * 2:
try:
equipment1 = ”
partyinv1.append(equipment1)
partyinv1.remove(‘Paper Scraps’)
partyinv1.remove(‘Paper Scraps’)
except ValueError:
continue
if ‘Mane Of The Nights’ in partyinv1 * 2:
try:
equipment1 = ”
partyinv1.append(equipment1)
partyinv1.remove(‘Mane Of The Nights’)
partyinv1.remove(‘Mane Of The Nights’)
except ValueError:
continue
if ‘Dagger Hilt’ in partyinv1 * 2:
try:
equipment1 = ”
partyinv1.append(equipment1)
partyinv1.remove(‘Dagger Hilt’)
partyinv1.remove(‘Dagger Hilt’)
except ValueError:
continue
if ‘Sparking Snake Skin’ in partyinv1 * 2:
try:
equipment1 = ”
partyinv1.append(equipment1)
partyinv1.remove(‘Sparking Snake Skin’)
partyinv1.remove(‘Sparking Snake Skin’)
except ValueError:
continue
if ‘Crystallized Drop’ in partyinv1 * 2:
try:
equipment1 = ”
partyinv1.append(equipment1)
partyinv1.remove(‘Crystallized Drop’)
partyinv1.remove(‘Crystallized Drop’)
except ValueError:
continue
if ‘Red Powder’ in partyinv1 * 2:
try:
equipment1 = ”
partyinv1.append(equipment1)
partyinv1.remove(‘Red Powder’)
partyinv1.remove(‘Red Powder’)
except ValueError:
continue
if ‘Blue Tinted Stone’ in partyinv1 * 2:
try:
equipment1 = ”
partyinv1.append(equipment1)
partyinv1.remove(‘Blue Tinted Stone’)
partyinv1.remove(‘Blue Tinted Stone’)
except ValueError:
continue
if ‘Gold Chitin’ in partyinv1 * 2:
try:
equipment1 = ”
partyinv1.append(equipment1)
partyinv1.remove(‘Gold Chitin’)
partyinv1.remove(‘Gold Chitin’)
except ValueError:
continue
if ‘Captured Roar’ in partyinv1 * 2:
try:
equipment1 = ”
partyinv1.append(equipment1)
partyinv1.remove(‘Captured Roar’)
partyinv1.remove(‘Captured Roar’)
except ValueError:
continue
if ‘Words Of Disease’ in partyinv1 * 2:
try:
equipment1 = ”
partyinv1.append(equipment1)
partyinv1.remove(‘Words Of Disease’)
partyinv1.remove(‘Words Of Disease’)
except ValueError:
continue

if event.key == K_z:
print(partyinv1)

if event.key == K_1:
try:
char2inv.append(partyinv1[0])
partyinv1.pop(0)
print(char2inv)
except (IndexError, TypeError, ValueError):
continue
picchance1 = random.randint(0, 9)
if picchance1 == 0:
tocharpic1 = pygame.image.load(‘ToChar10.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 1:
tocharpic1 = pygame.image.load(‘ToChar11.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 2:
tocharpic1 = pygame.image.load(‘ToChar12.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 3:
tocharpic1 = pygame.image.load(‘ToChar13.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 4:
tocharpic1 = pygame.image.load(‘ToChar14.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 5:
tocharpic1 = pygame.image.load(‘ToChar15.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 6:
tocharpic1 = pygame.image.load(‘ToChar16.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 7:
tocharpic1 = pygame.image.load(‘ToChar17.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 8:
tocharpic1 = pygame.image.load(‘ToChar18.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 9:
tocharpic1 = pygame.image.load(‘ToChar19.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if event.key == K_2:
try:
char3inv.append(partyinv1[0])
partyinv1.pop(0)
print(char3inv)
except (IndexError, TypeError, ValueError):
continue
picchance1 = random.randint(0, 9)
if picchance1 == 0:
tocharpic1 = pygame.image.load(‘ToChar21.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 1:
tocharpic1 = pygame.image.load(‘ToChar22.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 2:
tocharpic1 = pygame.image.load(‘ToChar23.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 3:
tocharpic1 = pygame.image.load(‘ToChar24.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 4:
tocharpic1 = pygame.image.load(‘ToChar25.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 5:
tocharpic1 = pygame.image.load(‘ToChar26.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 6:
tocharpic1 = pygame.image.load(‘ToChar27.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 7:
tocharpic1 = pygame.image.load(‘ToChar28.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 8:
tocharpic1 = pygame.image.load(‘ToChar29.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 9:
tocharpic1 = pygame.image.load(‘ToChar210.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if event.key == K_3:
try:
char4inv.append(partyinv1[0])
partyinv1.pop(0)
print(char4inv)
except (IndexError, TypeError, ValueError):
continue
picchance1 = random.randint(0, 9)
if picchance1 == 0:
tocharpic1 = pygame.image.load(‘ToChar31.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 1:
tocharpic1 = pygame.image.load(‘ToChar32.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 2:
tocharpic1 = pygame.image.load(‘ToChar33.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 3:
tocharpic1 = pygame.image.load(‘ToChar34.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 4:
tocharpic1 = pygame.image.load(‘ToChar35.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 5:
tocharpic1 = pygame.image.load(‘ToChar36.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 6:
tocharpic1 = pygame.image.load(‘ToChar37.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 7:
tocharpic1 = pygame.image.load(‘ToChar38.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 8:
tocharpic1 = pygame.image.load(‘ToChar39.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 9:
tocharpic1 = pygame.image.load(‘ToChar310.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if event.key == K_4:
try:
char5inv.append(partyinv1[0])
partyinv1.pop(0)
print(char5inv)
except (IndexError, TypeError, ValueError):
continue
picchance1 = random.randint(0, 9)
if picchance1 == 0:
tocharpic1 = pygame.image.load(‘ToChar41.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 1:
tocharpic1 = pygame.image.load(‘ToChar42.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 2:
tocharpic1 = pygame.image.load(‘ToChar43.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 3:
tocharpic1 = pygame.image.load(‘ToChar44.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 4:
tocharpic1 = pygame.image.load(‘ToChar45.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 5:
tocharpic1 = pygame.image.load(‘ToChar46.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 6:
tocharpic1 = pygame.image.load(‘ToChar47.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 7:
tocharpic1 = pygame.image.load(‘ToChar48.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if event.key == K_5:
try:
char6inv.append(partyinv1[0])
partyinv1.pop(0)
print(char6inv)
except (IndexError, TypeError, ValueError):
continue
picchance1 = random.randint(0, 9)
if picchance1 == 0:
tocharpic1 = pygame.image.load(‘ToChar51.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 1:
tocharpic1 = pygame.image.load(‘ToChar52.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 2:
tocharpic1 = pygame.image.load(‘ToChar53.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 3:
tocharpic1 = pygame.image.load(‘ToChar54.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 4:
tocharpic1 = pygame.image.load(‘ToChar55.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 5:
tocharpic1 = pygame.image.load(‘ToChar56.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 6:
tocharpic1 = pygame.image.load(‘ToChar57.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 7:
tocharpic1 = pygame.image.load(‘ToChar58.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 8:
tocharpic1 = pygame.image.load(‘ToChar59.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 9:
tocharpic1 = pygame.image.load(‘ToChar510.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if event.key == K_6:
try:
char7inv.append(partyinv1[0])
partyinv1.pop(0)
print(char7inv)
except(IndexError, TypeError, ValueError):
continue
picchance1 = random.randint(0, 9)
if picchance1 == 0:
tocharpic1 = pygame.image.load(‘ToChar61.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 1:
tocharpic1 = pygame.image.load(‘ToChar62.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 2:
tocharpic1 = pygame.image.load(‘ToChar63.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 3:
tocharpic1 = pygame.image.load(‘ToChar64.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 4:
tocharpic1 = pygame.image.load(‘ToChar65.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 5:
tocharpic1 = pygame.image.load(‘ToChar66.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 6:
tocharpic1 = pygame.image.load(‘ToChar67.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 7:
tocharpic1 = pygame.image.load(‘ToChar68.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 8:
tocharpic1 = pygame.image.load(‘ToChar69.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()
if picchance1 == 9:
tocharpic1 = pygame.image.load(‘ToChar610.png’)
displaysurf7.blit(tocharpic1, (200, 150))
pygame.display.flip()

if event.key == K_q:
try:
partystorage1.append(partyinv1[0])
partyinv1.pop(0)
print(‘First Item Of Inventory Stored Away’)
print(partyinv1)
except (IndexError, TypeError):
continue
if event.key == K_w:
try:
partystorage1.append(partyinv1[1])
partyinv1.pop(1)
print(‘Second Item Of Inventory Stored Away’)
print(partyinv1)
except (IndexError, TypeError):
continue
if event.key == K_e:
try:
partystorage1.append(partyinv1[2])
partyinv1.pop(2)
print(‘Third Item Of Inventory Stored Away’)
print(partyinv1)
except (IndexError, TypeError):
continue

if event.key == K_r:
try:
partyinv1.append(partystorage1[0])
partystorage1.pop(0)
print(‘First Item Of Storage Retrieved’)
print(partystorage1)
except (IndexError, TypeError):
continue
if event.key == K_t:
try:
partyinv1.append(partystorage1[1])
partystorage1.pop(1)
print(‘Second Item Of Storage Retrieved’)
print(partystorage1)
except (IndexError, TypeError):
continue
if event.key == K_y:
try:
partyinv1.append(partystorage1[2])
partystorage1.pop(2)
print(‘Third Item Of Storage Retrieved’)
print(partystorage1)
except (IndexError, TypeError):
continue

if event.key == K_F2:
print(partyinv1)

if event.key == K_f:
if ‘Rusty Key’ in partyinv1 or partykeys1:
if ‘Rusty Chest’ in partyinv1:
treasureitem1()
print(‘Rusty Chest Was Unlocked’)
partyinv1.remove(‘Rusty Chest’)

if event.key == K_F3:
print(partystorage1)

if event.key == K_x:
print(‘Finished Crafting’)
crafting = False

blackscreen6 = pygame.image.load(‘BlackScreen2.png’)
displaysurf7.blit(blackscreen6, (100, 200))
displaysurf7.blit(blackscreen6, (100, 250))
displaysurf7.blit(blackscreen6, (100, 300))
#displaysurf7.blit(blackscreen6, (100, 350))
#displaysurf7.blit(blackscreen6, (100, 400))
font5 = pygame.font.Font(None, 30)
invtext1 = font5.render(str(partyinv1), True, (255, 0, 0))
invtext2 = font5.render(str(partystorage1), True, (250, 0, 0))
displaysurf7.blit(invtext1, (100, 200))
displaysurf7.blit(invtext2, (100, 300))
pygame.display.flip()

def treasureitem1():
global partyinv1
partyinv1 = partyinv1
treasurechance1 = random.randint(0, 20)
if treasurechance1 == 2:
partyinv1.append(‘Dagger +1’)
print(‘The Chest Has An Item’)
if treasurechance1 == 4:
partyinv1.append(‘Longsword +1’)
print(‘The Chest Has An Item’)
if treasurechance1 == 6:
partyinv1.append(‘Spear +1’)
print(‘The Chest Has An Item’)
if treasurechance1 == 8:
partyinv1.append(‘Shotel’)
print(‘The Chest Has An Item’)
if treasurechance1 == 10:
partyinv1.append(‘Katana’)
print(‘The Chest Has An Item’)
if treasurechance1 == 12:
partyinv1.append(‘Shield + 1’)
print(‘The Chest Has An Item’)
if treasurechance1 == 14:
partyinv1.append(‘Claymore’)
print(‘The Chest Has An Item’)
if treasurechance1 == 16:
partyinv1.append(‘Plate Armour’)
print(‘The Chest Has An Item’)
if treasurechance1 == 18:
partyinv1.append(‘Potion Of Stat Increase’)
print(‘The Chest Has An Item’)
if treasurechance1 == 20:
partyinv1.append(‘Bundle Of Fly Potions’)
print(‘The Chest Has An Item’)

def fight1():

enemies = 0

if enemies == 0:
enemies = []
a = random.randint(0, 20)

enemies.append(a)
print(enemies)

def fight2():
BLACK = (0, 0, 0)
displaysurf7.fill(BLACK)
pygame.display.flip()
enemies1 = random.randint(0, 100)
enemies2 = random.randint(0, 100)
enemies3 = random.randint(0, 100)
enemies4 = random.randint(0, 100)
enemies5 = random.randint(0, 100)
enemies6 = random.randint(0, 100)
char1atk = random.randint(0, 10)
char1hp = 15
char1maxexp = 20
char1level = 0
char1maxhp = 15
fighting = True
lifesteal1 = 1

global rest1

pygame.font.init()
font1 = pygame.font.Font(None, 30)
#textimage1 = font1.render()
clock3 = pygame.time.Clock()
time3 = clock3.tick(60)
time3inseconds = time3 / 1000.0

if spot2 = 50:
enemies1 = random.randint(0, 200)
if spot2 >= 100:
enemies1 = random.randint(0, 300)
if spot2 >= 150:
enemies1 = random.randint(0, 400)
if spot2 >= 200:
enemies1 = random.randint(0, 500)

if enemies1 =11 and enemies1 =21 and enemies1 =31 and enemies1 =41 and enemies1 =51 and enemies1 =61 and enemies1 =71 and enemies1 =81 and enemies1 =91 and enemies1 =101 and enemies1 =111 and enemies1 =121 and enemies1 =131 and enemies1 =141 and enemies1 =151 and enemies1 =161 and enemies1 =171 and enemies1 =181 and enemies1 =191 and enemies1 =201 and enemies1 =211 and enemies1 =221 and enemies1 =231 and enemies1 =241 and enemies1 =251 and enemies1 =261 and enemies1 =271 and enemies1 =281 and enemies1 =291 and enemies1 = 301 and enemies1 = 311 and enemies1 = 321 and enemies1 = 331 and enemies1 = 341 and enemies1 =351 and enemies1 = 361 and enemies1 =371 and enemies1 =381 and enemies1 = 391 and enemies1 = 401 and enemies1 = 411 and enemies1 = 421 and enemies1 = 431 and enemies1 = 441 and enemies1 = 451 and enemies1 = 461 and enemies1 = 471 and enemies1 = 481 and enemies1 = 491 and enemies1 <= 500:
en1 = 'Tome Of Illness'
en1health = random.randint(0, 105)
en1defense = random.randint(0, 105)
en1strength = random.randint(0, 105)
en1dexterity = random.randint(0, 105)
en1intelligence = random.randint(0, 105)
en1exp = random.randint(0, 105)
en1pic = pygame.image.load('Player1.png')
en1item = 'Words Of Disease'
en1title = []
en1titlechance = random.randint(0, 20)
en1essence = []
en1essencechance1 = random.randint(0, 20)
print(en1, en1health, en1defense, en1strength, en1dexterity, en1intelligence)

if enemies2 =11 and enemies2 =21 and enemies2 =31 and enemies2 =41 and enemies2 =51 and enemies2 =61 and enemies2 =71 and enemies2 =81 and enemies2 =91 and enemies2 =101 and enemies2 =111 and enemies2 =121 and enemies2 =131 and enemies2 =141 and enemies2 =151 and enemies2 =161 and enemies2 =171 and enemies2 =181 and enemies2 =191 and enemies2 =201 and enemies2 =211 and enemies2 =221 and enemies2 =231 and enemies2 =241 and enemies2 =251 and enemies2 =261 and enemies2 =271 and enemies2 =281 and enemies2 =291 and enemies2 = 301 and enemies2 = 311 and enemies2 = 321 and enemies2 = 331 and enemies2 = 341 and enemies2 =351 and enemies2 = 361 and enemies2 =371 and enemies2 =381 and enemies2 = 391 and enemies2 = 401 and enemies2 = 411 and enemies2 = 421 and enemies2 = 431 and enemies2 = 441 and enemies2 = 451 and enemies2 = 461 and enemies2 = 471 and enemies2 = 481 and enemies2 = 491 and enemies2 = 6:
turn1 = 0
if turn1 == 0:
char2hp = char2hp
char2atk = char2atk
char2def = char2def
char2maxexp = char2maxexp
char2maxhp = char2maxhp
char2level = char2level
if turn1 == 1:
char3hp = char3hp
char3atk = char3atk
char3def = char3def
if turn1 == 2:
char4hp = char4hp
char4atk = char4atk
char4def = char4def
if turn1 == 3:
char5hp = char5hp
char5atk = char5atk
char5def = char5def
if turn1 == 4:
char6hp = char6hp
char6atk = char6atk
char6def = char6def
if turn1 == 5:
char7hp = char7hp
char7atk = char7atk
char7def = char7def

if itemsteal1 == 0:
partyinv1.append(en1item)
print(‘Within The Commotion A Party Member Steals An Item From The Enemy’)

def classskill2():
casting = True
global char2skillspell
global char2class
global char2level
char2class = char2class
char2level = char2level
nonlocal en1
nonlocal en1health
nonlocal en1defense
nonlocal en1strength
nonlocal en1dexterity
nonlocal en1intelligence
nonlocal en1hit
en1 = en1
en1health = en1health
en1defense = en1defense
en1strength = en1strength
en1dexterity = en1dexterity
en1intelligence = en1intelligence
en1hit = en1hit
print(‘First Character Selecting A Skill’)
print(‘Their Current Skills Are ‘ + str(char2skillspell))
print(‘Use Numbers 1 Through 5 To Choose Which One To Use’)
while casting is True and ‘Warrior’ in char2class:
for event in pygame.event.get():

if event.type == KEYDOWN:
if event.key == K_1:
try:
skill1 = char2skillspell[0]
print(skill1)
except IndexError:
continue
powerslash()
casting = False

if event.key == K_2:
try:
skill1 = char2skillspell[1]
print(skill1)
except IndexError:
continue

if event.key == K_3:
try:
skill1 = char2skillspell[2]
print(skill1)
except IndexError:
continue

if event.key == K_4:
try:
skill1 = char2skillspell[3]
print(skill1)
except IndexError:
continue

if event.key == K_5:
try:
skill1 = char2skillspell[4]
print(skill1)
except IndexError:
continue

if event.key == K_z:
print(‘First Character Canceled Casting’)
casting = False

if char1hit == 0:
print(‘The First Character Missed The ‘ + en1)
if misschance1 == 0:
misspic1 = pygame.image.load(‘Miss1.png’)
displaysurf7.blit(misspic1, (100, 450))
pygame.display.flip()
if misschance1 == 1:
misspic1 = pygame.image.load(‘Miss2.png’)
displaysurf7.blit(misspic1, (100, 450))
pygame.display.flip()
if misschance1 == 2:
misspic1 = pygame.image.load(‘Miss3.png’)
displaysurf7.blit(misspic1, (100, 450))
pygame.display.flip()
if misschance1 == 3:
misspic1 = pygame.image.load(‘Miss4.png’)
displaysurf7.blit(misspic1, (100, 450))
pygame.display.flip()
if misschance1 == 4:
misspic1 = pygame.image.load(‘Miss5.png’)
displaysurf7.blit(misspic1, (100, 450))
pygame.display.flip()
if misschance1 == 5:
misspic1 = pygame.image.load(‘Miss6.png’)
displaysurf7.blit(misspic1, (100, 450))
pygame.display.flip()
if misschance1 == 6:
misspic1 = pygame.image.load(‘Miss7.png’)
displaysurf7.blit(misspic1, (100, 450))
pygame.display.flip()
if misschance1 == 7:
misspic1 = pygame.image.load(‘Miss8.png’)
displaysurf7.blit(misspic1, (100, 450))
pygame.display.flip()
if misschance1 == 8:
misspic1 = pygame.image.load(‘Miss9.png’)
displaysurf7.blit(misspic1, (100, 450))
pygame.display.flip()
if misschance1 == 9:
misspic1 = pygame.image.load(‘Miss10.png’)
displaysurf7.blit(misspic1, (100, 450))
pygame.display.flip()
#ScrollingMiss1.text1()
if char1hit == 1:
#en1health = en1health – swing1
#print(‘Your Attack Hit ‘ + en1 + ‘ For ‘ + str(swing1) + ‘ Damage.’)
en1health = en1health – swing2 – en1defense
print(‘The First Character Hits The ‘ + en1 + ‘ For ‘ + str(swing2) + ‘ Damage ‘)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
try:
if char2dex >= 2:
if swingagain1 == 2:
en1health = en1health – swing2 – en1defense
print(str(char2name) + ‘ Swings Twice’)
if char2dex >= 4:
if swingagain1 == 4:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char2name) + ‘ Swings Three Times’)
if char2dex >= 6:
if swingagain1 == 6:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char2name) + ‘ Swings Four Times’)
if char2dex >= 8:
if swingagain1 == 8:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char2name) + ‘ Swings Five Times’)
except TypeError():
continue
if char1hit == 2:
#en1health = en1health – swing1 * crit1
#print(‘Your Attack Critically Hits The ‘ + en1 + ‘ For ‘ + str(swing1) + ‘ X ‘ + str(crit1))
en1health = en1health – swing2 – en1defense * crit1
print(‘The First Character Critically Hits The ‘ + en1 + ‘ For ‘ + str(swing2) + ‘ X ‘ + str(crit1))
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if critchance1 == 0:
critpic1 = pygame.image.load(‘Crit1.png’)
displaysurf7.blit(critpic1, (100, 400))
pygame.display.flip()
if critchance1 == 1:
critpic1 = pygame.image.load(‘Crit2.png’)
displaysurf7.blit(critpic1, (100, 400))
pygame.display.flip()
if critchance1 == 2:
critpic1 = pygame.image.load(‘Crit3.png’)
displaysurf7.blit(critpic1, (100, 400))
pygame.display.flip()
if critchance1 == 3:
critpic1 = pygame.image.load(‘Crit4.png’)
displaysurf7.blit(critpic1, (100, 400))
pygame.display.flip()
if critchance1 == 4:
critpic1 = pygame.image.load(‘Crit5.png’)
displaysurf7.blit(critpic1, (100, 400))
pygame.display.flip()
if critchance1 == 5:
critpic1 = pygame.image.load(‘Crit6.png’)
displaysurf7.blit(critpic1, (100, 400))
pygame.display.flip()
if critchance1 == 6:
critpic1 = pygame.image.load(‘Crit7.png’)
displaysurf7.blit(critpic1, (100, 400))
pygame.display.flip()
if critchance1 == 7:
critpic1 = pygame.image.load(‘Crit8.png’)
displaysurf7.blit(critpic1, (100, 400))
pygame.display.flip()
if critchance1 == 8:
critpic1 = pygame.image.load(‘Crit9.png’)
displaysurf7.blit(critpic1, (100, 400))
pygame.display.flip()
if critchance1 == 9:
critpic1 = pygame.image.load(‘Crit10.png’)
displaysurf7.blit(critpic1, (100, 400))
pygame.display.flip()
try:
if char2dex >= 2:
if swingagain1 == 2:
en1health = en1health – swing2 – en1defense * crit1
print(str(char2name) + ‘ Critically Swings Twice’)
if char2dex >= 4:
if swingagain1 == 4:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char2name) + ‘ Critically Swings Three Times’)
if char2dex >= 6:
if swingagain1 == 6:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char2name) + ‘ Critically Swings Four Times’)
if char2dex >= 8:
if swingagain1 == 8:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char2name) + ‘ Critically Swings Five Times’)
except TypeError():
continue
if char1hit == 3:
#char1hp = char1hp – swing1
#print(‘Your swing is off and you strike yourself for ‘ + str(swing1) + ‘ damage’)
char2hp = char2hp – swing2 – char2def
print(‘The First Character Fumbles and strikes theirself for ‘ + str(swing2) + ‘ Damage ‘)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if fumblechance1 == 0:
failpic1 = pygame.image.load(‘Fail1.png’)
displaysurf7.blit(failpic1, (100, 350))
pygame.display.flip()
if fumblechance1 == 1:
failpic1 = pygame.image.load(‘Fail2.png’)
displaysurf7.blit(failpic1, (100, 350))
pygame.display.flip()
if fumblechance1 == 2:
failpic1 = pygame.image.load(‘Fail3.png’)
displaysurf7.blit(failpic1, (100, 350))
pygame.display.flip()
if fumblechance1 == 3:
failpic1 = pygame.image.load(‘Fail4.png’)
displaysurf7.blit(failpic1, (100, 350))
pygame.display.flip()
if fumblechance1 == 4:
failpic1 = pygame.image.load(‘Fail5.png’)
displaysurf7.blit(failpic1, (100, 350))
pygame.display.flip()
if fumblechance1 == 5:
failpic1 = pygame.image.load(‘Fail6.png’)
displaysurf7.blit(failpic1, (100, 350))
pygame.display.flip()
if fumblechance1 == 6:
failpic1 = pygame.image.load(‘Fail7.png’)
displaysurf7.blit(failpic1, (100, 350))
pygame.display.flip()
if fumblechance1 == 7:
failpic1 = pygame.image.load(‘Fail8.png’)
displaysurf7.blit(failpic1, (100, 350))
pygame.display.flip()
if fumblechance1 == 8:
failpic1 = pygame.image.load(‘Fail9.png’)
displaysurf7.blit(failpic1, (100, 350))
pygame.display.flip()
if fumblechance1 == 9:
failpic1 = pygame.image.load(‘Fail10.png’)
displaysurf7.blit(failpic1, (100, 350))
pygame.display.flip()
if char1hit == 4:
print(‘The Second Character Missed The ‘ + en1)
if misschance1 == 0:
misspic1 = pygame.image.load(‘Miss1.png’)
displaysurf7.blit(misspic1, (200, 450))
pygame.display.flip()
if misschance1 == 1:
misspic1 = pygame.image.load(‘Miss2.png’)
displaysurf7.blit(misspic1, (200, 450))
pygame.display.flip()
if misschance1 == 2:
misspic1 = pygame.image.load(‘Miss3.png’)
displaysurf7.blit(misspic1, (200, 450))
pygame.display.flip()
if misschance1 == 3:
misspic1 = pygame.image.load(‘Miss4.png’)
displaysurf7.blit(misspic1, (200, 450))
pygame.display.flip()
if misschance1 == 4:
misspic1 = pygame.image.load(‘Miss5.png’)
displaysurf7.blit(misspic1, (200, 450))
pygame.display.flip()
if misschance1 == 5:
misspic1 = pygame.image.load(‘Miss6.png’)
displaysurf7.blit(misspic1, (200, 450))
pygame.display.flip()
if misschance1 == 6:
misspic1 = pygame.image.load(‘Miss7.png’)
displaysurf7.blit(misspic1, (200, 450))
pygame.display.flip()
if misschance1 == 7:
misspic1 = pygame.image.load(‘Miss8.png’)
displaysurf7.blit(misspic1, (200, 450))
pygame.display.flip()
if misschance1 == 8:
misspic1 = pygame.image.load(‘Miss9.png’)
displaysurf7.blit(misspic1, (200, 450))
pygame.display.flip()
if misschance1 == 9:
misspic1 = pygame.image.load(‘Miss10.png’)
displaysurf7.blit(misspic1, (200, 450))
pygame.display.flip()
#ScrollingMiss2.text2()
if char1hit == 5:
en1health = en1health – swing3 – en1defense
print(‘The Second Character Hits The ‘ + en1 + ‘ For ‘ + str(swing3) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
try:
if char3dex >= 2:
if swingagain1 == 2:
en1health = en1health – swing2 – en1defense
print(str(char3name) + ‘ Swings Twice’)
if char3dex >= 4:
if swingagain1 == 4:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char3name) + ‘ Swings Three Times’)
if char3dex >= 6:
if swingagain1 == 6:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char3name) + ‘ Swings Four Times’)
if char3dex >= 8:
if swingagain1 == 8:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char3name) + ‘ Swings Five Times’)
except TypeError():
continue
if char1hit == 6:
en1health = en1health – swing3 – en1defense * crit1
print(‘The Second Character Critically Hits The ‘ + en1 + ‘ For ‘ + str(swing3) + ‘ X ‘ + str(crit1))
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘Bloodsplatter5.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if critchance1 == 0:
critpic1 = pygame.image.load(‘Crit1.png’)
displaysurf7.blit(critpic1, (200, 400))
pygame.display.flip()
if critchance1 == 1:
critpic1 = pygame.image.load(‘Crit2.png’)
displaysurf7.blit(critpic1, (200, 400))
pygame.display.flip()
if critchance1 == 2:
critpic1 = pygame.image.load(‘Crit3.png’)
displaysurf7.blit(critpic1, (200, 400))
pygame.display.flip()
if critchance1 == 3:
critpic1 = pygame.image.load(‘Crit4.png’)
displaysurf7.blit(critpic1, (200, 400))
pygame.display.flip()
if critchance1 == 4:
critpic1 = pygame.image.load(‘Crit5.png’)
displaysurf7.blit(critpic1, (200, 400))
pygame.display.flip()
if critchance1 == 5:
critpic1 = pygame.image.load(‘Crit6.png’)
displaysurf7.blit(critpic1, (200, 400))
pygame.display.flip()
if critchance1 == 6:
critpic1 = pygame.image.load(‘Crit7.png’)
displaysurf7.blit(critpic1, (200, 400))
pygame.display.flip()
if critchance1 == 7:
critpic1 = pygame.image.load(‘Crit8.png’)
displaysurf7.blit(critpic1, (200, 400))
pygame.display.flip()
if critchance1 == 8:
critpic1 = pygame.image.load(‘Crit9.png’)
displaysurf7.blit(critpic1, (200, 400))
pygame.display.flip()
if critchance1 == 9:
critpic1 = pygame.image.load(‘Crit10.png’)
displaysurf7.blit(critpic1, (200, 400))
pygame.display.flip()
try:
if char3dex >= 2:
if swingagain1 == 2:
en1health = en1health – swing2 – en1defense * crit1
print(str(char3name) + ‘ Critically Swings Twice’)
if char3dex >= 4:
if swingagain1 == 4:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char3name) + ‘ Critically Swings Three Times’)
if char3dex >= 6:
if swingagain1 == 6:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char3name) + ‘ Critically Swings Four Times’)
if char3dex >= 8:
if swingagain1 == 8:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char3name) + ‘ Critically Swings Five Times’)
except TypeError():
continue
if char1hit == 7:
char3hp = char3hp – swing3 – char3def
print(‘The Second Character Fumbles and Strikes Theirself for ‘ + str(swing3) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if fumblechance1 == 0:
failpic1 = pygame.image.load(‘Fail1.png’)
displaysurf7.blit(failpic1, (200, 350))
pygame.display.flip()
if fumblechance1 == 1:
failpic1 = pygame.image.load(‘Fail2.png’)
displaysurf7.blit(failpic1, (200, 350))
pygame.display.flip()
if fumblechance1 == 2:
failpic1 = pygame.image.load(‘Fail3.png’)
displaysurf7.blit(failpic1, (200, 350))
pygame.display.flip()
if fumblechance1 == 3:
failpic1 = pygame.image.load(‘Fail4.png’)
displaysurf7.blit(failpic1, (200, 350))
pygame.display.flip()
if fumblechance1 == 4:
failpic1 = pygame.image.load(‘Fail5.png’)
displaysurf7.blit(failpic1, (200, 350))
pygame.display.flip()
if fumblechance1 == 5:
failpic1 = pygame.image.load(‘Fail6.png’)
displaysurf7.blit(failpic1, (200, 350))
pygame.display.flip()
if fumblechance1 == 6:
failpic1 = pygame.image.load(‘Fail7.png’)
displaysurf7.blit(failpic1, (200, 350))
pygame.display.flip()
if fumblechance1 == 7:
failpic1 = pygame.image.load(‘Fail8.png’)
displaysurf7.blit(failpic1, (200, 350))
pygame.display.flip()
if fumblechance1 == 8:
failpic1 = pygame.image.load(‘Fail9.png’)
displaysurf7.blit(failpic1, (200, 350))
pygame.display.flip()
if fumblechance1 == 9:
failpic1 = pygame.image.load(‘Fail10.png’)
displaysurf7.blit(failpic1, (200, 350))
pygame.display.flip()
if char1hit == 8:
print(‘The Third Character Missed The ‘ + en1)
if misschance1 == 0:
misspic1 = pygame.image.load(‘Miss1.png’)
displaysurf7.blit(misspic1, (300, 450))
pygame.display.flip()
if misschance1 == 1:
misspic1 = pygame.image.load(‘Miss2.png’)
displaysurf7.blit(misspic1, (300, 450))
pygame.display.flip()
if misschance1 == 2:
misspic1 = pygame.image.load(‘Miss3.png’)
displaysurf7.blit(misspic1, (300, 450))
pygame.display.flip()
if misschance1 == 3:
misspic1 = pygame.image.load(‘Miss4.png’)
displaysurf7.blit(misspic1, (300, 450))
pygame.display.flip()
if misschance1 == 4:
misspic1 = pygame.image.load(‘Miss5.png’)
displaysurf7.blit(misspic1, (300, 450))
pygame.display.flip()
if misschance1 == 5:
misspic1 = pygame.image.load(‘Miss6.png’)
displaysurf7.blit(misspic1, (300, 450))
pygame.display.flip()
if misschance1 == 6:
misspic1 = pygame.image.load(‘Miss7.png’)
displaysurf7.blit(misspic1, (300, 450))
pygame.display.flip()
if misschance1 == 7:
misspic1 = pygame.image.load(‘Miss8.png’)
displaysurf7.blit(misspic1, (300, 450))
pygame.display.flip()
if misschance1 == 8:
misspic1 = pygame.image.load(‘Miss9.png’)
displaysurf7.blit(misspic1, (300, 450))
pygame.display.flip()
if misschance1 == 9:
misspic1 = pygame.image.load(‘Miss10.png’)
displaysurf7.blit(misspic1, (300, 450))
pygame.display.flip()
#ScrollingMiss3.text3()
if char1hit == 9:
en1health = en1health – swing4 – en1defense
print(‘The Third Character Hits The ‘ + en1 + ‘ For ‘ + str(swing4) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
try:
if char4dex >= 2:
if swingagain1 == 2:
en1health = en1health – swing2 – en1defense
print(str(char4name) + ‘ Swings Twice’)
if char4dex >= 4:
if swingagain1 == 4:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char4name) + ‘ Swings Three Times’)
if char4dex >= 6:
if swingagain1 == 6:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char4name) + ‘ Swings Four Times’)
if char4dex >= 8:
if swingagain1 == 8:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char4name) + ‘ Swings Five Times’)
except TypeError():
continue
if char1hit == 10:
en1health = en1health – swing4 – en1defense * crit1
print(‘The Third Character Critically Hits The ‘ + en1 + ‘ For ‘ + str(swing4) + ‘ X ‘ + str(crit1))
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if critchance1 == 0:
critpic1 = pygame.image.load(‘Crit1.png’)
displaysurf7.blit(critpic1, (300, 400))
pygame.display.flip()
if critchance1 == 1:
critpic1 = pygame.image.load(‘Crit2.png’)
displaysurf7.blit(critpic1, (300, 400))
pygame.display.flip()
if critchance1 == 2:
critpic1 = pygame.image.load(‘Crit3.png’)
displaysurf7.blit(critpic1, (300, 400))
pygame.display.flip()
if critchance1 == 3:
critpic1 = pygame.image.load(‘Crit4.png’)
displaysurf7.blit(critpic1, (300, 400))
pygame.display.flip()
if critchance1 == 4:
critpic1 = pygame.image.load(‘Crit5.png’)
displaysurf7.blit(critpic1, (300, 400))
pygame.display.flip()
if critchance1 == 5:
critpic1 = pygame.image.load(‘Crit6.png’)
displaysurf7.blit(critpic1, (300, 400))
pygame.display.flip()
if critchance1 == 6:
critpic1 = pygame.image.load(‘Crit7.png’)
displaysurf7.blit(critpic1, (300, 400))
pygame.display.flip()
if critchance1 == 7:
critpic1 = pygame.image.load(‘Crit8.png’)
displaysurf7.blit(critpic1, (300, 400))
pygame.display.flip()
if critchance1 == 8:
critpic1 = pygame.image.load(‘Crit9.png’)
displaysurf7.blit(critpic1, (300, 400))
pygame.display.flip()
if critchance1 == 9:
critpic1 = pygame.image.load(‘Crit10.png’)
displaysurf7.blit(critpic1, (300, 400))
pygame.display.flip()
try:
if char4dex >= 2:
if swingagain1 == 2:
en1health = en1health – swing2 – en1defense * crit1
print(str(char4name) + ‘ Critically Swings Twice’)
if char4dex >= 4:
if swingagain1 == 4:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char4name) + ‘ Critically Swings Three Times’)
if char4dex >= 6:
if swingagain1 == 6:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char4name) + ‘ Critically Swings Four Times’)
if char4dex >= 8:
if swingagain1 == 8:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char4name) + ‘ Critically Swings Five Times’)
except TypeError():
continue
if char1hit == 11:
char4hp = char4hp – swing4 – char4def
print(‘The Third Character Fumbles and Strikes Theirself For ‘ + str(swing4) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if fumblechance1 == 0:
failpic1 = pygame.image.load(‘Fail1.png’)
displaysurf7.blit(failpic1, (300, 350))
pygame.display.flip()
if fumblechance1 == 1:
failpic1 = pygame.image.load(‘Fail2.png’)
displaysurf7.blit(failpic1, (300, 350))
pygame.display.flip()
if fumblechance1 == 2:
failpic1 = pygame.image.load(‘Fail3.png’)
displaysurf7.blit(failpic1, (300, 350))
pygame.display.flip()
if fumblechance1 == 3:
failpic1 = pygame.image.load(‘Fail4.png’)
displaysurf7.blit(failpic1, (300, 350))
pygame.display.flip()
if fumblechance1 == 4:
failpic1 = pygame.image.load(‘Fail5.png’)
displaysurf7.blit(failpic1, (300, 350))
pygame.display.flip()
if fumblechance1 == 5:
failpic1 = pygame.image.load(‘Fail6.png’)
displaysurf7.blit(failpic1, (300, 350))
pygame.display.flip()
if fumblechance1 == 6:
failpic1 = pygame.image.load(‘Fail7.png’)
displaysurf7.blit(failpic1, (300, 350))
pygame.display.flip()
if fumblechance1 == 7:
failpic1 = pygame.image.load(‘Fail8.png’)
displaysurf7.blit(failpic1, (300, 350))
pygame.display.flip()
if fumblechance1 == 8:
failpic1 = pygame.image.load(‘Fail9.png’)
displaysurf7.blit(failpic1, (300, 350))
pygame.display.flip()
if fumblechance1 == 9:
failpic1 = pygame.image.load(‘Fail10.png’)
displaysurf7.blit(failpic1, (300, 350))
pygame.display.flip()
if char1hit == 12:
print(‘The Fourth Character Missed The ‘ + en1)
if misschance1 == 0:
misspic1 = pygame.image.load(‘Miss1.png’)
displaysurf7.blit(misspic1, (400, 450))
pygame.display.flip()
if misschance1 == 1:
misspic1 = pygame.image.load(‘Miss2.png’)
displaysurf7.blit(misspic1, (400, 450))
pygame.display.flip()
if misschance1 == 2:
misspic1 = pygame.image.load(‘Miss3.png’)
displaysurf7.blit(misspic1, (400, 450))
pygame.display.flip()
if misschance1 == 3:
misspic1 = pygame.image.load(‘Miss4.png’)
displaysurf7.blit(misspic1, (400, 450))
pygame.display.flip()
if misschance1 == 4:
misspic1 = pygame.image.load(‘Miss5.png’)
displaysurf7.blit(misspic1, (400, 450))
pygame.display.flip()
if misschance1 == 5:
misspic1 = pygame.image.load(‘Miss6.png’)
displaysurf7.blit(misspic1, (400, 450))
pygame.display.flip()
if misschance1 == 6:
misspic1 = pygame.image.load(‘Miss7.png’)
displaysurf7.blit(misspic1, (400, 450))
pygame.display.flip()
if misschance1 == 7:
misspic1 = pygame.image.load(‘Miss8.png’)
displaysurf7.blit(misspic1, (400, 450))
pygame.display.flip()
if misschance1 == 8:
misspic1 = pygame.image.load(‘Miss9.png’)
displaysurf7.blit(misspic1, (400, 450))
pygame.display.flip()
if misschance1 == 9:
misspic1 = pygame.image.load(‘Miss10.png’)
displaysurf7.blit(misspic1, (400, 450))
pygame.display.flip()
#ScrollingMiss4.text4()
if char1hit == 13:
en1health = en1health – swing5 – en1defense
print(‘The Fourth Character Hits The ‘ + en1 + ‘ For ‘ + str(swing5) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
try:
if char5dex >= 2:
if swingagain1 == 2:
en1health = en1health – swing2 – en1defense
print(str(char5name) + ‘ Swings Twice’)
if char5dex >= 4:
if swingagain1 == 4:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char5name) + ‘ Swings Three Times’)
if char5dex >= 6:
if swingagain1 == 6:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char5name) + ‘ Swings Four Times’)
if char5dex >= 8:
if swingagain1 == 8:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char5name) + ‘ Swings Five Times’)
except TypeError():
continue
if char1hit == 14:
en1health = en1health – swing5 – en1defense * crit1
print(‘The Fourth Character Critically Hits The ‘ + en1 + ‘ For ‘ + str(swing5) + ‘ X ‘ + str(crit1))
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if critchance1 == 0:
critpic1 = pygame.image.load(‘Crit1.png’)
displaysurf7.blit(critpic1, (400, 400))
pygame.display.flip()
if critchance1 == 1:
critpic1 = pygame.image.load(‘Crit2.png’)
displaysurf7.blit(critpic1, (400, 400))
pygame.display.flip()
if critchance1 == 2:
critpic1 = pygame.image.load(‘Crit3.png’)
displaysurf7.blit(critpic1, (400, 400))
pygame.display.flip()
if critchance1 == 3:
critpic1 = pygame.image.load(‘Crit4.png’)
displaysurf7.blit(critpic1, (400, 400))
pygame.display.flip()
if critchance1 == 4:
critpic1 = pygame.image.load(‘Crit5.png’)
displaysurf7.blit(critpic1, (400, 400))
pygame.display.flip()
if critchance1 == 5:
critpic1 = pygame.image.load(‘Crit6.png’)
displaysurf7.blit(critpic1, (400, 400))
pygame.display.flip()
if critchance1 == 6:
critpic1 = pygame.image.load(‘Crit7.png’)
displaysurf7.blit(critpic1, (400, 400))
pygame.display.flip()
if critchance1 == 7:
critpic1 = pygame.image.load(‘Crit8.png’)
displaysurf7.blit(critpic1, (400, 400))
pygame.display.flip()
if critchance1 == 8:
critpic1 = pygame.image.load(‘Crit9.png’)
displaysurf7.blit(critpic1, (400, 400))
pygame.display.flip()
if critchance1 == 9:
critpic1 = pygame.image.load(‘Crit10.png’)
displaysurf7.blit(critpic1, (400, 400))
pygame.display.flip()
try:
if char5dex >= 2:
if swingagain1 == 2:
en1health = en1health – swing2 – en1defense * crit1
print(str(char5name) + ‘ Critically Swings Twice’)
if char5dex >= 4:
if swingagain1 == 4:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char5name) + ‘ Critically Swings Three Times’)
if char5dex >= 6:
if swingagain1 == 6:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char5name) + ‘ Critically Swings Four Times’)
if char5dex >= 8:
if swingagain1 == 8:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char5name) + ‘ Critically Swings Five Times’)
except TypeError():
continue
if char1hit == 15:
char5hp = char5hp – swing5 – char5def
print(‘The Fourth Character Fumbles And Strikes Theirself For ‘ + str(swing5) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if fumblechance1 == 0:
failpic1 = pygame.image.load(‘Fail1.png’)
displaysurf7.blit(failpic1, (400, 350))
pygame.display.flip()
if fumblechance1 == 1:
failpic1 = pygame.image.load(‘Fail2.png’)
displaysurf7.blit(failpic1, (400, 350))
pygame.display.flip()
if fumblechance1 == 2:
failpic1 = pygame.image.load(‘Fail3.png’)
displaysurf7.blit(failpic1, (400, 350))
pygame.display.flip()
if fumblechance1 == 3:
failpic1 = pygame.image.load(‘Fail4.png’)
displaysurf7.blit(failpic1, (400, 350))
pygame.display.flip()
if fumblechance1 == 4:
failpic1 = pygame.image.load(‘Fail5.png’)
displaysurf7.blit(failpic1, (400, 350))
pygame.display.flip()
if fumblechance1 == 5:
failpic1 = pygame.image.load(‘Fail6.png’)
displaysurf7.blit(failpic1, (400, 350))
pygame.display.flip()
if fumblechance1 == 6:
failpic1 = pygame.image.load(‘Fail7.png’)
displaysurf7.blit(failpic1, (400, 350))
pygame.display.flip()
if fumblechance1 == 7:
failpic1 = pygame.image.load(‘Fail8.png’)
displaysurf7.blit(failpic1, (400, 350))
pygame.display.flip()
if fumblechance1 == 8:
failpic1 = pygame.image.load(‘Fail9.png’)
displaysurf7.blit(failpic1, (400, 350))
pygame.display.flip()
if fumblechance1 == 9:
failpic1 = pygame.image.load(‘Fail10.png’)
displaysurf7.blit(failpic1, (400, 350))
pygame.display.flip()
if char1hit == 16:
print(‘The Fifth Character Missed The ‘ + en1)
if misschance1 == 0:
misspic1 = pygame.image.load(‘Miss1.png’)
displaysurf7.blit(misspic1, (500, 450))
pygame.display.flip()
if misschance1 == 1:
misspic1 = pygame.image.load(‘Miss2.png’)
displaysurf7.blit(misspic1, (500, 450))
pygame.display.flip()
if misschance1 == 2:
misspic1 = pygame.image.load(‘Miss3.png’)
displaysurf7.blit(misspic1, (500, 450))
pygame.display.flip()
if misschance1 == 3:
misspic1 = pygame.image.load(‘Miss4.png’)
displaysurf7.blit(misspic1, (500, 450))
pygame.display.flip()
if misschance1 == 4:
misspic1 = pygame.image.load(‘Miss5.png’)
displaysurf7.blit(misspic1, (500, 450))
pygame.display.flip()
if misschance1 == 5:
misspic1 = pygame.image.load(‘Miss6.png’)
displaysurf7.blit(misspic1, (500, 450))
pygame.display.flip()
if misschance1 == 6:
misspic1 = pygame.image.load(‘Miss7.png’)
displaysurf7.blit(misspic1, (500, 450))
pygame.display.flip()
if misschance1 == 7:
misspic1 = pygame.image.load(‘Miss8.png’)
displaysurf7.blit(misspic1, (500, 450))
pygame.display.flip()
if misschance1 == 8:
misspic1 = pygame.image.load(‘Miss9.png’)
displaysurf7.blit(misspic1, (500, 450))
pygame.display.flip()
if misschance1 == 9:
misspic1 = pygame.image.load(‘Miss10.png’)
displaysurf7.blit(misspic1, (500, 450))
pygame.display.flip()
#ScrollingMiss5.text5()
if char1hit == 17:
en1health = en1health – swing6 – en1defense
print(‘The Fifth Character Hits The ‘ + en1 + ‘ For ‘ + str(swing6) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
try:
if char6dex >= 2:
if swingagain1 == 2:
en1health = en1health – swing2 – en1defense
print(str(char6name) + ‘ Swings Twice’)
if char6dex >= 4:
if swingagain1 == 4:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char6name) + ‘ Swings Three Times’)
if char6dex >= 6:
if swingagain1 == 6:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char6name) + ‘ Swings Four Times’)
if char6dex >= 8:
if swingagain1 == 8:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char6name) + ‘ Swings Five Times’)
except TypeError():
continue
if char1hit == 18:
en1health = en1health – swing6 – en1defense * crit1
print(‘The Fifth Character Critically Hits The ‘ + en1 + ‘ For ‘ + str(swing6) + ‘ X ‘ + str(crit1))
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if critchance1 == 0:
critpic1 = pygame.image.load(‘Crit1.png’)
displaysurf7.blit(critpic1, (500, 400))
pygame.display.flip()
if critchance1 == 1:
critpic1 = pygame.image.load(‘Crit2.png’)
displaysurf7.blit(critpic1, (500, 400))
pygame.display.flip()
if critchance1 == 2:
critpic1 = pygame.image.load(‘Crit3.png’)
displaysurf7.blit(critpic1, (500, 400))
pygame.display.flip()
if critchance1 == 3:
critpic1 = pygame.image.load(‘Crit4.png’)
displaysurf7.blit(critpic1, (500, 400))
pygame.display.flip()
if critchance1 == 4:
critpic1 = pygame.image.load(‘Crit5.png’)
displaysurf7.blit(critpic1, (500, 400))
pygame.display.flip()
if critchance1 == 5:
critpic1 = pygame.image.load(‘Crit6.png’)
displaysurf7.blit(critpic1, (500, 400))
pygame.display.flip()
if critchance1 == 6:
critpic1 = pygame.image.load(‘Crit7.png’)
displaysurf7.blit(critpic1, (500, 400))
pygame.display.flip()
if critchance1 == 7:
critpic1 = pygame.image.load(‘Crit8.png’)
displaysurf7.blit(critpic1, (500, 400))
pygame.display.flip()
if critchance1 == 8:
critpic1 = pygame.image.load(‘Crit9.png’)
displaysurf7.blit(critpic1, (500, 400))
pygame.display.flip()
if critchance1 == 9:
critpic1 = pygame.image.load(‘Crit10.png’)
displaysurf7.blit(critpic1, (500, 400))
pygame.display.flip()
try:
if char6dex >= 2:
if swingagain1 == 2:
en1health = en1health – swing2 – en1defense * crit1
print(str(char6name) + ‘ Critically Swings Twice’)
if char6dex >= 4:
if swingagain1 == 4:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char6name) + ‘ Critically Swings Three Times’)
if char6dex >= 6:
if swingagain1 == 6:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char6name) + ‘ Critically Swings Four Times’)
if char6dex >= 8:
if swingagain1 == 8:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char6name) + ‘ Critically Swings Five Times’)
except TypeError():
continue
if char1hit == 19:
char6hp = char6hp – swing6 – char6def
print(‘The Fifth Character Fumbles And Strikes Theirself For ‘ + str(swing6) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if fumblechance1 == 0:
failpic1 = pygame.image.load(‘Fail1.png’)
displaysurf7.blit(failpic1, (500, 350))
pygame.display.flip()
if fumblechance1 == 1:
failpic1 = pygame.image.load(‘Fail2.png’)
displaysurf7.blit(failpic1, (500, 350))
pygame.display.flip()
if fumblechance1 == 2:
failpic1 = pygame.image.load(‘Fail3.png’)
displaysurf7.blit(failpic1, (500, 350))
pygame.display.flip()
if fumblechance1 == 3:
failpic1 = pygame.image.load(‘Fail4.png’)
displaysurf7.blit(failpic1, (500, 350))
pygame.display.flip()
if fumblechance1 == 4:
failpic1 = pygame.image.load(‘Fail5.png’)
displaysurf7.blit(failpic1, (500, 350))
pygame.display.flip()
if fumblechance1 == 5:
failpic1 = pygame.image.load(‘Fail6.png’)
displaysurf7.blit(failpic1, (500, 350))
pygame.display.flip()
if fumblechance1 == 6:
failpic1 = pygame.image.load(‘Fail7.png’)
displaysurf7.blit(failpic1, (500, 350))
pygame.display.flip()
if fumblechance1 == 7:
failpic1 = pygame.image.load(‘Fail8.png’)
displaysurf7.blit(failpic1, (500, 350))
pygame.display.flip()
if fumblechance1 == 8:
failpic1 = pygame.image.load(‘Fail9.png’)
displaysurf7.blit(failpic1, (500, 350))
pygame.display.flip()
if fumblechance1 == 9:
failpic1 = pygame.image.load(‘Fail10.png’)
displaysurf7.blit(failpic1, (500, 350))
pygame.display.flip()
if char1hit == 20:
print(‘The Sixth Character Missed The ‘ + en1)
if misschance1 == 0:
misspic1 = pygame.image.load(‘Miss1.png’)
displaysurf7.blit(misspic1, (600, 450))
pygame.display.flip()
if misschance1 == 1:
misspic1 = pygame.image.load(‘Miss2.png’)
displaysurf7.blit(misspic1, (600, 450))
pygame.display.flip()
if misschance1 == 2:
misspic1 = pygame.image.load(‘Miss3.png’)
displaysurf7.blit(misspic1, (600, 450))
pygame.display.flip()
if misschance1 == 3:
misspic1 = pygame.image.load(‘Miss4.png’)
displaysurf7.blit(misspic1, (600, 450))
pygame.display.flip()
if misschance1 == 4:
misspic1 = pygame.image.load(‘Miss5.png’)
displaysurf7.blit(misspic1, (600, 450))
pygame.display.flip()
if misschance1 == 5:
misspic1 = pygame.image.load(‘Miss6.png’)
displaysurf7.blit(misspic1, (600, 450))
pygame.display.flip()
if misschance1 == 6:
misspic1 = pygame.image.load(‘Miss7.png’)
displaysurf7.blit(misspic1, (600, 450))
pygame.display.flip()
if misschance1 == 7:
misspic1 = pygame.image.load(‘Miss8.png’)
displaysurf7.blit(misspic1, (600, 450))
pygame.display.flip()
if misschance1 == 8:
misspic1 = pygame.image.load(‘Miss9.png’)
displaysurf7.blit(misspic1, (600, 450))
pygame.display.flip()
if misschance1 == 9:
misspic1 = pygame.image.load(‘Miss10.png’)
displaysurf7.blit(misspic1, (600, 450))
pygame.display.flip()
#ScrollingMiss6.text6()
if char1hit == 21:
en1health = en1health – swing7 – en1defense
print(‘The Sixth Character Hits The ‘ + en1 + ‘ For ‘ + str(swing7) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
try:
if char7dex >= 2:
if swingagain1 == 2:
en1health = en1health – swing2 – en1defense
print(str(char7name) + ‘ Swings Twice’)
if char7dex >= 4:
if swingagain1 == 4:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char7name) + ‘ Swings Three Times’)
if char7dex >= 6:
if swingagain1 == 6:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char7name) + ‘ Swings Four Times’)
if char7dex >= 8:
if swingagain == 8:
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
en1health = en1health – swing2 – en1defense
print(str(char7name) + ‘ Swings Five Times’)
except TypeError():
continue
if char1hit == 22:
en1health = en1health – swing7 – en1defense * crit1
print(‘The Sixth Character Critically Hits The ‘ + en1 + ‘ For ‘ + str(swing7) + ‘ X ‘ + str(crit1))
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (350, 0))
pygame.display.flip()
if critchance1 == 0:
critpic1 = pygame.image.load(‘Crit1.png’)
displaysurf7.blit(critpic1, (600, 400))
pygame.display.flip()
if critchance1 == 1:
critpic1 = pygame.image.load(‘Crit2.png’)
displaysurf7.blit(critpic1, (600, 400))
pygame.display.flip()
if critchance1 == 2:
critpic1 = pygame.image.load(‘Crit3.png’)
displaysurf7.blit(critpic1, (600, 400))
pygame.display.flip()
if critchance1 == 3:
critpic1 = pygame.image.load(‘Crit4.png’)
displaysurf7.blit(critpic1, (600, 400))
pygame.display.flip()
if critchance1 == 4:
critpic1 = pygame.image.load(‘Crit5.png’)
displaysurf7.blit(critpic1, (600, 400))
pygame.display.flip()
if critchance1 == 5:
critpic1 = pygame.image.load(‘Crit6.png’)
displaysurf7.blit(critpic1, (600, 400))
pygame.display.flip()
if critchance1 == 6:
critpic1 = pygame.image.load(‘Crit7.png’)
displaysurf7.blit(critpic1, (600, 400))
pygame.display.flip()
if critchance1 == 7:
critpic1 = pygame.image.load(‘Crit8.png’)
displaysurf7.blit(critpic1, (600, 400))
pygame.display.flip()
if critchance1 == 8:
critpic1 = pygame.image.load(‘Crit9.png’)
displaysurf7.blit(critpic1, (600, 400))
pygame.display.flip()
if critchance1 == 9:
critpic1 = pygame.image.load(‘Crit10.png’)
displaysurf7.blit(critpic1, (600, 400))
pygame.display.flip()
try:
if char7dex >= 2:
if swingagain1 == 2:
en1health = en1health – swing2 – en1defense * crit1
print(str(char7name) + ‘ Critically Swings Twice’)
if char7dex >= 4:
if swingagain1 == 4:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char7name) + ‘ Critically Swings Three Times’)
if char7dex >= 6 :
if swingagain1 == 6:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char7name) + ‘ Critically Swings Four Times’)
if char7dex >= 8:
if swingagain1 == 8:
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
en1health = en1health – swing2 – en1defense * crit1
print(str(char7name) + ‘ Critically Swings Five Times’)
except TypeError():
continue
if char1hit == 23:
char7hp = char7hp – swing7 – char6def
print(‘The Sixth Character Fumbles And Strikes Theirself For ‘ + str(swing7) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if fumblechance1 == 0:
failpic1 = pygame.image.load(‘Fail1.png’)
displaysurf7.blit(failpic1, (600, 350))
pygame.display.flip()
if fumblechance1 == 1:
failpic1 = pygame.image.load(‘Fail2.png’)
displaysurf7.blit(failpic1, (600, 350))
pygame.display.flip()
if fumblechance1 == 2:
failpic1 = pygame.image.load(‘Fail3.png’)
displaysurf7.blit(failpic1, (600, 350))
pygame.display.flip()
if fumblechance1 == 3:
failpic1 = pygame.image.load(‘Fail4.png’)
displaysurf7.blit(failpic1, (600, 350))
pygame.display.flip()
if fumblechance1 == 4:
failpic1 = pygame.image.load(‘Fail5.png’)
displaysurf7.blit(failpic1, (600, 350))
pygame.display.flip()
if fumblechance1 == 5:
failpic1 = pygame.image.load(‘Fail6.png’)
displaysurf7.blit(failpic1, (600, 350))
pygame.display.flip()
if fumblechance1 == 6:
failpic1 = pygame.image.load(‘Fail7.png’)
displaysurf7.blit(failpic1, (600, 350))
pygame.display.flip()
if fumblechance1 == 7:
failpic1 = pygame.image.load(‘Fail8.png’)
displaysurf7.blit(failpic1, (600, 350))
pygame.display.flip()
if fumblechance1 == 8:
failpic1 = pygame.image.load(‘Fail9.png’)
displaysurf7.blit(failpic1, (600, 350))
pygame.display.flip()
if fumblechance1 == 9:
failpic1 = pygame.image.load(‘Fail10.png’)
displaysurf7.blit(failpic1, (600, 350))
pygame.display.flip()

if char1hit == 1 or char1hit == 2:
if char2str >= 2 and strmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their Arm’)
if char2str >= 4 and strmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their Leg’)
if char2str >= 6 and strmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their Chest’)
if char2str >= 8 and strmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their Back’)
if char2str >= 10 and strmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char2str >= 12 and strmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char2str >= 14 and strmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char2str >= 16 and strmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char2str >= 18 and strmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char2str >= 20 and strmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char2str >= 22 and strmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char2str >= 24 and strmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char2str >= 26 and strmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char2str >= 28 and strmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char2str >= 30 and strmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 5 or char1hit == 6:
if char3str >= 2 and strmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their Arms’)
if char3str >= 4 and strmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their Legs’)
if char3str >= 6 and strmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their Chest’)
if char3str >= 8 and strmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their Back’)
if char3str >= 10 and strmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char3str >= 10 and strmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char3str >= 12 and strmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char3str >= 14 and strmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char3str >= 16 and strmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char3str >= 18 and strmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char3str >= 20 and strmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char3str >= 22 and strmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char3str >= 24 and strmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char3str >= 26 and strmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char3str >= 28 and strmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char3str >= 30 and strmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 9 or char1hit == 10:
if char4str >= 2 and strmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their Arms’)
if char4str >= 4 and strmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their Legs’)
if char4str >= 6 and strmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their Chest’)
if char4str >= 8 and strmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their Back’)
if char4str >= 10 and strmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char4str >= 10 and strmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char4str >= 12 and strmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char4str >= 14 and strmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char4str >= 16 and strmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char4str >= 18 and strmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char4str >= 20 and strmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char4str >= 22 and strmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char4str >= 24 and strmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char4str >= 26 and strmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char4str >= 28 and strmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char4str >= 30 and strmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 13 or char1hit == 14:
if char5str >= 2 and strmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their Arms’)
if char5str >= 4 and strmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their Legs’)
if char5str >= 6 and strmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their Chest’)
if char5str >= 8 and strmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their Back’)
if char5str >= 10 and strmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char5str >= 10 and strmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char5str >= 12 and strmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char5str >= 14 and strmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char5str >= 16 and strmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char5str >= 18 and strmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char5str >= 20 and strmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char5str >= 22 and strmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char5str >= 24 and strmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char5str >= 26 and strmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char5str >= 28 and strmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char5str >= 30 and strmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 17 or char1hit == 18:
if char6str >= 2 and strmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their Arms’)
if char6str >= 4 and strmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their Legs’)
if char6str >= 6 and strmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their Chest’)
if char6str >= 8 and strmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their Back’)
if char6str >= 10 and strmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char6str >= 10 and strmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char6str >= 12 and strmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char6str >= 14 and strmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char6str >= 16 and strmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char6str >= 18 and strmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char6str >= 20 and strmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char6str >= 22 and strmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char6str >= 24 and strmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char6str >= 26 and strmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char6str >= 28 and strmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char6str >= 30 and strmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 21 or char1hit == 22:
if char7str >= 2 and strmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their Arms’)
if char7str >= 4 and strmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their Legs’)
if char7str >= 6 and strmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their Chest’)
if char7str >= 8 and strmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their Back’)
if char7str >= 10 and strmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char7str >= 10 and strmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char7str >= 12 and strmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char7str >= 14 and strmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char7str >= 16 and strmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char7str >= 18 and strmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char7str >= 20 and strmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char7str >= 22 and strmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char7str >= 24 and strmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char7str >= 26 and strmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char7str >= 28 and strmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char7str >= 30 and strmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 1 or char1hit == 2:
if char2dex >= 2 and dexmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char2dex >= 4 and dexmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char2dex >= 6 and dexmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char2dex >= 8 and dexmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char2dex >= 10 and dexmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their’)
if char2dex >= 12 and dexmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char2dex >= 14 and dexmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char2dex >= 16 and dexmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char2dex >= 18 and dexmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char2dex >= 20 and dexmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char2dex >= 22 and dexmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char2dex >= 24 and dexmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char2dex >= 26 and dexmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char2dex >= 28 and dexmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char2dex >= 30 and dexmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 5 or char1hit == 6:
if char3dex >= 2 and dexmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char3dex >= 4 and dexmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char3dex >= 6 and dexmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char3dex >= 8 and dexmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char3dex >= 10 and dexmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char3dex >= 12 and dexmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char3dex >= 14 and dexmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char3dex >= 16 and dexmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char3dex >= 18 and dexmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char3dex >= 20 and dexmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char3dex >= 22 and dexmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char3dex >= 24 and dexmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char3dex >= 26 and dexmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char3dex >= 28 and dexmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char3dex >= 30 and dexmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 9 or char1hit == 10:
if char4dex >= 2 and dexmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char4dex >= 4 and dexmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char4dex >= 6 and dexmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char4dex >= 8 and dexmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char4dex >= 10 and dexmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char4dex >= 12 and dexmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char4dex >= 14 and dexmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char4dex >= 16 and dexmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char4dex >= 18 and dexmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char4dex >= 20 and dexmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char4dex >= 22 and dexmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char4dex >= 24 and dexmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char4dex >= 26 and dexmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char4dex >= 28 and dexmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char4dex >= 30 and dexmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 13 or char1hit == 14:
if char5dex >= 2 and dexmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char5dex >= 4 and dexmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char5dex >= 6 and dexmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char5dex >= 8 and dexmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char5dex >= 10 and dexmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char5dex >= 12 and dexmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char5dex >= 14 and dexmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char5dex >= 16 and dexmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char5dex >= 18 and dexmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char5dex >= 20 and dexmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char5dex >= 22 and dexmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char5dex >= 24 and dexmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char5dex >= 26 and dexmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char5dex >= 28 and dexmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char5dex >= 30 and dexmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 17 or char1hit == 18:
if char6dex >= 2 and dexmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char6dex >= 4 and dexmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char6dex >= 6 and dexmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char6dex >= 8 and dexmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char6dex >= 10 and dexmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their’)
if char6dex >= 10 and dexmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char6dex >= 12 and dexmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char6dex >= 14 and dexmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char6dex >= 16 and dexmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char6dex >= 18 and dexmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char6dex >= 20 and dexmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char6dex >= 22 and dexmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char6dex >= 24 and dexmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char6dex >= 26 and dexmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char6dex >= 28 and dexmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char6dex >= 30 and dexmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 21 or char1hit == 22:
if char7dex >= 2 and dexmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char7dex >= 4 and dexmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char7dex >= 6 and dexmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char7dex >= 8 and dexmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char7dex >= 10 and dexmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char7dex >= 12 and dexmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char7dex >= 14 and dexmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char7dex >= 16 and dexmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char7dex >= 18 and dexmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char7dex >= 20 and dexmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char7dex >= 22 and dexmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char7dex >= 24 and dexmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char7dex >= 26 and dexmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char7dex >= 28 and dexmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char7dex >= 30 and dexmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 1 or char1hit == 2:
if char2pie >= 2 and piemoveschance1 == 2:
enhealth = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char2pie >= 4 and piemoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char2pie >= 6 and piemoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char2pie >= 8 and piemoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char2pie >= 10 and piemoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char2pie >= 12 and piemoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char2pie >= 14 and piemoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char2pie >= 16 and piemoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char2pie >= 18 and piemoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char2pie >= 20 and piemoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char2pie >= 22 and piemoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char2pie >= 24 and piemoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char2pie >= 26 and piemoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char2pie >= 28 and piemoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char2pie >= 30 and piemoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 5 or char1hit == 6:
if char3pie >= 2 and piemoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char3pie >= 4 and piemoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char3pie >= 6 and piemoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char3pie >= 8 and piemoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char3pie >= 10 and piemoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their’)
if char3pie >= 10 and piemoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char3pie >= 12 and piemoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char3pie >= 14 and piemoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char3pie >= 16 and piemoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char3pie >= 18 and piemoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char3pie >= 20 and piemoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char3pie >= 22 and piemoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char3pie >= 24 and piemoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char3pie >= 26 and piemoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char3pie >= 28 and piemoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char3pie >= 30 and piemoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 9 or char1hit == 10:
if char4pie >= 2 and piemoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char4pie >= 4 and piemoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char4pie >= 6 and piemoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char4pie >= 8 and piemoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char4pie >= 10 and piemoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char4pie >= 12 and piemoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char4pie >= 14 and piemoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char4pie >= 16 and piemoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char4pie >= 18 and piemoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char4pie >= 20 and piemoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char4pie >= 22 and piemoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char4pie >= 24 and piemoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char4pie >= 26 and piemoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char4pie >= 28 and piemoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char4pie >= 30 and piemoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 13 or char1hit == 14:
if char5pie >= 2 and piemoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char5pie >= 4 and piemoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char5pie >= 6 and piemoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char5pie >= 8 and piemoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char5pie >= 10 and piemoveschance == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their’)
if char5pie >= 10 and piemoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char5pie >= 12 and piemoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char5pie >= 14 and piemoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char5pie >= 16 and piemoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char5pie >= 18 and piemoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char5pie >= 20 and piemoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char5pie >= 22 and piemoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char5pie >= 24 and piemoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char5pie >= 26 and piemoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char5pie >= 28 and piemoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char5pie >= 30 and piemoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 17 or char1hit == 18:
if char6pie >= 2 and piemoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char6pie >= 4 and piemoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char6pie >= 6 and piemoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char6pie >= 8 and piemoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char6pie >= 10 and piemoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their’)
if char6pie >= 10 and piemoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char6pie >= 12 and piemoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char6pie >= 14 and piemoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char6pie >= 16 and piemoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char6pie >= 18 and piemoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char6pie >= 20 and piemoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char6pie >= 22 and piemoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char6pie >= 24 and piemoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char6pie >= 26 and piemoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char6pie >= 28 and piemoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char6pie >= 30 and piemoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 21 or char1hit == 22:
if char7pie >= 2 and piemoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char7pie >= 4 and piemoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char7pie >= 6 and piemoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char7pie >= 8 and piemoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char7pie >= 10 and piemoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char7pie >= 12 and piemoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char7pie >= 14 and piemoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char7pie >= 16 and piemoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char7pie >= 18 and piemoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char7pie >= 20 and piemoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char7pie >= 22 and piemoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char7pie >= 24 and piemoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char7pie >= 26 and piemoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char7pie >= 28 and piemoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char7pie >= 30 and piemoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 1 or char1hit == 2:
if char2int >= 2 and intmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char2int >= 4 and intmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char2int >= 6 and intmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char2int >= 8 and intmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char2int >= 10 and intmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their’)
if char2int >= 10 and intmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char2int >= 12 and intmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char2int >= 14 and intmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char2int >= 16 and intmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char2int >= 18 and intmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char2int >= 20 and intmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char2int >= 22 and intmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char2int >= 24 and intmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char2int >= 26 and intmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char2int >= 28 and intmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char2int >= 30 and intmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 5 or char1hit == 6:
if char3int >= 2 and intmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char3int >= 4 and intmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char3int >= 6 and intmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char3int >= 8 and intmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char3int >= 10 and intmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char3int >= 12 and intmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char3int >= 14 and intmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char3int >= 16 and intmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char3int >= 18 and intmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char3int >= 20 and intmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char3int >= 22 and intmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char3int >= 24 and intmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char3int >= 26 and intmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char3int >= 28 and intmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char3int >= 30 and intmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 9 or char1hit == 10:
if char4int >= 2 and intmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char4int >= 4 and intmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char4int >= 6 and intmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char4int >= 8 and intmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char4int >= 10 and intmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char4int >= 12 and intmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char4int >= 14 and intmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char4int >= 16 and intmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char4int >= 18 and intmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char4int >= 20 and intmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char4int >= 22 and intmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char4int >= 24 and intmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char4int >= 26 and intmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char4int >= 28 and intmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char4int >= 30 and intmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 13 or char1hit == 14:
if char5int >= 2 and intmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char5int >= 4 and intmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char5int >= 6 and intmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char5int >= 8 and intmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char5int >= 10 and intmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char5int >= 12 and intmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char5int >= 14 and intmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char5int >= 16 and intmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char5int >= 18 and intmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char5int >= 20 and intmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char5int >= 22 and intmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char5int >= 24 and intmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char5int >= 26 and intmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char5int >= 28 and intmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char5int >= 30 and intmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 17 or char1hit == 18:
if char6int >= 2 and intmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char6int >= 4 and intmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char6int >= 6 and intmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char6int >= 8 and intmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char6int >= 10 and intmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char6int >= 12 and intmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char6int >= 14 and intmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char6int >= 16 and intmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char6int >= 18 and intmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char6int >= 20 and intmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char6int >= 22 and intmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char6int >= 24 and intmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char6int >= 26 and intmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char6int >= 28 and intmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char6int >= 30 and intmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)
if char1hit == 21 or char1hit == 22:
if char7int >= 2 and intmoveschance1 == 2:
en1health = en1health – random.randint(0, 5)
print(‘Your Attack Hits Their’)
if char7int >= 4 and intmoveschance1 == 4:
en1health = en1health – random.randint(0, 7)
print(‘Your Attack Hits Their’)
if char7int >= 6 and intmoveschance1 == 6:
en1health = en1health – random.randint(0, 9)
print(‘Your Attack Hits Their’)
if char7int >= 8 and intmoveschance1 == 8:
en1health = en1health – random.randint(0, 11)
print(‘Your Attack Hits Their’)
if char7int >= 10 and intmoveschance1 == 10:
en1health = en1health – random.randint(0, 13)
print(‘Your Attack Hits Their Head’)
if char7int >= 12 and intmoveschance1 == 12:
en1health = en1health – random.randint(0, 15)
print(‘Your Attack Almost Severs Their Arm’)
if char7int >= 14 and intmoveschance1 == 14:
en1health = en1health – random.randint(0, 17)
print(‘Your Attack Almost Severs Their Leg’)
if char7int >= 16 and intmoveschance1 == 16:
en1health = en1health – random.randint(0, 19)
print(‘Your Attack Almost Severs Their Chest’)
if char7int >= 18 and intmoveschance1 == 18:
en1health = en1health – random.randint(0, 21)
print(‘Your Attack Almost Severs Their Back’)
if char7int >= 20 and intmoveschance1 == 20:
en1health = en1health – random.randint(0, 23)
print(‘Your Attack Almost Severs Their Head’)
if char7int >= 22 and intmoveschance1 == 22:
en1health = en1health – random.randint(0, 25)
en1strength = en1strength – random.randint(1, 10)
print(‘Your Attack Severs Their Arm’)
if char7int >= 24 and intmoveschance1 == 24:
en1health = en1health – random.randint(0, 27)
en1strength = en1strength – random.randint(1, 12)
print(‘Your Attack Severs Their Leg’)
if char7int >= 26 and intmoveschance1 == 26:
en1health = en1health – random.randint(0, 29)
en1strength = en1strength – random.randint(0, 14)
print(‘Your Attack Severs Their Chest’)
if char7int >= 28 and intmoveschance1 == 28:
en1health = en1health – random.randint(0, 31)
en1strength = en1strength – random.randint(0, 16)
print(‘Your Attack Severs Their Back’)
if char7int >= 30 and intmoveschance1 == 30:
en1health = 0
print(‘Your Attack Severs Their Head’)

if en1hit == 0:
print(‘The Enemy Has Missed You’)
if misschance1 == 0:
misspic1 = pygame.image.load(‘Miss1.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 1:
misspic1 = pygame.image.load(‘Miss2.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 2:
misspic1 = pygame.image.load(‘Miss3.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 3:
misspic1 = pygame.image.load(‘Miss4.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 4:
misspic1 = pygame.image.load(‘Miss5.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 5:
misspic1 = pygame.image.load(‘Miss6.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 6:
misspic1 = pygame.image.load(‘Miss7.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 7:
misspic1 = pygame.image.load(‘Miss8.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 8:
misspic1 = pygame.image.load(‘Miss9.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 9:
misspic1 = pygame.image.load(‘Miss10.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if en1hit == 1:
#char1hp = char1hp – en1strength
#print(‘The ‘ + en1 + ‘ Has struck You For ‘ + str(en1strength) + ‘ Damage’)
char2hp = char2hp – en1strength – char2def
print(‘The ‘ + en1 + ‘ Has struck You For ‘ + str(en1strength) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if en1hit == 2:
#char1hp = char1hp – en1strength * crit1
#print(‘The ‘ + en1 + ‘ Critically Strikes You For ‘ + str(en1strength) + ‘ X ‘ + str(crit1))
char2hp = char2hp – en1strength – char2def * crit1
print(‘The ‘ + en1 + ‘ Critically Strikes You For ‘ + str(en1strength) + ‘ X ‘ + str(crit1))
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
if critchance1 == 0:
critpic1 = pygame.image.load(‘Crit1.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 1:
critpic1 = pygame.image.load(‘Crit2.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 2:
critpic1 = pygame.image.load(‘Crit3.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 3:
critpic1 = pygame.image.load(‘Crit4.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 4:
critpic1 = pygame.image.load(‘Crit5.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 5:
critpic1 = pygame.image.load(‘Crit6.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 6:
critpic1 = pygame.image.load(‘Crit7.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 7:
critpic1 = pygame.image.load(‘Crit8.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 8:
critpic1 = pygame.image.load(‘Crit9.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 9:
critpic1 = pygame.image.load(‘Crit10.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if en1hit == 3:
print(‘The Enemy Has Missed The Group’)
if misschance1 == 0:
misspic1 = pygame.image.load(‘Miss1.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 1:
misspic1 = pygame.image.load(‘Miss2.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 2:
misspic1 = pygame.image.load(‘Miss3.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 3:
misspic1 = pygame.image.load(‘Miss4.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 4:
misspic1 = pygame.image.load(‘Miss5.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 5:
misspic1 = pygame.image.load(‘Miss6.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 6:
misspic1 = pygame.image.load(‘Miss7.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 7:
misspic1 = pygame.image.load(‘Miss8.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 8:
misspic1 = pygame.image.load(‘Miss9.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 9:
misspic1 = pygame.image.load(‘Miss10.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if en1hit == 4:
char3hp = char3hp – en1strength – char3def
print(‘The ‘ + en1 + ‘ Has Struck The 2nd Character For ‘ + str(en1strength) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if en1hit == 5:
char3hp = char3hp – en1strength – char3def * crit1
print(‘The ‘ + en1 + ‘ Critically Strikes The 2nd Character For ‘ + str(en1strength) + ‘ X ‘ + str(crit1))
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
if critchance1 == 0:
critpic1 = pygame.image.load(‘Crit1.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 1:
critpic1 = pygame.image.load(‘Crit2.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 2:
critpic1 = pygame.image.load(‘Crit3.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 3:
critpic1 = pygame.image.load(‘Crit4.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 4:
critpic1 = pygame.image.load(‘Crit5.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 5:
critpic1 = pygame.image.load(‘Crit6.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 6:
critpic1 = pygame.image.load(‘Crit7.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 7:
critpic1 = pygame.image.load(‘Crit8.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 8:
critpic1 = pygame.image.load(‘Crit9.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 9:
critpic1 = pygame.image.load(‘Crit10.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if en1hit == 6:
print(‘The Enemy Has Missed The Group’)
if misschance1 == 0:
misspic1 = pygame.image.load(‘Miss1.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 1:
misspic1 = pygame.image.load(‘Miss2.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 2:
misspic1 = pygame.image.load(‘Miss3.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 3:
misspic1 = pygame.image.load(‘Miss4.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 4:
misspic1 = pygame.image.load(‘Miss5.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 5:
misspic1 = pygame.image.load(‘Miss6.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 6:
misspic1 = pygame.image.load(‘Miss7.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 7:
misspic1 = pygame.image.load(‘Miss8.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 8:
misspic1 = pygame.image.load(‘Miss9.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 9:
misspic1 = pygame.image.load(‘Miss10.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if en1hit == 7:
char4hp = char4hp – en1strength – char4def
print(‘The ‘ + en1 + ‘ Has Struck The 3rd Character For ‘ + str(en1strength) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if en1hit == 8:
char4hp = char4hp – en1strength – char4def * crit1
print(‘The ‘ + en1 + ‘ Critically Strikes The 3rd Character For ‘ + str(en1strength) + ‘ X ‘ + str(crit1))
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
if critchance1 == 0:
critpic1 = pygame.image.load(‘Crit1.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 1:
critpic1 = pygame.image.load(‘Crit2.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 2:
critpic1 = pygame.image.load(‘Crit3.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 3:
critpic1 = pygame.image.load(‘Crit4.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 4:
critpic1 = pygame.image.load(‘Crit5.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 5:
critpic1 = pygame.image.load(‘Crit6.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 6:
critpic1 = pygame.image.load(‘Crit7.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 7:
critpic1 = pygame.image.load(‘Crit8.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 8:
critpic1 = pygame.image.load(‘Crit9.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 9:
critpic1 = pygame.image.load(‘Crit10.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if en1hit == 9:
print(‘The Enemy Has Missed The Group’)
if misschance1 == 0:
misspic1 = pygame.image.load(‘Miss1.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 1:
misspic1 = pygame.image.load(‘Miss2.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 2:
misspic1 = pygame.image.load(‘Miss3.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 3:
misspic1 = pygame.image.load(‘Miss4.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 4:
misspic1 = pygame.image.load(‘Miss5.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 5:
misspic1 = pygame.image.load(‘Miss6.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 6:
misspic1 = pygame.image.load(‘Miss7.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 7:
misspic1 = pygame.image.load(‘Miss8.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 8:
misspic1 = pygame.image.load(‘Miss9.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 9:
misspic1 = pygame.image.load(‘Miss10.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if en1hit == 10:
char5hp = char5hp – en1strength – char5def
print(‘The ‘ + en1 + ‘ Has Struck The 4th Character For ‘ + str(en1strength) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if en1hit == 11:
char5hp = char5hp – en1strength – char5def * crit1
print(‘The ‘ + en1 + ‘ Critically Strikes The 4th Character For ‘ + str(en1strength) + ‘ X ‘ + str(crit1))
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
if critchance1 == 0:
critpic1 = pygame.image.load(‘Crit1.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 1:
critpic1 = pygame.image.load(‘Crit2.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 2:
critpic1 = pygame.image.load(‘Crit3.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 3:
critpic1 = pygame.image.load(‘Crit4.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 4:
critpic1 = pygame.image.load(‘Crit5.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 5:
critpic1 = pygame.image.load(‘Crit6.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 6:
critpic1 = pygame.image.load(‘Crit7.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 7:
critpic1 = pygame.image.load(‘Crit8.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 8:
critpic1 = pygame.image.load(‘Crit9.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 9:
critpic1 = pygame.image.load(‘Crit10.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if en1hit == 12:
print(‘The Enemy Has Missed The Group’)
if misschance1 == 0:
misspic1 = pygame.image.load(‘Miss1.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 1:
misspic1 = pygame.image.load(‘Miss2.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 2:
misspic1 = pygame.image.load(‘Miss3.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 3:
misspic1 = pygame.image.load(‘Miss4.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 4:
misspic1 = pygame.image.load(‘Miss5.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 5:
misspic1 = pygame.image.load(‘Miss6.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 6:
misspic1 = pygame.image.load(‘Miss7.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 7:
misspic1 = pygame.image.load(‘Miss8.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 8:
misspic1 = pygame.image.load(‘Miss9.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 9:
misspic1 = pygame.image.load(‘Miss10.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if en1hit == 13:
char6hp = char6hp – en1strength – char6def
print(‘The ‘ + en1 + ‘ Has Struck The 5th Character For ‘ + str(en1strength) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if en1hit == 14:
char6hp = char6hp – en1strength – char6def * crit1
print(‘The ‘ + en1 + ‘ Critically Strikes The 5th Character For ‘ + str(en1strength) + ‘ X ‘ + str(crit1))
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
if critchance1 == 0:
critpic1 = pygame.image.load(‘Crit1.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 1:
critpic1 = pygame.image.load(‘Crit2.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 2:
critpic1 = pygame.image.load(‘Crit3.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 3:
critpic1 = pygame.image.load(‘Crit4.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 4:
critpic1 = pygame.image.load(‘Crit5.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 5:
critpic1 = pygame.image.load(‘Crit6.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 6:
critpic1 = pygame.image.load(‘Crit7.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 7:
critpic1 = pygame.image.load(‘Crit8.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 8:
critpic1 = pygame.image.load(‘Crit9.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 9:
critpic1 = pygame.image.load(‘Crit10.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if en1hit == 15:
print(‘The Enemy Has Missed The Group’)
if misschance1 == 0:
misspic1 = pygame.image.load(‘Miss1.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 1:
misspic1 = pygame.image.load(‘Miss2.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 2:
misspic1 = pygame.image.load(‘Miss3.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 3:
misspic1 = pygame.image.load(‘Miss4.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 4:
misspic1 = pygame.image.load(‘Miss5.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 5:
misspic1 = pygame.image.load(‘Miss6.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 6:
misspic1 = pygame.image.load(‘Miss7.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 7:
misspic1 = pygame.image.load(‘Miss8.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 8:
misspic1 = pygame.image.load(‘Miss9.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if misschance1 == 9:
misspic1 = pygame.image.load(‘Miss10.png’)
displaysurf7.blit(misspic1, (400, 50))
pygame.display.flip()
if en1hit == 16:
char7hp = char7hp – en1strength – char7def
print(‘The ‘ + en1 + ‘ Has Struck The 6th Character For ‘ + str(en1strength) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BLoodSplatter1.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if en1hit == 17:
char7hp = char7hp – en1strength – char7def * crit1
print(‘The ‘ + en1 + ‘ Critically Strikes The 6th Character For ‘ + str(en1strength) + ‘ X ‘ + str(crit1))
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if critchance1 == 0:
critpic1 = pygame.image.load(‘Crit1.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 1:
critpic1 = pygame.image.load(‘Crit2.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 2:
critpic1 = pygame.image.load(‘Crit3.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 3:
critpic1 = pygame.image.load(‘Crit4.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 4:
critpic1 = pygame.image.load(‘Crit5.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 5:
critpic1 = pygame.image.load(‘Crit6.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 6:
critpic1 = pygame.image.load(‘Crit7.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 7:
critpic1 = pygame.image.load(‘Crit8.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 8:
critpic1 = pygame.image.load(‘Crit9.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 9:
critpic1 = pygame.image.load(‘Crit10.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if en1hit == 18:
char2hp = char2hp – en1strength – char2def
char3hp = char3hp – en1strength – char3def
char4hp = char4hp – en1strength – char4def
char5hp = char5hp – en1strength – char5def
char6hp = char6hp – en1strength – char6def
char7hp = char7hp – en1strength – char7def
print(‘The ‘ + en1 + ‘ Strikes Each Member Of The Group For ‘ + str(en1strength) + ‘ Damage’)
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if en1hit == 19:
char2hp = char2hp – en1strength – char2def * crit1
char3hp = char3hp – en1strength – char3def * crit1
char4hp = char4hp – en1strength – char4def * crit1
char5hp = char5hp – en1strength – char5def * crit1
char6hp = char6hp – en1strength – char6def * crit1
char7hp = char7hp – en1strength – char7def * crit1
print(‘The ‘ + en1 + ‘ Critically Hits Each Member Of The Group For ‘ + str(en1strength) + ‘ X ‘ + str(crit1))
if bloodchance1 == 0:
bloodpic1 = pygame.image.load(‘BloodSplatter1.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 1:
bloodpic1 = pygame.image.load(‘BloodSplatter2.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 2:
bloodpic1 = pygame.image.load(‘BloodSplatter3.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 3:
bloodpic1 = pygame.image.load(‘BloodSplatter4.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 4:
bloodpic1 = pygame.image.load(‘BloodSplatter5.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 5:
bloodpic1 = pygame.image.load(‘BloodSplatter6.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 6:
bloodpic1 = pygame.image.load(‘BloodSplatter7.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 7:
bloodpic1 = pygame.image.load(‘BloodSplatter8.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 8:
bloodpic1 = pygame.image.load(‘BloodSplatter9.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if bloodchance1 == 9:
bloodpic1 = pygame.image.load(‘BloodSplatter10.png’)
displaysurf7.blit(bloodpic1, (50, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (150, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (250, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (350, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (450, 500))
pygame.display.flip()
displaysurf7.blit(bloodpic1, (550, 500))
pygame.display.flip()
if critchance1 == 0:
critpic1 = pygame.image.load(‘Crit1.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 1:
critpic1 = pygame.image.load(‘Crit2.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 2:
critpic1 = pygame.image.load(‘Crit3.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 3:
critpic1 = pygame.image.load(‘Crit4.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 4:
critpic1 = pygame.image.load(‘Crit5.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 5:
critpic1 = pygame.image.load(‘Crit6.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 6:
critpic1 = pygame.image.load(‘Crit7.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 7:
critpic1 = pygame.image.load(‘Crit8.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 8:
critpic1 = pygame.image.load(‘Crit9.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()
if critchance1 == 9:
critpic1 = pygame.image.load(‘Crit10.png’)
displaysurf7.blit(critpic1, (400, 100))
pygame.display.flip()

if char1luck == 0 and en1hit == 1:
en1strength = en1strength – random.randint(0, 10)
print(‘Luck Sides With you And The Enemies Future Attacks Will Be Weaker’)
print(en1strength)
if en1strength = 3:
instantkill1 = random.randint(0, 6)
if en1hit == 1 or en1hit == 2:
if instantkill1 == 0:
pass
if instantkill1 == 1:
print(‘The First Character Was Fatally Struck’)
char2hp = 0
#if instantkill1 == 2:
# print(‘Your Attacking Party Members Attack Was Fatal’)
# en1health = 0
if en1hit == 4 or en1hit == 5:
if instantkill1 == 0:
pass
if instantkill1 == 1:
print(‘The Second Character Was Fatally Struck’)
char3hp = 0
if instantkill1 == 2:
pass
if en1hit == 7 or en1hit == 8:
if instantkill1 == 0:
pass
if instantkill1 == 1:
print(‘The Third Character Was Fatally Struck’)
char4hp = 0
if instantkill1 == 2:
pass
if en1hit == 10 or en1hit == 11:
if instantkill1 == 0:
pass
if instantkill1 == 1:
print(‘The Fourth Character Was Fatally Struck’)
char5hp = 0
if instantkill1 == 2:
pass
if en1hit == 13 or en1hit == 14:
if instantkill1 == 0:
pass
if instantkill1 == 1:
print(‘The Fifth Character Was Fatally Struck’)
char6hp = 0
if instantkill1 == 2:
pass
if en1hit == 16 or en1hit == 17:
if instantkill1 == 0:
pass
if instantkill1 == 1:
print(‘The Sixth Character Was Fatally Struck’)
char7hp = 0
if instantkill1 == 2:
pass
if en1hit == 18 or en1hit == 19:
killfirst = random.randint(0, 6)
killsecond = random.randint(0, 6)
killthird = random.randint(0, 6)
killfourth = random.randint(0, 6)
killfifth = random.randint(0, 6)
killsixth = random.randint(0, 6)
if instantkill1 == 0:
pass
if instantkill1 == 1 and killfirst == 1:
print(‘The First Character Was Fatally Struck’)
char2hp = 0
if instantkill1 == 1 and killsecond == 1:
print(‘The Second Character Was Fatally Struck’)
char3hp = 0
if instantkill1 == 1 and killthird == 1:
print(‘The Third Character Was Fatally Struck’)
char4hp = 0
if instantkill1 == 1 and killfourth == 1:
print(‘The Fourth Character Was Fatally Struck’)
char5hp = 0
if instantkill1 == 1 and killfifth == 1:
print(‘The Fifth Character Was Fatally Struck’)
char6hp = 0
if instantkill1 == 1 and killsixth == 1:
print(‘The Sixth Character Was Fatally Struck’)
char7hp = 0
if char2hit == 1 or char2hit == 2:
if instantkill1 == 0:
pass
if instantkill1 == 1:
print(‘The First Character Fatally Strikes The ‘ + en1)
en1health = 0
if instantkill1 == 2:
pass
if char2hit == 5 or char2hit == 6:
if instantkill1 == 0:
pass
if instantkill1 == 1:
print(‘The Second Character Fatally Strikes The ‘ + en1)
en1health = 0
if instantkill1 == 2:
pass
if char2hit == 9 or char2hit == 10:
if instantkill1 == 0:
pass
if instantkill1 == 1:
print(‘The Third Character Fatally Strikes The ‘ + en1)
en1health = 0
if instantkill1 == 2:
pass
if char2hit == 13 or char2hit == 14:
if instantkill1 == 0:
pass
if instantkill1 == 1:
print(‘The Fourth Character Fatally Strikes The ‘ + en1)
en1health = 0
if instantkill1 == 2:
pass
if char2hit == 17 or char2hit == 18:
if instantkill1 == 0:
pass
if instantkill1 == 1:
print(‘The Fifth Character Fatally Strikes The ‘ + en1)
en1health = 0
if instantkill1 == 2:
pass
if char2hit == 21 or char2hit == 22:
if instantkill1 == 0:
pass
if instantkill1 == 1:
print(‘The Sixth Character Fatally Strikes The ‘ + en1)
en1health = 0
if instantkill1 == 2:
pass

if char2level >= 2:
crit1 = random.randint(0, 10)

if en1strength = en1strength:
en1strength = en1strength + 10 + random.randint(0, 5)
print(‘Having Difficulty Penetrating Your Armour, The ‘ + en1 + ‘ Powers Up’)
en1powerchance = random.randint(0, 9)
if en1powerchance == 0:
en1powerpic = pygame.image.load(‘Enemypower1.png’)
displaysurf7.blit(en1powerpic, (400, 150))
pygame.display.flip()
if en1powerchance == 1:
en1powerpic = pygame.image.load(‘Enemypower2.png’)
displaysurf7.blit(en1powerpic, (400, 150))
pygame.display.flip()
if en1powerchance == 2:
en1powerpic = pygame.image.load(‘Enemypower3.png’)
displaysurf7.blit(en1powerpic, (400, 150))
pygame.display.flip()
if en1powerchance == 3:
en1powerpic = pygame.image.load(‘Enemypower4.png’)
displaysurf7.blit(en1powerpic, (400, 150))
pygame.display.flip()
if en1powerchance == 4:
en1powerpic = pygame.image.load(‘Enemypower5.png’)
displaysurf7.blit(en1powerpic, (400, 150))
pygame.display.flip()
if en1powerchance == 5:
en1powerpic = pygame.image.load(‘Enemypower6.png’)
displaysurf7.blit(en1powerpic, (400, 150))
pygame.display.flip()
if en1powerchance == 6:
en1powerpic = pygame.image.load(‘Enemypower7.png’)
displaysurf7.blit(en1powerpic, (400, 150))
pygame.display.flip()
if en1powerchance == 7:
en1powerpic = pygame.image.load(‘Enemypower8.png’)
displaysurf7.blit(en1powerpic, (400, 150))
pygame.display.flip()
if en1powerchance == 8:
en1powerpic = pygame.image.load(‘Enemypower9.png’)
displaysurf7.blit(en1powerpic, (400, 150))
pygame.display.flip()
if en1powerchance == 9:
en1powerpic = pygame.image.load(‘Enemypower10.png’)
displaysurf7.blit(en1powerpic, (400, 150))
pygame.display.flip

drainchance1 = random.randint(0, 1)
drainchance2 = random.randint(0, 1)
drainchance3 = random.randint(0, 1)
drainchance4 = random.randint(0, 1)
drainchance5 = random.randint(0, 1)
drainchance6 = random.randint(0, 1)
if char2hp == 0 or char2hp <= 0:
if drainchance1 == 0:
char2atk = char2atk – 1
print('Being Near Death Drains A Point Of Attack From ' + str(char2name))
drainblackscreen1 = pygame.image.load('BlackScreen1.png')
displaysurf7.blit(drainblackscreen1, (50, 450))
drainfont1 = pygame.font.Font(None, 30)
drainimage1 = drainfont1.render(str(char2atk), True, (255, 0, 0))
displaysurf7.blit(drainimage1, (50, 450))
pygame.display.flip()
if char3hp == 0 or char3hp <= 0:
if drainchance2 == 0:
char3atk = char3atk – 1
print('Being Near Death Drains A Point Of Attack From ' + str(char3name))
drainblackscreen2 = pygame.image.load('BlackScreen1.png')
displaysurf7.blit(drainblackscreen2, (150, 450))
drainfont2 = pygame.font.Font(None, 30)
drainimage2 = drainfont2.render(str(char3atk), True, (255, 0, 0))
displaysurf7.blit(drainimage2, (150, 450))
pygame.display.flip()
if char4hp == 0 or char4hp <= 0:
if drainchance3 == 0:
char4atk = char4atk – 1
print('Being Near Death Drains A Point Of Attack From ' + str(char4name))
drainblackscreen3 = pygame.image.load('BlackScreen1.png')
displaysurf7.blit(drainblackscreen3, (250, 450))
drainfont3 = pygame.font.Font(None, 30)
drainimage3 = drainfont3.render(str(char4atk), True, (255, 0, 0))
displaysurf7.blit(drainimage3, (250, 450))
pygame.display.flip()
if char5hp == 0 or char5hp <= 0:
if drainchance4 == 0:
char5atk = char5atk – 1
print('Being Near Death Drains A Point Of Attack From ' + str(char5name))
drainblackscreen4 = pygame.image.load('BlackScreen1.png')
displaysurf7.blit(drainblackscreen4, (350, 450))
drainfont4 = pygame.font.Font(None, 30)
drainimage4 = drainfont4.render(str(char5atk), True, (255, 0, 0))
displaysurf7.blit(drainimage4, (350, 450))
pygame.display.flip()
if char6hp == 0 or char6hp <= 0:
if drainchance5 == 0:
char6atk = char6atk – 1
print('Being Near Death Drains A Point Of Attack From ' + str(char6name))
drainblackscreen5 = pygame.image.load('BlackScreen1.png')
displaysurf7.blit(drainblackscreen5, (450, 450))
drainfont5 = pygame.font.Font(None, 30)
drainimage5 = drainfont5.render(str(char6atk), True, (255, 0, 0))
displaysurf7.blit(drainimage5, (450, 450))
pygame.display.flip()
if char7hp == 0 or char7hp = 1:
if highchance1 == 0:
print(str(char2name) + ‘ Swings At The Head Of The ‘ + en1)
print(‘But Misses’)
running = False
if highchance1 == 1:
print(str(char2name) + ‘ Swings At The Head Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char2atk
en1strength = en1strength – random.randint(0, 5)
en1intelligence = en1intelligence – random.randint(0, 5)
running = False
if highchance1 == 0 or highchance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Is Decapitated’)
if killtext1 == 1 and en1health == 0:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 0:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char2name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_2:
sidewayschance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
if deadlyblow1 >= 1:
if sidewayschance1 == 0:
print(str(char2name) + ‘ Swings At The Chest Of The ‘ + en1)
print(‘But Misses’)
running = False
if sidewayschance1 == 1:
print(str(char2name) + ‘ Swings At The Chest Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char2atk
en1strength = en1strength – random.randint(0, 5)
en1defense = en1defense – random.randint(0, 5)
running = False
if sidewayschance1 == 0 or sidewayschance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Is Cut In Half’)
if killtext1 == 1 and en1health == 1:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 2:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char2name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_3:
lowchance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
if deadlyblow1 >= 1:
if lowchance1 == 0:
print(str(char2name) + ‘ Swings At The Legs Of The ‘ + en1)
print(‘And Hits’)
print(‘But Misses’)
running = False
if lowchance1 == 1:
print(str(char2name) + ‘ Swings At The Legs Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char2atk
en1strength = en1strength – random.randint(0, 5)
en1dexterity = en1dexterity – random.randint(0, 5)
running = False
if lowchance1 == 0 or lowchance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Loses A Leg’)
if killtext1 == 1 and en1health == 1:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 2:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char2name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_z:
print(‘Canceled Deadly Blow’)
running = False

if event.type == QUIT:
pygame.quit()
sys.exit()

pygame.display.flip()
aiming1()

if event.key == K_w:
def aiming2():
global char3hp
global char3atk
global char3trueatk
global char3def
global char3maxexp
global char3maxhp
global char3level
global char3name
#global lifesteal2
global char3inv
global char3str
global char3dex
global char3pie
global char3int
char3hp = char3hp
char3atk = char3atk
char3trueatk = char3trueatk
char3def = char3def
char3maxexp = char3maxexp
char3maxhp = char3maxhp
char3level = char3level
char3name = char3name
#lifesteal2 = lifesteal2 + 1
char3inv = char3inv
char3str = char3str
char3dex = char3dex
char3pie = char3pie
char3int = char3int

nonlocal en1
nonlocal en1health
nonlocal en1strength
nonlocal en1defense
nonlocal en1dexterity
nonlocal en1intelligence
en1 = en1
en1health = en1health
en1strength = en1strength
en1defense = en1defense
en1dexterity = en1dexterity
en1intelligence = en1intelligence

global deadlyblow1
deadlyblow1 = deadlyblow1

global partytarget1
global partytargetcount1
partytarget1 = partytarget1
partytargetcount1 = partytargetcount1

print(‘Time Slows As ‘ + str(char3name) + ‘ Decides What To Do’)

running = True
while running is True:
for event in pygame.event.get():

if event.type == KEYDOWN:
if event.key == K_1:
highchance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
if deadlyblow1 >= 1:
if highchance1 == 0:
print(str(char3name) + ‘ Swings At The Head Of The ‘ + en1)
print(‘But Misses’)
running = False
if highchance1 == 1:
print(str(char3name) + ‘ Swings At The Head Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char3atk
en1strength = en1strength – random.randint(0, 5)
en1intelligence = en1intelligence – random.randint(0, 5)
running = False
if highchance1 == 0 or highchance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Is Decapitated’)
if killtext1 == 1 and en1health == 0:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 0:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char3name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_2:
sidewayschance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
if deadlyblow1 >= 1:
if sidewayschance1 == 0:
print(str(char3name) + ‘ Swings At The Chest Of The ‘ + en1)
print(‘But Misses’)
running = False
if sidewayschance1 == 1:
print(str(char3name) + ‘ Swings At The Chest Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char3atk
en1strength = en1strength – random.randint(0, 5)
en1defense = en1defense – random.randint(0, 5)
running = False
if sidewayschance1 == 0 or sidewayschance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Is Cut In Half’)
if killtext1 == 1 and en1health == 1:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 2:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char3name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_3:
lowchance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
if deadlyblow1 >= 1:
if lowchance1 == 0:
print(str(char3name) + ‘ Swings At The Legs Of The ‘ + en1)
print(‘But Misses’)
running = False
if lowchance1 == 1:
print(str(char3name) + ‘ Swings At The Legs Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char3atk
en1strength = en1strength – random.randint(0, 5)
en1dexterity = en1dexterity – random.randint(0, 5)
running = False
if lowchance1 == 0 or lowchance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Loses A Leg’)
if killtext1 == 1 and en1health == 1:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 2:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char3name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_z:
running = False
print(‘Canceled Deadly Blow’)

if event.type == QUIT:
pygame.quit()
sys.exit()

pygame.display.flip()
aiming2()

if event.key == K_e:
def aiming3():
global char4hp
global char4atk
global char4trueatk
global char4def
global char4maxexp
global char4maxhp
global char4level
global char4name
#global lifesteal2
global char4inv
global char4str
global char4dex
global char4pie
global char4int
char4hp = char4hp
char4atk = char4atk
char4trueatk = char4trueatk
char4def = char4def
char4maxexp = char4maxexp
char4maxhp = char4maxhp
char4level = char4level
char4name = char4name
#lifesteal2 = lifesteal2 + 1
char4inv = char4inv
char4str = char4str
char4dex = char4dex
char4pie = char4pie
char4int = char4int

nonlocal en1
nonlocal en1health
nonlocal en1strength
nonlocal en1defense
nonlocal en1dexterity
nonlocal en1intelligence
en1 = en1
en1health = en1health
en1strength = en1strength
en1defense = en1defense
en1dexterity = en1dexterity
en1intelligence = en1intelligence

global deadlyblow1
deadlyblow1 = deadlyblow1

global partytarget1
global partytargetcount1
partytarget1 = partytarget1
partytargetcount1 = partytargetcount1

print(‘Time Slows As ‘ + str(char4name) + ‘ Decides What To Do’)

running = True
while running is True:
for event in pygame.event.get():

if event.type == KEYDOWN:
if event.key == K_1:
highchance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
if deadlyblow1 >= 1:
if highchance1 == 0:
print(str(char4name) + ‘ Swings At The Head Of The ‘ + en1)
print(‘But Misses’)
running = False
if highchance1 == 1:
print(str(char4name) + ‘ Swings At The Head Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char4atk
en1strength = en1strength – random.randint(0, 5)
en1intelligence = en1intelligence – random.randint(0, 5)
running = False
if highchance1 == 0 or highchance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Is Decapitated’)
if killtext1 == 1 and en1health == 0:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 0:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char4name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_2:
sidewayschance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
if deadlyblow1 >= 1:
if sidewayschance1 == 0:
print(str(char4name) + ‘ Swings At The Chest Of The ‘ + en1)
print(‘But Misses’)
running = False
if sidewayschance1 == 1:
print(str(char4name) + ‘ Swings At The Chest Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char4atk
en1strength = en1strength – random.randint(0, 5)
en1defense = en1defense – random.randint(0, 5)
running = False
if sidewayschance1 == 0 or sidewayschance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Is Cut In Half’)
if killtext1 == 1 and en1health == 1:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 2:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char4name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_3:
lowchance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
if deadlyblow1 >= 1:
if lowchance1 == 0:
print(str(char4name) + ‘ Swings At The Legs Of The ‘ + en1)
print(‘But Misses’)
running = False
if lowchance1 == 1:
print(str(char4name) + ‘ Swings At The Legs Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char4atk
en1strength = en1strength – random.randint(0, 5)
en1dexterity = en1dexterity – random.randint(0, 5)
running = False
if lowchance1 == 0 or lowchance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Loses A Leg’)
if killtext1 == 1 and en1health == 1:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 2:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char4name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_z:
running = False
print(‘Canceled Deadly Blow’)

if event.type == QUIT:
pygame.quit()
sys.exit()

pygame.display.flip()
aiming3()

if event.key == K_r:
def aiming4():
global char5hp
global char5atk
global char5trueatk
global char5def
global char5maxexp
global char5maxhp
global char5level
global char5name
#global lifesteal2
global char5inv
global char5str
global char5dex
global char5pie
global char5int
char5hp = char5hp
char5atk = char5atk
char5trueatk = char5trueatk
char5def = char5def
char5maxexp = char5maxexp
char5maxhp = char5maxhp
char5level = char5level
char5name = char5name
#lifesteal2 = lifesteal2 + 1
char5inv = char5inv
char5str = char5str
char5dex = char5dex
char5pie = char5pie
char5int = char5int

nonlocal en1
nonlocal en1health
nonlocal en1strength
nonlocal en1defense
nonlocal en1dexterity
nonlocal en1intelligence
en1 = en1
en1health = en1health
en1strength = en1strength
en1defense = en1defense
en1dexterity = en1dexterity
en1intelligence = en1intelligence

global deadlyblow1
deadlyblow1 = deadlyblow1

global partytarget1
global partytargetcount1
partytarget1 = partytarget1
partytargetcount1 = partytargetcount1

print(‘Time Slows As ‘ + str(char5name) + ‘ Decides What To Do’)

running = True
while running is True:
for event in pygame.event.get():

if event.type == KEYDOWN:
if event.key == K_1:
highchance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
if deadlyblow1 >= 1:
if highchance1 == 0:
print(str(char5name) + ‘ Swings At The Head Of The ‘ + en1)
print(‘But Misses’)
running = False
if highchance1 == 1:
print(str(char5name) + ‘ Swings At The Head Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char5atk
en1strength = en1strength – random.randint(0, 5)
en1intelligence = en1intelligence – random.randint(0, 5)
running = False
if highchance1 == 0 or highchance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Is Decapitated’)
if killtext1 == 1 and en1health == 0:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 0:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char5name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_2:
sidewayschance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
if deadlyblow1 >= 1:
if sidewayschance1 == 0:
print(str(char5name) + ‘ Swings At The Chest Of The ‘ + en1)
print(‘But Misses’)
running = False
if sidewayschance1 == 1:
print(str(char5name) + ‘ Swings At The Chest Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char5atk
en1strength = en1strength – random.randint(0, 5)
en1defense = en1defense – random.randint(0, 5)
running = False
if sidewayschance1 == 0 or sidewayschance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Is Cut In Half’)
if killtext1 == 1 and en1health == 1:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 2:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char5name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_3:
lowchance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
if deadlyblow1 >= 1:
if lowchance1 == 0:
print(str(char5name) + ‘ Swings At The Legs Of The ‘ + en1)
print(‘But Misses’)
running = False
if lowchance1 == 1:
print(str(char5name) + ‘ Swings At The Legs Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char5atk
en1strength = en1strength – random.randint(0, 5)
en1dexterity = en1dexterity – random.randint(0, 5)
running = False
if lowchance1 == 0 or lowchance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Loses A Leg’)
if killtext1 == 1 and en1health == 1:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 2:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char5name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_z:
running = False
print(‘Canceled Deadly Blow’)

if event.type == QUIT:
pygame.quit()
sys.exit()

pygame.display.flip()
aiming4()

if event.key == K_t:
def aiming5():
global char6hp
global char6atk
global char6trueatk
global char6def
global char6maxexp
global char6maxhp
global char6level
global char6name
#global lifesteal2
global char6inv
global char6str
global char6dex
global char6pie
global char6int
char6hp = char6hp
char6atk = char6atk
char6trueatk = char6trueatk
char6def = char6def
char6maxexp = char6maxexp
char6maxhp = char6maxhp
char6level = char6level
char6name = char6name
#lifesteal2 = lifesteal2 + 1
char6inv = char6inv
char6str = char6str
char6dex = char6dex
char6pie = char6pie
char6int = char6int

nonlocal en1
nonlocal en1health
nonlocal en1strength
nonlocal en1defense
nonlocal en1dexterity
nonlocal en1intelligence
en1 = en1
en1health = en1health
en1strength = en1strength
en1defense = en1defense
en1dexterity = en1dexterity
en1intelligence = en1intelligence

global deadlyblow1
deadlyblow1 = deadlyblow1

global partytarget1
global partytargetcount1
partytarget1 = partytarget1
partytargetcount1 = partytargetcount1

print(‘Time Slows As ‘ + str(char6name) + ‘ Decides What To Do’)

running = True
while running is True:
for event in pygame.event.get():

if event.type == KEYDOWN:
if event.key == K_1:
highchance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
counterchance1 = random.randint(0, 1)
if deadlyblow1 >= 1:
if highchance1 == 0:
print(str(char6name) + ‘ Swings At The Head Of The ‘ + en1)
print(‘But Misses’)
running = False
if highchance1 == 1:
print(str(char6name) + ‘ Swings At The Head Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char6atk
en1strength = en1strength – random.randint(0, 5)
en1intelligence = en1intelligence – random.randint(0, 5)
running = False
if highchance1 == 0 or highchance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if counterchance1 == 0:
print()
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Is Decapitated’)
if killtext1 == 1 and en1health == 0:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 0:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char6name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_2:
sidewayschance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
if deadlyblow1 >= 1:
if sidewayschance1 == 0:
print(str(char6name) + ‘ Swings At The Chest Of The ‘ + en1)
print(‘But Misses’)
running = False
if sidewayschance1 == 1:
print(str(char6name) + ‘ Swings At The Chest Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char6atk
en1strength = en1strength – random.randint(0, 5)
en1defense = en1defense – random.randint(0, 5)
running = False
if sidewayschance1 == 0 or sidewayschance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Is Cut In Half’)
if killtext1 == 1 and en1health == 1:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 2:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char6name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_3:
lowchance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
if deadlyblow1 >= 1:
if lowchance1 == 0:
print(str(char6name) + ‘ Swings At The Legs Of The ‘ + en1)
print(‘But Misses’)
running = False
if lowchance1 == 1:
print(str(char6name) + ‘ Swings At The Legs Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char6atk
en1strength = en1strength – random.randint(0, 5)
en1dexterity = en1dexterity – random.randint(0, 5)
running = False
if lowchance1 == 0 or lowchance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Loses A Leg’)
if killtext1 == 1 and en1health == 1:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 2:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char6name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_z:
running = False
print(‘Canceled Deadly Blow’)

if event.type == QUIT:
pygame.quit()
sys.exit()

pygame.display.flip()
aiming5()

if event.key == K_y:
def aiming6():
global char7hp
global char7atk
global char7trueatk
global char7def
global char7maxexp
global char7maxhp
global char7level
global char7name
#global lifesteal2
global char7inv
global char7str
global char7dex
global char7pie
global char7int
char7hp = char7hp
char7atk = char7atk
char7trueatk = char7trueatk
char7def = char7def
char7maxexp = char7maxexp
char7maxhp = char7maxhp
char7level = char7level
char7name = char7name
#lifesteal2 = lifesteal2 + 1
char7inv = char7inv
char7str = char7str
char7dex = char7dex
char7pie = char7pie
char7int = char7int

nonlocal en1
nonlocal en1health
nonlocal en1strength
nonlocal en1defense
nonlocal en1dexterity
nonlocal en1intelligence
en1 = en1
en1health = en1health
en1strength = en1strength
en1defense = en1defense
en1dexterity = en1dexterity
en1intelligence = en1intelligence

global deadlyblow1
deadlyblow1 = deadlyblow1

global partytarget1
global partytargetcount1
partytarget1 = partytarget1
partytargetcount1 = partytargetcount1

print(‘Time Slows As ‘ + str(char7name) + ‘ Decides What To Do’)

if deadlyblow1 == 0:
print(str(char2name) + ‘ Cannot Perform Deadly Blow’)

running = True
while running is True:
for event in pygame.event.get():

if event.type == KEYDOWN:
if event.key == K_1:
highchance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
if deadlyblow1 >= 1:
if highchance1 == 0:
print(str(char7name) + ‘ Swings At The Head Of The ‘ + en1)
print(‘But Misses’)
running = False
if highchance1 == 1:
print(str(char7name) + ‘ Swings At The Head Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char7atk
en1strength = en1strength – random.randint(0, 5)
en1intelligence = en1intelligence – random.randint(0, 5)
running = False
if highchance1 == 0 or highchance1 == 2:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Is Decapitated’)
if killtext1 == 1 and en1health == 0:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 0:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char7name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_2:
sidewayschance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
if deadlyblow1 >= 1:
if sidewayschance1 == 0:
print(str(char7name) + ‘ Swings At The Chest Of The ‘ + en1)
print(‘But Misses’)
running = False
if sidewayschance1 == 1:
print(str(char7name) + ‘ Swings At The Chest Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char7atk
en1strength = en1strength – random.randint(0, 5)
en1defense = en1defense – random.randint(0, 5)
running = False
if sidewayschance1 == 0 or sidewayschance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Is Cut In Half’)
if killtext1 == 1 and en1health == 1:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 2:
print(‘The ‘ + en1 + ‘ ‘)
if deadlyblow1 == 0:
print(str(char7name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_3:
lowchance1 = random.randint(0, 1)
killtext1 = random.randint(0, 2)
if deadlyblow1 >= 1:
if lowchance1 == 0:
print(str(char7name) + ‘ Swings At The Legs Of The ‘ + en1)
print(‘But Misses’)
running = False
if lowchance1 == 1:
print(str(char7name) + ‘ Swings At The Legs Of The ‘ + en1)
print(‘And Hits’)
en1health = en1health – char7atk
en1strength = en1strength – random.randint(0, 5)
en1dexterity = en1dexterity – random.randint(0, 5)
running = False
if lowchance1 == 0 or lowchance1 == 1:
deadlyblow1 = deadlyblow1 – 1
if killtext1 == 0 and en1health == 0:
print(‘The ‘ + en1 + ‘ Loses A Leg’)
if killtext1 == 1 and en1health == 1:
print(‘The ‘ + en1 + ‘ Squeals’)
if killtext1 == 2 and en1health == 2:
print(‘The ‘ + en1 + ”)
if deadlyblow1 == 0:
print(str(char7name) + ‘ Cannot Perform Deadly Blow’)
running = False

if event.type == KEYDOWN:
if event.key == K_z:
running = False
print(‘Canceled Deadly Blow’)

if event.type == QUIT:
pygame.quit()
sys.exit()

pygame.display.flip()
aiming6()

if event.key == K_x:
print(en1, en1health, en1defense, en1strength, en1dexterity, en1intelligence)

if event.key == K_z:
print(partyinv1)

if en1health == 0 or en1health <= 0:
en1health = 0
print('An Enemy Has Died')
nonlocal char1exp
char1exp = char1exp + en1exp
char1exp = char1exp
global char2exp
char2exp = char2exp + en1exp
global char3exp
global char4exp
global char5exp
global char6exp
global char7exp
char3exp = char3exp + en1exp
char4exp = char4exp + en1exp
char5exp = char5exp + en1exp
char6exp = char6exp + en1exp
char7exp = char7exp + en1exp
itemchance1 = random.randint(0, 10)
if itemchance1 == 0:
partyinv1.append(en1item)
print('On The Fallen Enemy You Find An Item Named ' + en1item)
itempic1 = pygame.image.load('Item1.png')
displaysurf7.blit(itempic1, (400, 300))
pygame.display.flip
groundkeychance1 = random.randint(0, 50)
if groundkeychance1 == 25:
groundkeys1 = groundkeys1 + 1
print('Something Lands On The Ground')
if partytarget1 == en1:
def ptc1():
global partytargetcount1
partytargetcount1 = partytargetcount1
partytargetcount1 = partytargetcount1 + 1
ptc1()
#partytargetcount1 = partytargetcount1
#partytargetcount1 = partytargetcount1 + 1
print('This Enemy Was One You Were After ')
#print('You Have gained ' + str(en1exp) + ' EXP')
#print('You have ' + str(char1exp) + ' Experience Points')
print('Your Characters Have gained ' + str(en1exp) + ' EXP')
print('You have ' + str(char2exp) + ' Experience Points')
encallchance1 = random.randint(0, 20)
#if encallchance1 == 10:
#print('The ' + en1 + ' Calls For Allies')
#en1 = en2
#en1health = en2health
#en1defense = en2defense
#en1strength = en2strength
#en1dexterity = en2dexterity
#en1intelligence = en2intelligence
#en1exp = en2exp
#en1pic = en2pic
#en1item = en2item
#en1title = en2title
#en1titlechance = en2titlechance
#en1essence = en2essence
#en1essencechance1 = en2essencechance1
if encallchance1 == 15:
print('The ' + en1 + ' Draws Nearby Creatures')
font1 = pygame.font.Font(None, 30)
textimage1 = font1.render(str(en1), True, (255, 0, 0))
textimage2 = font1.render("The", True, (255, 0, 0))
textimage3 = font1.render("Calls For Allies", True, (255, 0, 0))
displaysurf7.blit(textimage2, (100, 50))
displaysurf7.blit(textimage1, (100, 100))
displaysurf7.blit(textimage3, (100, 150))
pygame.display.flip()
time.sleep(0.5)
fight2()
fighting = False

if en1health == 0 or en1health <= 0:
keychance1 = random.randint(0, 1000)
keypicchance1 = random.randint(0, 9)
if keychance1 == 100:
partykeys1.append('Rusty Key')
print('A Rusty Key Was Found')
if keypicchance1 == 0:
keypic1 = pygame.image.load('Key1.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 1:
keypic1 = pygame.image.load('Key2.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 2:
keypic1 = pygame.image.load('Key3.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 3:
keypic1 = pygame.image.load('Key4.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 4:
keypic1 = pygame.image.load('Key5.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 5:
keypic1 = pygame.image.load('Key6.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 6:
keypic1 = pygame.image.load('Key7.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 7:
keypic1 = pygame.image.load('Key8.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 8:
keypic1 = pygame.image.load('Key9.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 9:
keypic1 = pygame.image.load('Key10.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keychance1 == 200:
partykeys1.append('Iron Key')
print('An Iron Key Was Found')
if keypicchance1 == 0:
keypic1 = pygame.image.load('Key1.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 1:
keypic1 = pygame.image.load('Key2.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 2:
keypic1 = pygame.image.load('Key3.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 3:
keypic1 = pygame.image.load('Key4.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 4:
keypic1 = pygame.image.load('Key5.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 5:
keypic1 = pygame.image.load('Key6.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 6:
keypic1 = pygame.image.load('Key7.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 7:
keypic1 = pygame.image.load('Key8.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 8:
keypic1 = pygame.image.load('Key9.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 9:
keypic1 = pygame.image.load('Key10.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keychance1 == 300:
partykeys1.append('Gold Key')
print('A Gold Key Was Found')
if keypicchance1 == 0:
keypic1 = pygame.image.load('Key1.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 1:
keypic1 = pygame.image.load('Key2.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 2:
keypic1 = pygame.image.load('Key3.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 3:
keypic1 = pygame.image.load('Key4.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 4:
keypic1 = pygame.image.load('Key5.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 5:
keypic1 = pygame.image.load('Key6.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 6:
keypic1 = pygame.image.load('Key7.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 7:
keypic1 = pygame.image.load('Key8.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 8:
keypic1 = pygame.image.load('Key9.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 9:
keypic1 = pygame.image.load('Key10.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keychance1 == 400:
partykeys1.append('Crystal Key')
print('A Crystal Key Was Found')
if keypicchance1 == 0:
keypic1 = pygame.image.load('Key1.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 1:
keypic1 = pygame.image.load('Key2.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 2:
keypic1 = pygame.image.load('Key3.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 3:
keypic1 = pygame.image.load('Key4.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 4:
keypic1 = pygame.image.load('Key5.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 5:
keypic1 = pygame.image.load('Key6.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 6:
keypic1 = pygame.image.load('Key7.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 7:
keypic1 = pygame.image.load('Key8.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 8:
keypic1 = pygame.image.load('Key9.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 9:
keypic1 = pygame.image.load('Key10.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keychance1 == 500:
partykeys1.append('Ruby Key')
print('A Ruby Key Was Found')
if keypicchance1 == 0:
keypic1 = pygame.image.load('Key1.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 1:
keypic1 = pygame.image.load('Key2.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 2:
keypic1 = pygame.image.load('Key3.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 3:
keypic1 = pygame.image.load('Key4.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 4:
keypic1 = pygame.image.load('Key5.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 5:
keypic1 = pygame.image.load('Key6.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 6:
keypic1 = pygame.image.load('Key7.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 7:
keypic1 = pygame.image.load('Key8.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 8:
keypic1 = pygame.image.load('Key9.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 9:
keypic1 = pygame.image.load('Key10.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keychance1 == 600:
partykeys1.append('Sapphire Key')
print('A Sapphire Key Was Found')
if keypicchance1 == 0:
keypic1 = pygame.image.load('Key1.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 1:
keypic1 = pygame.image.load('Key2.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 2:
keypic1 = pygame.image.load('Key3.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 3:
keypic1 = pygame.image.load('Key4.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 4:
keypic1 = pygame.image.load('Key5.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 5:
keypic1 = pygame.image.load('Key6.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 6:
keypic1 = pygame.image.load('Key7.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 7:
keypic1 = pygame.image.load('Key8.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 8:
keypic1 = pygame.image.load('Key9.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 9:
keypic1 = pygame.image.load('Key10.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keychance1 == 700:
partykeys1.append('Emerald Key')
print('An Emerald Key Was Found')
if keypicchance1 == 0:
keypic1 = pygame.image.load('Key1.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 1:
keypic1 = pygame.image.load('Key2.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 2:
keypic1 = pygame.image.load('Key3.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 3:
keypic1 = pygame.image.load('Key4.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 4:
keypic1 = pygame.image.load('Key5.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 5:
keypic1 = pygame.image.load('Key6.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 6:
keypic1 = pygame.image.load('Key7.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 7:
keypic1 = pygame.image.load('Key8.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 8:
keypic1 = pygame.image.load('Key9.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 9:
keypic1 = pygame.image.load('Key10.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keychance1 == 800:
partykeys1.append('Amethyst Key')
print('An Amethyst Key Was Found')
if keypicchance1 == 0:
keypic1 = pygame.image.load('Key1.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 1:
keypic1 = pygame.image.load('Key2.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 2:
keypic1 = pygame.image.load('Key3.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 3:
keypic1 = pygame.image.load('Key4.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 4:
keypic1 = pygame.image.load('Key5.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 5:
keypic1 = pygame.image.load('Key6.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 6:
keypic1 = pygame.image.load('Key7.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 7:
keypic1 = pygame.image.load('Key8.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 8:
keypic1 = pygame.image.load('Key9.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 9:
keypic1 = pygame.image.load('Key10.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keychance1 == 900:
partykeys1.append('Thorn Key')
print('A Thorn Key Was Found')
if keypicchance1 == 0:
keypic1 = pygame.image.load('Key1.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 1:
keypic1 = pygame.image.load('Key2.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 2:
keypic1 = pygame.image.load('Key3.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 3:
keypic1 = pygame.image.load('Key4.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 4:
keypic1 = pygame.image.load('Key5.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 5:
keypic1 = pygame.image.load('Key6.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 6:
keypic1 = pygame.image.load('Key7.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 7:
keypic1 = pygame.image.load('Key8.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 8:
keypic1 = pygame.image.load('Key9.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 9:
keypic1 = pygame.image.load('Key10.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keychance1 == 100:
partykeys1.append('Eye Key')
print('An Eye Key Was Found')
if keypicchance1 == 0:
keypic1 = pygame.image.load('Key1.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 1:
keypic1 = pygame.image.load('Key2.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 2:
keypic1 = pygame.image.load('Key3.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 3:
keypic1 = pygame.image.load('Key4.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 4:
keypic1 = pygame.image.load('Key5.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 5:
keypic1 = pygame.image.load('Key6.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 6:
keypic1 = pygame.image.load('Key7.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 7:
keypic1 = pygame.image.load('Key8.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 8:
keypic1 = pygame.image.load('Key9.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()
if keypicchance1 == 9:
keypic1 = pygame.image.load('Key10.png')
displaysurf7.blit(keypic1, (200, 400))
pygame.display.flip()

#if char1hp == 0 or char1hp <= 0:
#print('You Have Died')
#exit()

#if char2hp == 0 or char2hp <= 0:
#print('You Have Died')
#exit()

deadlist1 = 0

if char2hp <= 0:
#print('1st Character Is Dead')
deadlist1 = deadlist1 + 1
char2hp = 0
deadpic1 = pygame.image.load('DeathSymbol1.png')
displaysurf7.blit(deadpic1, (100, 500))
pygame.display.flip()
if char3hp <= 0:
#print('2nd Character Is Dead')
deadlist1 = deadlist1 + 1
char3hp = 0
deadpic1 = pygame.image.load('DeathSymbol1.png')
displaysurf7.blit(deadpic1, (200, 500))
pygame.display.flip()
if char4hp <= 0:
#print('3rd Character Is Dead')
deadlist1 = deadlist1 + 1
char4hp = 0
deadpic1 = pygame.image.load('DeathSymbol1.png')
displaysurf7.blit(deadpic1, (300, 500))
pygame.display.flip()
if char5hp <= 0:
#print('4th Character Is Dead')
deadlist1 = deadlist1 + 1
char5hp = 0
deadpic1 = pygame.image.load('DeathSymbol1.png')
displaysurf7.blit(deadpic1, (400, 500))
pygame.display.flip()
if char6hp <= 0:
#print('5th Character Is Dead')
deadlist1 = deadlist1 + 1
char6hp = 0
deadpic1 = pygame.image.load('DeathSymbol1.png')
displaysurf7.blit(deadpic1, (500, 500))
pygame.display.flip()
if char7hp <= 0:
#print('6th Character Is Dead')
deadlist1 = deadlist1 + 1
char7hp = 0
deadpic1 = pygame.image.load('DeathSymbol1.png')
displaysurf7.blit(deadpic1, (600, 500))
pygame.display.flip()

if char2hp <= 0:
if char3hp <= 0:
if char4hp <= 0:
if char5hp <= 0:
if char6hp <= 0:
if char7hp = 1:
alivepic1 = pygame.image.load(‘Char3Pic1.png’)
displaysurf7.blit(alivepic1, (100, 500))
pygame.display.flip()
if char3hp >= 1:
alivepic1 = pygame.image.load(‘Char3Pic1.png’)
displaysurf7.blit(alivepic1, (200, 500))
pygame.display.flip()
if char4hp >= 1:
alivepic1 = pygame.image.load(‘Char3Pic1.png’)
displaysurf7.blit(alivepic1, (300, 500))
pygame.display.flip()
if char5hp >= 1:
alivepic1 = pygame.image.load(‘Char3Pic1.png’)
displaysurf7.blit(alivepic1, (400, 500))
pygame.display.flip()
if char6hp >= 1:
alivepic1 = pygame.image.load(‘Char3Pic1.png’)
displaysurf7.blit(alivepic1, (500, 500))
pygame.display.flip()
if char7hp >= 1:
alivepic1 = pygame.image.load(‘Char3Pic1.png’)
displaysurf7.blit(alivepic1, (600, 500))
pygame.display.flip()

if en1health >= 1:
displaysurf7.blit(en1pic, (400, 0))
pygame.display.flip()
if en1health = char1maxexp:
#levelup2()
#levelup3()

if char2exp == char2maxexp or char2exp >= char2maxexp:
levelup3()
levelpic1 = pygame.image.load(‘Levelup1.png’)
displaysurf7.blit(levelpic1, (100, 550))
pygame.display.flip()
if char3exp == char3maxexp or char3exp >= char3maxexp:
levelup4()
levelpic1 = pygame.image.load(‘Levelup1.png’)
displaysurf7.blit(levelpic1, (200, 550))
pygame.display.flip()
if char4exp == char4maxexp or char4exp >= char4maxexp:
levelup5()
levelpic1 = pygame.image.load(‘Levelup1.png’)
displaysurf7.blit(levelpic1, (300, 550))
pygame.display.flip()
if char5exp == char5maxexp or char5exp >= char5maxexp:
levelup6()
levelpic1 = pygame.image.load(‘Levelup1.png’)
displaysurf7.blit(levelpic1, (400, 550))
pygame.display.flip()
if char6exp == char6maxexp or char6exp >= char6maxexp:
levelup7()
levelpic1 = pygame.image.load(‘Levelup1.png’)
displaysurf7.blit(levelpic1, (500, 550))
if char7exp == char7maxexp or char7exp >= char7maxexp:
levelup8()
levelpic1 = pygame.image.load(‘Levelup1.png’)
displaysurf7.blit(levelpic1, (600, 550))
pygame.display.flip()

#if char2hp == 0 or char2hp <= 0:
#char2atk = char2atk – 1
#if char3hp == 0 or char3hp <= 0:
#char3atk = char3atk – 1
#if char4hp == 0 or char4hp <= 0:
#char4atk = char4atk – 1
#if char5hp == 0 or char5hp <= 0:
#char5atk = char5atk – 1
#if char6hp == 0 or char6hp <= 0:
#char6atk = char6atk – 1
#if char7hp == 0 or char7hp <= 0:
#char7atk = char7atk – 1

if char2atk <= 10:
char2atk = 10
if char3atk <= 10:
char3atk = 10
if char4atk <= 10:
char4atk = 10
if char5atk <= 10:
char5atk = 10
if char6atk <= 10:
char6atk = 10
if char7atk <= 10:
char7atk = 10

if 'Bear Fur Armour' in char2inv:
char2def = char2def + 4
char2inv.remove('Bear Fur Armour')
if 'Wrist Wraps' in char2inv:
char2def = char2def + 1
char2inv.remove('Wrist Wraps')
if 'Snake Shroud' in char2inv:
char2def = char2def + 2
char2inv.remove('Snake Shroud')
if 'Wolf Fur Cape' in char2inv:
char2def = char2def + 2
char2inv.remove('Wolf Fur Cape')
if 'Shell Shield' in char2inv:
char2def = char2def + 4
char2inv.remove('Shell Shield')
if 'Spike' in char2inv:
char2atk = char2atk + 3
char2inv.remove('Spike')
if 'Fly Potion' in char2inv:
if char2hp == 0 or char2hp <= 0:
char2hp = char2hp + 15
char2inv.remove('Fly Potion')
print('The First Character Ressurects')
if 'Bear Fur Armour' in char3inv:
char3def = char3def + 4
char3inv.remove('Bear Fur Armour')
if 'Wrist Wraps' in char3inv:
char3def = char3def + 1
char3inv.remove('Wrist Wraps')
if 'Snake Shroud' in char3inv:
char3def = char3def + 2
char3inv.remove('Snake Shroud')
if 'Wolf Fur Cape' in char3inv:
char3def = char3def + 2
char3inv.remove('Wolf Fur Cape')
if 'Shell Shield' in char3inv:
char3def = char3def + 4
char3inv.remove('Shell Shield')
if 'Spike' in char3inv:
char3atk = char3atk + 3
char3inv.remove('Spike')
if 'Fly Potion' in char3inv:
if char3hp == 0 or char3hp <= 0:
char3hp = char3hp + 15
char3inv.remove('Fly Potion')
print('The Second Character Ressurects')
if 'Bear Fur Armour' in char4inv:
char4def = char4def + 4
char4inv.remove('Bear Fur Armour')
if 'Wrist Wraps' in char4inv:
char4def = char4def + 1
char4inv.remove('Wrist Wraps')
if 'Snake Shroud' in char4inv:
char4def = char4def + 2
char4inv.remove('Snake Shroud')
if 'Wolf Fur Cape' in char4inv:
char4def = char4def + 2
char4inv.remove('Wolf Fur Cape')
if 'Shell Shield' in char4inv:
char4def = char4def + 4
char4inv.remove('Shell Shield')
if 'Spike' in char4inv:
char4atk = char4atk + 3
char4inv.remove('Spike')
if 'Fly Potion' in char4inv:
if char4hp == 0 or char4hp <= 0:
char4hp = char4hp + 15
char4inv.remove('Fly Potion')
print('The Third Character Ressurects')
if 'Bear Fur Armour' in char5inv:
char5def = char5def + 4
char5inv.remove('Bear Fur Armour')
if 'Wrist Wraps' in char5inv:
char5def = char5def + 1
char5inv.remove('Wrist Wraps')
if 'Snake Shroud' in char5inv:
char5def = char5def + 2
char5inv.remove('Snake Shroud')
if 'Wolf Fur Cape' in char5inv:
char5def = char5def + 2
char5inv.remove('Wolf Fur Cape')
if 'Shell Shield' in char5inv:
char5def = char5def + 4
char5inv.remove('Shell Shield')
if 'Spike' in char5inv:
char5atk = char5atk + 3
char5inv.remove('Spike')
if 'Fly Potion' in char5inv:
if char5hp == 0 or char5hp <= 0:
char5hp = char5hp + 15
char5inv.remove('Fly Potion')
print('The Fourth Character Ressurects')
if 'Bear Fur Armour' in char6inv:
char6def = char6def + 4
char6inv.remove('Bear Fur Armour')
if 'Wrist Wraps' in char6inv:
char6def = char6def + 1
char6inv.remove('Wrist Wraps')
if 'Snake Shroud' in char6inv:
char6def = char6def + 2
char6inv.remove('Snake Shroud')
if 'Wolf Fur Cape' in char6inv:
char6def = char6def + 2
char6inv.remove('Wolf Fur Cape')
if 'Shell Shield' in char6inv:
char6def = char6def + 4
char6inv.remove('Shell Shield')
if 'Spike' in char6inv:
char6atk = char6atk + 3
char6inv.remove('Spike')
if 'Fly Potion' in char6inv:
if char6hp == 0 or char6hp <= 0:
char6hp = char6hp + 15
char6inv.remove('Fly Potion')
print("The Fifth Character Ressurects")
if 'Bear Fur Armour' in char7inv:
char7def = char7def + 4
char7inv.remove('Bear Fur Armour')
if 'Wrist Wraps' in char7inv:
char7def = char7def + 1
char7inv.remove('Wrist Wraps')
if 'Snake Shroud' in char7inv:
char7def = char7def + 2
char7inv.remove('Snake Shroud')
if 'Wolf Fur Cape' in char7inv:
char7def = char7def + 2
char7inv.remove('Wolf Fur Cape')
if 'Shell Shield' in char7inv:
char7def = char7def + 4
char7inv.remove('Shell Shield')
if 'Spike' in char7inv:
char7atk = char7atk + 3
char7inv.remove('Spike')
if 'Fly Potion' in char7inv:
if char7hp == 0 or char7hp = 10:
print(‘You Have Slain All Of The Targets’)
partytargetcount1 = 0
chestchance1 = random.randint(0, 9)
if chestchance1 == 0:
partyinv1.append(‘Rusty Chest’)
print(‘A Rusty Chest Was Given As Reward’)
if chestchance1 == 1:
partyinv1.append(‘Iron Chest’)
print(‘An Iron Chest Was Given As Reward’)
if chestchance1 == 2:
partyinv1.append(‘Gold Chest’)
print(‘A Gold Chest Was Given As Reward’)
if chestchance1 == 3:
partyinv1.append(‘Crystal Chest’)
print(‘A Crystal Chest Was Given As Reward’)
if chestchance1 == 4:
partyinv1.append(‘Ruby Chest’)
print(‘A Ruby Chest Was Given As Reward’)
if chestchance1 == 5:
partyinv1.append(‘Sapphire Chest’)
print(‘A Sapphire Chest Was Given As Reward’)
if chestchance1 == 6:
partyinv1.append(‘Emerald Chest’)
print(‘An Emerald Chest Was Given As Reward’)
if chestchance1 == 7:
partyinv1.append(‘Amethyst Chest’)
print(‘An Amethyst Chest Was Given As Reward’)
if chestchance1 == 8:
partyinv1.append(‘Thorn Chest’)
print(‘A Thorn Chest Was Given As Reward’)
if chestchance1 == 9:
partyinv1.append(‘Eye Chest’)
print(‘An Eye Chest Was Given As Reward’)
except (UnboundLocalError, TypeError):
continue

def enemyessence1():
nonlocal en1
nonlocal en1essence
nonlocal en1essencechance1
en1 = en1
en1essence = en1essence
en1essencechance1 = en1essencechance1
if en1essencechance1 == 5:
en1essence.append(‘Red Essence’)
print(‘The ‘ + en1 + ‘ Glows With Red Light’)
if en1essencechance1 == 10:
en1essence.append(‘Blue Essence’)
print(‘The ‘ + en1 + ‘ Glows With Blue Light’)
if en1essencechance1 == 15:
en1essence.append(‘Green Essence’)
print(‘The ‘ + en1 + ‘ Glows With Green Light’)
if en1essencechance1 == 20:
en1essence.append(‘Yellow Essence’)
print(‘The ‘ + en1 + ‘ Glows With Yellow Light’)
if en1essence == []:
enemyessence1()

def essencegive1():
nonlocal en1
nonlocal en1health
nonlocal en1essence
nonlocal en1essencechance1
global partyinv1
en1 = en1
en1health = en1health
en1essence = en1essence
en1essencechance1 = en1essencechance1
partyinv1 = partyinv1
givechance1 = random.randint(0, 10)
if en1health == 0:
if ‘Red Essence’ in en1essence:
if givechance1 == 5:
partyinv1.append(‘Red Essence’)
print(‘Red Particles Float Towards You’)
else:
print(‘The Red Particles Disappear’)
if ‘Blue Essence’ in en1essence:
if givechance1 == 5:
partyinv1.append(‘Blue Essence’)
print(‘Blue Particles Float Towards You’)
else:
print(‘The Blue Particles Disappear’)
if ‘Green Essence’ in en1essence:
if givechance1 == 5:
partyinv1.append(‘Green Essence’)
print(‘Green Particles Float Towards You’)
else:
print(‘The Green Particles Disappear’)
if ‘Yellow Essence’ in en1essence:
if givechance1 == 5:
partyinv1.append(‘Yellow Essence’)
print(‘Yellow Particles Float Towards You’)
else:
print(‘The Yellow Particles Disappear’)
essencegive1()

blackscreen3 = pygame.image.load(‘BlackScreen1.png’)
displaysurf7.blit(blackscreen3, (450, 0))
displaysurf7.blit(blackscreen3, (500, 0))
displaysurf7.blit(blackscreen3, (450, 50))
displaysurf7.blit(blackscreen3, (500, 50))
displaysurf7.blit(blackscreen3, (550, 0))
displaysurf7.blit(blackscreen3, (600, 0))
displaysurf7.blit(blackscreen3, (650, 0))
displaysurf7.blit(blackscreen3, (700, 0))
displaysurf7.blit(blackscreen3, (750, 0))
battlefont1 = pygame.font.Font(None, 30)
battletext1 = battlefont1.render(str(en1), True, (255, 0, 0))
battletext2 = battlefont1.render(str(en1health), True, (0, 0, 255))
battletext3 = battlefont1.render(str(en1defense), True, (0, 0, 255))
battletext4 = battlefont1.render(str(en1strength), True, (0, 0, 255))
battletext5 = battlefont1.render(str(en1dexterity), True, (0, 0, 255))
battletext6 = battlefont1.render(str(en1intelligence), True, (0, 0, 255))
battletext7 = battlefont1.render(str(en1title), True, (0, 0, 255))
battletext8 = battlefont1.render(str(en1essence), True, (0, 0, 255))
displaysurf7.blit(battletext1, (450, 50))
displaysurf7.blit(battletext2, (450, 0))
displaysurf7.blit(battletext3, (500, 0))
displaysurf7.blit(battletext4, (550, 0))
displaysurf7.blit(battletext5, (600, 0))
displaysurf7.blit(battletext6, (650, 0))
displaysurf7.blit(battletext7, (700, 0))
displaysurf7.blit(battletext8, (750, 0))
pygame.display.flip()

displaysurf7.blit(blackscreen3, (50, 550))
displaysurf7.blit(blackscreen3, (150, 550))
displaysurf7.blit(blackscreen3, (250, 550))
displaysurf7.blit(blackscreen3, (350, 550))
displaysurf7.blit(blackscreen3, (450, 550))
displaysurf7.blit(blackscreen3, (550, 550))
chartext1 = battlefont1.render(str(char2hp), True, (0, 255, 255))
chartext2 = battlefont1.render(str(char3hp), True, (0, 255, 255))
chartext3 = battlefont1.render(str(char4hp), True, (0, 255, 255))
chartext4 = battlefont1.render(str(char5hp), True, (0, 255, 255))
chartext5 = battlefont1.render(str(char6hp), True, (0, 255, 255))
chartext6 = battlefont1.render(str(char7hp), True, (0, 255, 255))
displaysurf7.blit(chartext1, (50, 550))
displaysurf7.blit(chartext2, (150, 550))
displaysurf7.blit(chartext3, (250, 550))
displaysurf7.blit(chartext4, (350, 550))
displaysurf7.blit(chartext5, (450, 550))
displaysurf7.blit(chartext6, (550, 550))
pygame.display.flip()

time3 = clock3.tick(60)
time3inseconds = time3 / 1000.0
pygame.display.update()

main = True

while main is True:
for event in pygame.event.get():
if event.type == KEYDOWN and spot2 == 0:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square1Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square1Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square1Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square1Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 1:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square2Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square2Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square2Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square2Back.png’)
displaysurf7.blit(frontpic2, (x,y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 2:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square3Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square3Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square3Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square3Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 3:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square4Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square4Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square4Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square4Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 4:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square5Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square5Left.png’)
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square5Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square5Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 5:
if event.key == K_w:
frontpic2 =pygame.image.load(‘Square6Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square6Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square6Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square6Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 6:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square7Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square7Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square7Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square7Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 7:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square8Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square8Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square8Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square8Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 8:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square9Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square9Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square9Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square9Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 9:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square10Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square10Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square10Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square10Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 10:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square11Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square11Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square11Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square11Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 11:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square12Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square12Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square12Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square12Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 12:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square13Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square13Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square13Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square13Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 13:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square14Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square14Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square14Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square14Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 14:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square15Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square15Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square15Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square15Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 15:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square16Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square16Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square16Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square16Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 16:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square17Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square17Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square17Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square17Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 17:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square18Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square18Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square18Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square18Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 18:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square19Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square19Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square19Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square19Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 19:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square20Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square20Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square20Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square20Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 20:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square21Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square21Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square21Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square21Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 21:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square22Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square22Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square22Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygmae.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square22Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 22:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square23Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square23Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square23Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square23Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 23:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square24Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square24Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square24Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square24Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 24:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square25Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square25Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square25Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square25Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 25:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square26Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square26Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square26Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square26Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 26:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square27Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square27Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square27Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.lfip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square27Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 27:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square28Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square28Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square28Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square28Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 28:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square29Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square29Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square29Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square29Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 29:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square30Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square30Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square30Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square30Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 30:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square31Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square31Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square31Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square31Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 31:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square32Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square32Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square32Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square32Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 32:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square33Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square33Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square33Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square33Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 33:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square34Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square34Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square34Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square34Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 34:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square35Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square35Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square35Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square35Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 35:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square36Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square36Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square36Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square36Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 36:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square37Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square37Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square37Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square37Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 37:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square38Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square38Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square38Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square38Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 38:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square39Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square39Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square39Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square39Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 39:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square40Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square40Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square40Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square40Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 40:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square41Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square41Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square41Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square41Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 41:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square42Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square42Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square42Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square42Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 42:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square43Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square43Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square43Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square43Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 43:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square44Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square44Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square44Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square44Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 44:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square45Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square45Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square45Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square45Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 45:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square46Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square46Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square46Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square46Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 46:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square47Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square47Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square47Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square47Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 47:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square48Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square48Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square48Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square48Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 48:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square49Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square49Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square49Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square49Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 49:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square50Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square50Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square50Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square50Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 50:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square51Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square51Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square51Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square51Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 51:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square52Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square52Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square52Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square52Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 52:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square53Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square53Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square53Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square53Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 53:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square54Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square54Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square54Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square54Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 54:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square55Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square55Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square55Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square55Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 55:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square56Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square56Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square56Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square56Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 56:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square57Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square57Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square57Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square57Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 57:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square58Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square58Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square58Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square58Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 58:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square59Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square59Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square59Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square59Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if event.type == KEYDOWN and spot2 == 59:
if event.key == K_w:
frontpic2 = pygame.image.load(‘Square60Front.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_a:
frontpic2 = pygame.image.load(‘Square60Left.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_d:
frontpic2 = pygame.image.load(‘Square60Right.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)
if event.key == K_s:
frontpic2 = pygame.image.load(‘Square60Back.png’)
displaysurf7.blit(frontpic2, (x, y))
pygame.display.flip()
pygame.event.wait(KEYDOWN)
pygame.event.wait(KEYUP)

if spot2 == 1:
spotpic1 = pygame.image.load(‘1.png’)
displaysurf7.blit(spotpic1, (750, 0))
pygame.display.flip()
if spot2 == 2:
spotpic1 = pygame.image.load(‘2.png’)
displaysurf7.blit(spotpic1, (750, 0))
pygame.display.flip()
if spot2 == 3:
spotpic1 = pygame.image.load(‘3.png’)
displaysurf7.blit(spotpic1, (750, 0))
pygame.display.flip()
#if spot2 == 4:

def doorshow1():
#if spot2 == 25:
global partyinv1
nonlocal spot2
partyinv1 = partyinv1
spot2 = spot2
BLACK = (0, 0, 0)
displaysurf13 = pygame.display.set_mode((800, 600))
displaysurf13.fill(BLACK)
doorpic1 = pygame.image.load(‘Door1.png’)
displaysurf13.blit(doorpic1, (0, 0))
pygame.display.flip()
blackscreen1 = pygame.image.load(‘BlackScreen1.png’)
doorfont1 = pygame.font.Font(None, 30)
doortext1 = doorfont1.render(“You Have A Key That Fits This Door”, True, (255, 0, 0))
doortext2 = doorfont1.render(“None Of Your Keys Work On This Door”, True, (255, 0, 0))
if ‘Rusty Key’ in partyinv1:
displaysurf13.blit(blackscreen1, (200, 400))
pygame.display.flip()
displaysurf13.blit(doortext1, (200, 400))
pygame.display.flip()
if ‘Rusty Key’ not in partyinv1:
displaysurf13.blit(blackscreen1, (200, 400))
pygame.display.flip()
displaysurf13.blit(doortext2, (200, 400))
pygame.display.flip()

def doorshow2():
global partyinv1
nonlocal spot2
partyinv1 = partyinv1
spot2 = spot2
BLACK = (0, 0, 0)
displaysurf13 = pygame.display.set_mode((800, 600))
displaysurf13.fill(BLACK)
doorpic1 = pygame.image.load(‘Door1.png’)
displaysurf13.blit(doorpic1, (0, 0))
pygame.display.flip()
blackscreen1 = pygame.image.load(‘BlackScreen1.png’)
doorfont1 = pygame.font.Font(None, 30)
doortext1 = doorfont1.render(“You Have A Key That Fits This Door”, True, (255, 0, 0))
doortext2 = doorfont1.render(“None Of Your Keys Work On This Door”, True, (255, 0, 0))
if ‘Iron Key’ in partyinv1:
displaysurf13.blit(blackscreen1, (200, 400))
pygame.display.flip()
displaysurf13.blit(doortext1, (200, 400))
pygame.display.flip()
if ‘Iron Key’ not in partyinv1:
displaysurf13.blit(blackscreen1, (200, 400))
pygame.display.flip()
displaysurf13.blit(doortext2, (200, 400))
pygame.display.flip()

if spot2 == 24:
doorshow1()
if spot2 == 49:
doorshow2()

def supplychance1():
global partysupplies1
partysupplies1 = partysupplies1
supplychance2 = random.randint(0, 30)
if supplychance2 == 15:
partysupplies1.append(‘Ration’)
print(‘The Party Finds Food’)

def deadlyblowchance1():
global deadlyblow1
deadlyblow1 = deadlyblow1
chance1 = random.randint(0, 30)
if chance1 == 15:
deadlyblow1 = deadlyblow1 + 1
print(‘Energy Swells Through The Party’)

if event.type == KEYDOWN:
if event.key == K_LSHIFT:
global rest1
rest1 = rest1 + 1
spot2 = spot2 + 1
print(‘You Are On Square’ + ‘ ‘ + str(spot2))
fightchance1 = random.randint(0, 2)
minechance1 = random.randint(0, 100)
minechance2 = random.randint(0, 10)
pickchance1 = random.randint(0, 10)
if minechance1 == 50:
mining1()
if minechance2 == 5:
mining2()
if pickchance1 == 5:
partyinv1.append(‘Pickaxe’)
if fightchance1 == 0:
pass
if fightchance1 == 1:
print(‘As You Step Forward You Find An Enemy’)
fight2()
if fightchance1 == 2:
pass
supplychance1()
deadlyblowchance1()
#stepforwardpic1 = pygame.image.load(‘StepForward1.png’)
#displaysurf7.blit(stepforwardpic1, (0, 0))
#pygame.display.flip()
if event.key == K_RSHIFT:
rest1 = rest1 + 1
spot2 = spot2 – 1
print(‘You Are On Square’+ ‘ ‘ + str(spot2))
fightchance1 = random.randint(0, 2)
minechance1 = random.randint(0, 100)
minechance2 = random.randint(0, 10)
pickchance1 = random.randint(0, 10)
if minechance1 == 50:
mining1()
if minechance2 == 5:
mining2()
if pickchance1 == 5 or 6:
partyinv1.append(‘Pickaxe’)
if fightchance1 == 0:
pass
if fightchance1 == 1:
print(‘As You Move Backward You Find An Enemy’)
fight2()
if fightchance1 == 2:
pass
supplychance1()
deadlyblowchance1()
#stepbackwardpic1 = pygame.image.load(‘StepBackward1.png’)
#displaysurf7.blit(stepbackwardpic1, (0, 0))
#pygame.display.flip()

if event.type == KEYDOWN:
if event.key == K_g:
#print(‘The Party Searches The Area Around Them’)
global groundkeys1
groundkeys1 = groundkeys1

if spot2 == 0:
print(“You Find Scratches on the walls”)
if spot2 == 1:
print(“You Find…”)
if spot2 == 13:
if groundkeys1 >= 1:
print(‘Your Party Finds A Key On The Ground’)
partyinv1.append(‘Rusty Key’)
groundkeys1 = groundkeys1 – 1
else:
print(‘The Marks Of Something Once Being Here Are Still Seen’)
if spot2 == 38:
if groundkeys1 >= 1:
print(‘Your Party Finds A Key On The Ground’)
partyinv1.append(‘Iron Key’)
groundkeys1 = groundkeys1 – 1
else:
print(‘The Marks Of Something Once Being Here Are Still Seen’)

if event.type == KEYDOWN:
if event.key == K_f:
#print(‘The Party Interacts With Their Surroundings’)
if ‘Rusty Key’ in partyinv1:
if spot2 == 24:
print(‘The Rusty Key Opens The Locked Door’)
#partyinv1.remove(‘Rusty Key’)
spot2 = spot2 + 2
#if spot2 == 26:
#spot2 = 24

if ‘Iron Key’ in partyinv1:
if spot2 == 49:
print(‘The Iron Key Opens This Door’)
spot2 = spot2 + 2

if spot2 == 25:
if ‘Rusty Key’ in partyinv1:
spot2 = spot2 – 1
#print(‘Your Party Goes Through The Door’)
print(‘A Key Of Yours Fits This Door’)
else:
spot2 = spot2 – 1
print(‘The Door Blocks Your Way’)
if spot2 == 50:
if ‘Iron Key’ in partyinv1:
spot2 = spot2 – 1
print(‘A Key Of Yours Fits This Door’)
else:
spot2 = spot2 – 1
print(‘The Door Blocks Your Way’)

if event.type == KEYDOWN:
if event.key == K_v:
print(‘You swing for’ + ‘ ‘ + str(random.randint(0, 20)))
print(‘But There Were no targets for you to hit’)
fight1()

if event.type == KEYDOWN:
if event.key == K_t:
enemychance1 = random.randint(0, 100)
if enemychance1 =11 and enemychance1 =21 and enemychance1 =31 and enemychance1 =41 and enemychance1 =51 and enemychance1 = 10:
rest2()

def rest3():
global partysupplies1
global char2hp
global char3hp
global char4hp
global char5hp
global char6hp
global char7hp
char2hp = char2hp
char3hp = char3hp
char4hp = char4hp
char5hp = char5hp
char6hp = char6hp
char7hp = char7hp
char2hp = char2hp + random.randint(10, 20) #+ random.randint(0, 10)
char3hp = char3hp + random.randint(10, 20) #+ random.randint(0, 10)
char4hp = char4hp + random.randint(10, 20) #+ random.randint(0, 10)
char5hp = char5hp + random.randint(10, 20) #+ random.randint(0, 10)
char6hp = char6hp + random.randint(10, 20) #+ random.randint(0, 10)
char7hp = char7hp + random.randint(10, 20) #+ random.randint(0, 10)
randcolour3 = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))
displaysurf7.fill(randcolour3)
pygame.display.flip()
print(‘Your Party Sleeps For Some Time, Healing’)
partysupplies1.remove(‘Ration’)
if event.type == KEYDOWN:
if event.key == K_e:
if ‘Ration’ in partysupplies1:
rest3()
else:
print(‘The Party Has No Food’)

if event.type == KEYDOWN:
if event.key == K_i:
inventory1()

if event.type == KEYDOWN:
if event.key == K_o:
smithing1()

def statscreen1():
global char2str
global char2dex
global char2pie
global char2int
global char2statpoint
global char2name
randcolour1 = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))
displaysurf7.fill(randcolour1)
pygame.display.flip()
char2statpoint = char2statpoint
char2name = char2name
statpic1 = pygame.image.load(‘StatScreen1.png’)
displaysurf7.blit(statpic1, (0, 0))
pygame.display.flip()
increase1 = True
print(‘This Character Has ‘ + str(char2statpoint) + ‘ Points To Spend’)
while increase1 is True:
for event in pygame.event.get():

if event.type == KEYDOWN:

if event.key == K_1:
if char2statpoint > 0:
char2str = char2str + 1
print(‘Chose To Increase Strength’)
char2statpoint = char2statpoint – 1
Scrolling1.text1()
if char2statpoint 0:
char2dex = char2dex + 1
print(‘Chose To Increase Dexterity’)
Scrolling2.text1()
char2statpoint = char2statpoint – 1
if char2statpoint 0:
char2pie = char2pie + 1
print(‘Chose To Increase Piety’)
Scrolling3.text1()
char2statpoint = char2statpoint – 1
if char2statpoint 0:
char2int = char2int + 1
print(‘Chose To Increase Intelligence’)
char2statpoint = char2statpoint – 1
Scrolling4.text1()
if char2statpoint 0:
char3str = char3str + 1
print(‘Chose To Increase Strength’)
char3statpoint = char3statpoint – 1
Scrolling1.text1()
if char3statpoint 0:
char3dex = char3dex + 1
print(‘Chose To Increase Dexterity’)
char3statpoint = char3statpoint – 1
Scrolling2.text1()
if char3statpoint 0:
char3pie = char3pie + 1
print(‘Chose To Increase Piety’)
char3statpoint = char3statpoint – 1
Scrolling3.text1()
if char3statpoint 0:
char3int = char3int + 1
print(‘Chose To Increase Intelligence’)
char3statpoint = char3statpoint – 1
Scrolling4.text1()
if char3statpoint 0:
char4str = char4str + 1
print(‘Chose To Increase Strength’)
char4statpoint = char4statpoint – 1
Scrolling1.text1()
if char4statpoint 0:
char4dex = char4dex + 1
print(‘Chose To Increase Dexterity’)
char4statpoint = char4statpoint – 1
Scrolling2.text1()
if char4statpoint 0:
char4pie = char4pie + 1
print(‘Chose To Increase Piety’)
char4statpoint = char4statpoint – 1
Scrolling3.text1()
if char4statpoint 0:
char4int = char4int + 1
print(‘Chose To Increase Intelligence’)
Scrolling4.text1()
char4statpoint = char4statpoint – 1
if char4statpoint 0:
char5str = char5str + 1
print(‘Chose To Increase Strength’)
char5statpoint = char5statpoint – 1
Scrolling1.text1()
if char5statpoint 0:
char5dex = char5dex + 1
print(‘Chose To Increase Dexterity’)
char5statpoint = char5statpoint – 1
Scrolling2.text1()
if char5statpoint 0:
char5pie = char5pie + 1
print(‘Chose To Increase Piety’)
char5statpoint = char5statpoint – 1
Scrolling3.text1()
if char5statpoint 0:
char5int = char5int + 1
print(‘Chose To Increase Intelligence’)
char5statpoint = char5statpoint – 1
Scrolling4.text1()
if char5statpoint 0:
char6str = char6str + 1
print(‘Chose To Increase Strength’)
char6statpoint = char6statpoint – 1
Scrolling1.text1()
if char6statpoint 0:
char6dex = char6dex + 1
print(‘Chose To Increase Dexterity’)
char6statpoint = char6statpoint – 1
Scrolling2.text1()
if char6statpoint 0:
char6pie = char6pie + 1
print(‘Chose To Increase Piety’)
char6statpoint = char6statpoint – 1
Scrolling3.text1()
if char6statpoint 0:
char6int = char6int + 1
print(‘Chose To Increase Intelligence’)
char6statpoint = char6statpoint – 1
Scrolling4.text1()
if char6statpoint 0:
char7str = char7str + 1
print(‘Chose To Increase Strength’)
char7statpoint = char7statpoint – 1
Scrolling1.text1()
if char7statpoint 0:
char7dex = char7dex + 1
print(‘Chose To Increase Dexterity’)
char7statpoint = char7statpoint – 1
Scrolling2.text1()
if char7statpoint 0:
char7pie = char7pie + 1
print(‘Chose To Increase Piety’)
char7statpoint = char7statpoint – 1
Scrolling3.text1()
if char7statpoint 0:
char7int = char7int + 1
print(‘Chose To Increase Intelligence’)
char7statpoint = char7statpoint – 1
Scrolling4.text1()
if char7statpoint char2dex:
char2atk = char2atk + char2str + char2level
if char2str > char2pie:
char2atk = char2atk + char2str + char2level
if char2str > char2int:
char2atk = char2atk + char2str + char2level
if char2dex > char2str:
char2atk = char2atk + char2dex + char2level
if char2dex > char2pie:
char2atk = char2atk + char2pie + char2level
if char2dex > char2int:
char2atk = char2atk + char2int + char2level
if char2pie > char2str:
char2atk = char2atk + char2pie + char2level
if char2pie > char2dex:
char2atk = char2atk + char2pie + char2level
if char2pie > char2int:
char2atk = char2atk + char2pie + char2level
if char2int > char2str:
char2atk = char2atk + char2int + char2level
if char2int > char2dex:
char2atk = char2atk + char2int + char2level
if char2int > char2pie:
char2atk = char2atk + char2int + char2level

def truepower2():
global char3atk
global char3matk
global char3str
global char3dex
global char3pie
global char3int
global char3level
char3atk = char3atk + char3str + char3level
if char3str > char3dex:
char3atk = char3atk + char3str + char3level
if char3str > char3pie:
char3atk = char3atk + char3str + char3level
if char3str > char3int:
char3atk = char3atk + char3str + char3level
if char3dex > char3str:
char3atk = char3atk + char3dex + char3level
if char3dex > char3pie:
char3atk = char3atk + char3pie + char3level
if char3dex > char3int:
char3atk = char3atk + char3int + char3level
if char3pie > char3str:
char3atk = char3atk + char3pie + char3level
if char3pie > char3dex:
char3atk = char3atk + char3pie + char3level
if char3pie > char3int:
char3atk = char3atk + char3pie + char3level
if char3int > char3str:
char3atk = char3atk + char3int + char3level
if char3int > char3dex:
char3atk = char3atk + char3int + char3level
if char3int > char3pie:
char3atk = char3atk + char3int + char3level

def truepower3():
global char4atk
global char4matk
global char4str
global char4dex
global char4pie
global char4int
global char4level
if char4str > char4dex:
char4atk = char4atk + char4str + char4level
if char4str > char4pie:
char4atk = char4atk + char4str + char4level
if char4str > char4int:
char4atk = char4atk + char4str + char4level
if char4dex > char4str:
char4atk = char4atk + char4dex + char4level
if char4dex > char4pie:
char4atk = char4atk + char4dex + char4level
if char4dex > char4int:
char4atk = char4atk + char4dex + char4level
if char4pie > char4str:
char4atk = char4atk + char4pie + char4level
if char4pie > char4dex:
char4atk = char4atk + char4pie + char4level
if char4pie > char4int:
char4atk = char4atk + char4pie + char4level
if char4int > char4str:
char4atk = char4atk + char4int + char4level
if char4int > char4dex:
char4atk = char4atk + char4int + char4level
if char4int > char4pie:
char4atk = char4atk + char4int + char4level

def truepower4():
global char5atk
global char5matk
global char5str
global char5dex
global char5pie
global char5int
global char5level
if char5str > char5dex:
char5atk = char5atk + char5str + char5level
if char5str > char5pie:
char5atk = char5atk + char5str + char5level
if char5str > char5int:
char5atk = char5atk + char5str + char5level
if char5dex > char5str:
char5atk = char5atk + char5dex + char5level
if char5dex > char5pie:
char5atk = char5atk + char5dex + char5level
if char5dex > char5int:
char5atk = char5atk + char5dex + char5level
if char5pie > char5str:
char5atk = char5atk + char5pie + char5level
if char5pie > char5dex:
char5atk = char5atk + char5pie + char5level
if char5pie > char5int:
char5atk = char5atk + char5pie + char5level
if char5int > char5str:
char5atk = char5atk + char5int + char5level
if char5int > char5dex:
char5atk = char5atk + char5int + char5level
if char5int > char5pie:
char5atk = char5atk + char5int + char5level

def truepower5():
global char6atk
global char6matk
global char6str
global char6dex
global char6pie
global char6int
global char6level
if char6str > char6dex:
char6atk = char6atk + char6str + char6level
if char6str > char6pie:
char6atk = char6atk + char6str + char6level
if char6str > char6int:
char6atk = char6atk + char6str + char6level
if char6dex > char6str:
char6atk = char6atk + char6dex + char6level
if char6dex > char6pie:
char6atk = char6atk + char6dex + char6level
if char6dex > char6int:
char6atk = char6atk + char6dex + char6level
if char6pie > char6str:
char6atk = char6atk + char6pie + char6level
if char6pie > char6dex:
char6atk = char6atk + char6pie + char6level
if char6pie > char6int:
char6atk = char6atk + char6pie + char6level
if char6int > char6str:
char6atk = char6atk + char6int + char6level
if char6int > char6dex:
char6atk = char6atk + char6int + char6level
if char6int > char6pie:
char6atk = char6atk + char6int + char6level

def truepower6():
global char7atk
global char7matk
global char7str
global char7dex
global char7pie
global char7int
global char7level
if char7str > char7dex:
char7atk = char7atk + char7str + char7level
print(‘Character Six Fights Using Strength ‘ + str(char7atk))
if char7str > char7pie:
char7atk = char7atk + char7str + char7level
print(‘Character Six Fights Using Strength ‘ + str(char7atk))
if char7str > char7int:
char7atk = char7atk + char7str + char7level
print(‘Character Six Fights Using Strength ‘ + str(char7atk))
if char7dex > char7str:
char7atk = char7atk + char7dex + char7level
print(‘Character Six Fights Using Dexterity ‘ + str(char7atk))
if char7dex > char7pie:
char7atk = char7atk + char7dex + char7level
print(‘Character Six Fights Using Dexterity ‘ + str(char7atk))
if char7dex > char7int:
char7atk = char7atk + char7dex + char7level
print(‘Character Six Fights Using Dexterity ‘ + str(char7atk))
if char7pie > char7str:
char7atk = char7atk + char7pie + char7level
print(‘Character Six Fights Using Piety ‘ + str(char7atk))
if char7pie > char7dex:
char7atk = char7atk + char7pie + char7level
print(‘Character Six Fights Using Piety ‘ + str(char7atk))
if char7pie > char7int:
char7atk = char7atk + char7pie + char7level
print(‘Character Six Fights Using Piety ‘ + str(char7atk))
if char7int > char7str:
char7atk = char7atk + char7int + char7level
print(‘Character Six Fights Using Piety ‘ + str(char7atk))
if char7int > char7dex:
char7atk = char7atk + char7int + char7level
print(‘Character Six Fights Using Piety ‘ + str(char7atk))
if char7int > char7pie:
char7atk = char7atk + char7int + char7level
print(‘Character Six Fights Using Piety ‘ + str(char7atk))

if event.type == KEYDOWN:
if event.key == K_1:
statscreen1()
if event.key == K_2:
statscreen2()
if event.key == K_3:
statscreen3()
if event.key == K_4:
statscreen4()
if event.key == K_5:
statscreen5()
if event.key == K_6:
statscreen6()

#if event.type == KEYDOWN:
#if event.key == K_p:
#truepower6()

if event.type == KEYDOWN:
if event.key == K_l:
print(‘You May Rename Your Characters And/Or Choose Something New To Say’)
namechoose1()

#if event.type == KEYDOWN:
#if event.key == K_y:

if event.type == KEYDOWN:
if event.key == K_F5:
print(‘Your Party Speaks The Word ‘ + str(tosay1))
if (‘D’,’E’,’M’,’O’,’N’) in tosay1:
if spot2 == 10:
def newspot1():
spot2 = 200
#spot2 = 200
newspot1()
print(‘Something Responds’)

if ‘D’ in tosay1[0]:
if ‘E’ in tosay1[1]:
if ‘M’ in tosay1[2]:
if ‘O’ in tosay1[3]:
if ‘N’ in tosay1[4]:
if spot2 == 10:
spot2 = 200
print(‘Something Responds’)

if ‘S’ in tosay1[0]:
if ‘W’ in tosay1[1]:
if ‘O’ in tosay1[2]:
if ‘R’ in tosay1[3]:
if ‘D’ in tosay1[4]:
if spot2 == 15:
print(‘Something Responds’)
print(‘As Your Word Finishes Your Party Watches A Sword Fall From The Ceiling. You Take It’)
partyinv1.append(‘Sword Of Heights’)

if ‘F’ in tosay1[0]:
if ‘I’ in tosay1[1]:
if ‘X’ in tosay1[2]:
if ‘Glue’ in partyinv1:
print(‘Something Responds’)
print(‘Something That Was Broken Is Now Fixed’)
partyinv1.remove(‘Glue’)

if event.type == KEYDOWN:
if event.key == K_u:
tosaychoice1 = tosaychoice1 + 1
if tosaychoice1 == 0:
tosay2 = ‘Hello’
print(‘The Party Will Say Hello’)
if tosaychoice1 == 1:
tosay2 = ‘Goodbye’
print(‘The Party Will Say Goodbye’)
if tosaychoice1 == 2:
tosay2 = ‘Buy’
print(‘The Party Will Try To Buy’)
if tosaychoice1 == 3:
tosay2 = ‘Sell’
print(‘The Party Will Try To Sell’)
if tosaychoice1 == 4:
tosay2 = ‘Ask’
print(‘The Party Has Questions To Ask’)
if tosaychoice1 == 5:
tosay2 = ‘Quest’
print(‘The Party Seeks New Quests’)
if tosaychoice1 == 6:
tosaychoice1 = -1

if event.type == KEYDOWN:
if event.key == K_F10:
displaysurf7 = pygame.display.set_mode((800, 600), FULLSCREEN)
if event.key == K_F9:
displaysurf7 = pygame.display.set_mode((800, 600))

blackscreen1 = pygame.image.load(‘BlackScreen1.png’)
displaysurf7.blit(blackscreen1, (0, 0))
font1 = pygame.font.Font(None, 30)
textimage1 = font1.render(str(spot2), True, (255, 0, 0))
displaysurf7.blit(textimage1, (0, 0))
pygame.display.flip()
#time.sleep(0.2)
#displaysurf7.blit(blackscreen1, (0, 0))
pygame.display.flip()
textimage2 = font1.render(str(char2hp), True, (0, 255, 0))
displaysurf7.blit(textimage2, (0, 150))
textimage3 = font1.render(str(char3hp), True, (0, 255, 0))
displaysurf7.blit(textimage3, (775, 150))
textimage4 = font1.render(str(char4hp), True, (0, 255, 0))
displaysurf7.blit(textimage4, (0, 300))
textimage5 = font1.render(str(char5hp), True, (0, 255, 0))
displaysurf7.blit(textimage5, (775, 300))
textimage6 = font1.render(str(char6hp), True, (0, 255, 0))
displaysurf7.blit(textimage6, (0, 450))
textimage7 = font1.render(str(char7hp), True, (0, 255, 0))
displaysurf7.blit(textimage7, (775, 450))
pygame.display.flip()
#if spot2 > spot2:
#displaysurf7.remove(textimage1, font1)
#font1 = pygame.font.Font(None, 30)
#randcolour5 = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))
#textimage1 = font1.render(str(spot2), True, (0, 0, 0))
#displaysurf7.blit(textimage1, (0, 0))
#pygame.display.flip()

if event.type == QUIT:
#saveloadmanager.save_game_data([entities, number], [“entities”, “number”])
#saveloadmanager.save_game_data([char2hp, char2atk, char2def, char2maxexp, char2exp, char2maxhp, char2level], [“entities”, “number”])
#saveloadmanager.save_game_data([char3hp, char3atk, char3def, char3maxexp, char3exp, char3maxhp, char3level], [“entities”, “number”])
#saveloadmanager.save_game_data([char4hp, char4atk, char4def, char4maxexp, char4exp, char4maxhp, char4level], [“entities”, “number”])
#saveloadmanager.save_game_data([char5hp, char5atk, char5def, char5maxexp, char5exp, char5maxhp, char5level], [“entities”, “number”])
#saveloadmanager.save_game_data([char6hp, char6atk, char6def, char6maxexp, char6exp, char6maxhp, char6level], [“entities”, “number”])
#saveloadmanager.save_game_data([char7hp, char7atk, char7def, char7maxexp, char7exp, char7maxhp, char7level], [“entities”, “number”])
pygame.quit()
sys.exit()
pygame.display.update()
print(event)

time2 = clock2.tick(60)
time2inseconds = time2 / 1000.0
pygame.display.update()

dungeontest3.dungeontest3run()

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