Python TypeError (‘<=' not supported between instances of 'str' and 'int')

Plain text
Copy to clipboard
Open code in new window
EnlighterJS 3 Syntax Highlighter
<code>import random
elements = {
"normal": {"strong_against": ["None"], "weak_against": ["None"]},
"fire": {"strong_against": ["earth", "ice"], "weak_against": ["water", "ice"]},
"water": {"strong_against": ["fire", "poison"], "weak_against": ["earth", "electric"]},
"earth": {"strong_against": ["water", "poison"], "weak_against": ["fire", "nature"]},
"holy": {"strong_against": ["dark"], "weak_against": ["dark"]},
"dark": {"strong_against": ["holy"], "weak_against": ["holy"]},
"ice": {"strong_against": ["fire"], "weak_against": ["fire"]},
"electric": {"strong_against": ["water"], "weak_against": ["earth"]},
"poison": {"strong_against": ["nature"], "weak_against": ["earth", "water"]},
"nature": {"strong_against": ["earth"], "weak_against": ["poison", "fire"]}
}
class armor:
def __init__(self, name, defence, element=None):
self.name = name
self.defence = defence
self.element = element
class weapon:
def __init__(self, name, damage, element=None):
self.name = name
self.damage = damage
self.element = element
class restore_spell:
def __init__(self, name, restore_power,cost):
self.name = name
self.restore_power = restore_power
self.cost = cost
class attack_spell:
def __init__(self, name, attack_spell_power, cost, element=None):
self.name = name
self.attack_spell_power = attack_spell_power
self.cost = cost
self.element = element
class status_effects:
pass
class Person:
def __init__(self,name,armor=None,weapon=None,attack_spell=None,restore_spell=None,debuff=None,buff=None,max_health = 100,health=None,max_mp=48,mp=None,strength=18,defe=12,dex=10,magic=20,magic_defe=12,luck=16,evasion=2,exp=0,lvl=1,skill_points=0,attack_accuracy=100,max_lvl=100, base_d=0, base_d_m=0):
self.name = name
self.max_health = max_health
self.health = health if health is not None else max_health
self.weapon = weapon
self.attack_spell = attack_spell
self.restore_spell = restore_spell
self.buff = buff
self.debuff = debuff
self.max_mp = max_mp
self.mp = mp if mp is not None else max_mp
self.strength = strength
self.defe = defe
self.armor = armor
self.dex = dex
self.magic = magic
self.magic_defe = magic_defe
self.luck = luck
self.evasion = evasion
self.exp = exp
self.lvl = lvl
self.skill_points = skill_points
self.attack_accuracy = attack_accuracy
self.evasion = evasion
self.max_lvl = max_lvl
self.base_d_m = base_d_m
def see_stats(self):
print("max health: ", self.max_health,"/ health: ", self.health)
print("max mp: ", self.max_mp,"/ mp: ", self.mp)
print("strength: ", self.strength)
print("defense: ", self.defe)
print("magic defense: ", self.magic_defe)
print("dexterity: ", self.dex )
print("luck: ", self.luck)
print("exp: ", self.exp)
print("lvl: ", self.lvl)
def see_gear(self):
print("weapon: ", self.weapon.name if self.weapon else "None")
print("armor: ", self.armor.name if self.armor else "None")
def restore_health(self):
if self.health < self.max_health and self.restore_spell and self.mp >= self.restore_spell.cost:
self.health = min(self.health + self.restore_spell.restore_power, self.max_health)
self.mp -= self.restore_spell.cost
print(f"{self.name} used {self.restore_spell.name} and restored health to {self.health}")
else:
print(f"{self.name} cannot use the restore spell.")
def calculate_base_d(self):
return (self.strength + (self.weapon.damage if self.weapon else 0)) * random.uniform(0.9375, 1.0625)
def calculate_base_d_m(self):
return (self.magic + (self.attack_spell.attack_spell_power if self.attack_spell else 0)) * random.uniform(0.9375, 1.0625)
def attack(self):
attack_type = input("What kind of attack do you want to do (magic/physical): ").lower()
if attack_type == "magic" or "m":
if self.attack_spell and self.mp >= self.attack_spell.cost:
self.mp -= self.attack_spell.cost
return self.calculate_base_d_m()
else:
print("Not enough MP to cast a spell or no spell equipped.")
return 0
elif attack_type == "physical" or "p":
return self.calculate_base_d()
else:
print("Please enter a valid attack type.")
return 0
def exp_to_next_lvl(self):
if 1 <= self.lvl <= 9:
return self.lvl * 100
elif 10 <= self.lvl <= 15:
return self.lvl * 200
else:
return self.lvl * 300
def gain_exp(self, exp):
self.exp += exp
while self.exp >= self.exp_to_next_lvl():
self.level_up()
def level_up(self):
self.exp -= self.exp_to_next_lvl
self.lvl += 1
self.skill_points += 5
if 0 <= self.lvl <= 10:
self.max_health += 75
self.mp += 10
elif 11 <= self.lvl <= 50:
self.max_health += 150
self.mp += 15
elif 51 <= self.lvl <= 99:
self.max_health +=250
self.mp += 25
else:
print("you are at max lvl")
print(f"Congratulations! You've reached level {self.lvl}")
def s_skill_p(self):
if self.skill_points >0:
x = input("which skill you want to incrase:nstrengthndefensenmagicnmagic_defensendexteritynluck ").lower()
if x == 'strength':
self.strength += 1
self.skill_points -= 1
elif x == 'defense':
self.defe += 1
self.skill_points -= 1
elif x == 'magic':
self.magic += 1
self.skill_points -= 1
elif x == 'magic_defense':
self.magic_defe += 1
self.skill_points -= 1
elif x == 'dexterity':
self.dex += 1
self.skill_points -= 1
elif x == 'luck':
self.luck += 1
self.skill_points -= 1
else:
print("Please enter a valid skill")
else:
print("you dont have skill points ")
def is_dead(self):
return self.health <= 0
class Barbarian(Person):
pass
class Wizard(Person):
def __init__(self, name, max_health=None, health=None, max_mp=48, mp=None, magic=20, magic_defe=12, attack_spells=None):
super().__init__(name, max_health, health, max_mp, mp, magic=magic, magic_defe=magic_defe)
self.attack_spells = attack_spells if attack_spells is not None else []
class Monster(Person):
def __init__(self, name, max_health=100, health=None, max_mp=48, mp=None, magic=20, magic_defe=12, element=None, attack_spells=None):
super().__init__(name, max_health, health, max_mp, mp, magic, magic_defe, element, attack_spells)
self.element = element
self.attack_spells = attack_spells if attack_spells is not None else []
def attack_m(self):
if self.health > self.max_health * 0.5:
return self.calculate_base_d()
else:
return self.calculate_base_d_m()
def battle(player, monster):
while not player.is_dead() and not monster.is_dead():
print(f"{player.name}'s turn:")
player_turn = True
while player_turn:
action = input("What do you want to do? (attack/restore/stats/gear): ").lower()
if action == "attack" or action == "a":
damage = player.attack()
if player.weapon and player.weapon.element or player.attack_spell and player.attack_spell.element:
attack_element = player.weapon.element if player.weapon else player.attack_spell.element
if monster.element and attack_element in elements[monster.element]['weak_against']:
damage *= 1.5
elif monster.element and attack_element in elements[monster.element]['strong_against']:
damage *= 0.5
monster.health -= damage
print(f"{player.name} attacks {monster.name} for {damage:.2f} damage!")
if monster.is_dead():
player.gain_exp(monster.exp)
break
player_turn = False
elif action == "stats" or action == "s":
player.see_stats()
elif action == "gear" or action == "g":
player.see_gear()
elif action == "restore" or action == "r":
player.restore_health()
player_turn = False
else:
print("Please enter a valid action.")
if monster.is_dead():
break
print(f"{monster.name}'s turn:")
m_damage = monster.attack_m()
player.health -= m_damage
print(f"{monster.name} attacks {player.name} for {m_damage:.2f} damage!")
if player.is_dead():
break
cure = restore_spell("cure", 50, 10)
fireball = attack_spell("fireball", 30, 15, "fire")
thunder = attack_spell("thunder", 25, 12, "electric")
player_weapon = weapon("Sword", 10, "normal")
player = Person(name="Hero", weapon=player_weapon, attack_spell=fireball, restore_spell=cure)
monster = Monster(name="Goblin", element="fire", max_health=250, health=250, max_mp=20, mp=20, magic=10, attack_spells=None)
monster.weapon = weapon("Claws", 5, "fire")
battle(player, monster)
</code>
<code>import random elements = { "normal": {"strong_against": ["None"], "weak_against": ["None"]}, "fire": {"strong_against": ["earth", "ice"], "weak_against": ["water", "ice"]}, "water": {"strong_against": ["fire", "poison"], "weak_against": ["earth", "electric"]}, "earth": {"strong_against": ["water", "poison"], "weak_against": ["fire", "nature"]}, "holy": {"strong_against": ["dark"], "weak_against": ["dark"]}, "dark": {"strong_against": ["holy"], "weak_against": ["holy"]}, "ice": {"strong_against": ["fire"], "weak_against": ["fire"]}, "electric": {"strong_against": ["water"], "weak_against": ["earth"]}, "poison": {"strong_against": ["nature"], "weak_against": ["earth", "water"]}, "nature": {"strong_against": ["earth"], "weak_against": ["poison", "fire"]} } class armor: def __init__(self, name, defence, element=None): self.name = name self.defence = defence self.element = element class weapon: def __init__(self, name, damage, element=None): self.name = name self.damage = damage self.element = element class restore_spell: def __init__(self, name, restore_power,cost): self.name = name self.restore_power = restore_power self.cost = cost class attack_spell: def __init__(self, name, attack_spell_power, cost, element=None): self.name = name self.attack_spell_power = attack_spell_power self.cost = cost self.element = element class status_effects: pass class Person: def __init__(self,name,armor=None,weapon=None,attack_spell=None,restore_spell=None,debuff=None,buff=None,max_health = 100,health=None,max_mp=48,mp=None,strength=18,defe=12,dex=10,magic=20,magic_defe=12,luck=16,evasion=2,exp=0,lvl=1,skill_points=0,attack_accuracy=100,max_lvl=100, base_d=0, base_d_m=0): self.name = name self.max_health = max_health self.health = health if health is not None else max_health self.weapon = weapon self.attack_spell = attack_spell self.restore_spell = restore_spell self.buff = buff self.debuff = debuff self.max_mp = max_mp self.mp = mp if mp is not None else max_mp self.strength = strength self.defe = defe self.armor = armor self.dex = dex self.magic = magic self.magic_defe = magic_defe self.luck = luck self.evasion = evasion self.exp = exp self.lvl = lvl self.skill_points = skill_points self.attack_accuracy = attack_accuracy self.evasion = evasion self.max_lvl = max_lvl self.base_d_m = base_d_m def see_stats(self): print("max health: ", self.max_health,"/ health: ", self.health) print("max mp: ", self.max_mp,"/ mp: ", self.mp) print("strength: ", self.strength) print("defense: ", self.defe) print("magic defense: ", self.magic_defe) print("dexterity: ", self.dex ) print("luck: ", self.luck) print("exp: ", self.exp) print("lvl: ", self.lvl) def see_gear(self): print("weapon: ", self.weapon.name if self.weapon else "None") print("armor: ", self.armor.name if self.armor else "None") def restore_health(self): if self.health < self.max_health and self.restore_spell and self.mp >= self.restore_spell.cost: self.health = min(self.health + self.restore_spell.restore_power, self.max_health) self.mp -= self.restore_spell.cost print(f"{self.name} used {self.restore_spell.name} and restored health to {self.health}") else: print(f"{self.name} cannot use the restore spell.") def calculate_base_d(self): return (self.strength + (self.weapon.damage if self.weapon else 0)) * random.uniform(0.9375, 1.0625) def calculate_base_d_m(self): return (self.magic + (self.attack_spell.attack_spell_power if self.attack_spell else 0)) * random.uniform(0.9375, 1.0625) def attack(self): attack_type = input("What kind of attack do you want to do (magic/physical): ").lower() if attack_type == "magic" or "m": if self.attack_spell and self.mp >= self.attack_spell.cost: self.mp -= self.attack_spell.cost return self.calculate_base_d_m() else: print("Not enough MP to cast a spell or no spell equipped.") return 0 elif attack_type == "physical" or "p": return self.calculate_base_d() else: print("Please enter a valid attack type.") return 0 def exp_to_next_lvl(self): if 1 <= self.lvl <= 9: return self.lvl * 100 elif 10 <= self.lvl <= 15: return self.lvl * 200 else: return self.lvl * 300 def gain_exp(self, exp): self.exp += exp while self.exp >= self.exp_to_next_lvl(): self.level_up() def level_up(self): self.exp -= self.exp_to_next_lvl self.lvl += 1 self.skill_points += 5 if 0 <= self.lvl <= 10: self.max_health += 75 self.mp += 10 elif 11 <= self.lvl <= 50: self.max_health += 150 self.mp += 15 elif 51 <= self.lvl <= 99: self.max_health +=250 self.mp += 25 else: print("you are at max lvl") print(f"Congratulations! You've reached level {self.lvl}") def s_skill_p(self): if self.skill_points >0: x = input("which skill you want to incrase:nstrengthndefensenmagicnmagic_defensendexteritynluck ").lower() if x == 'strength': self.strength += 1 self.skill_points -= 1 elif x == 'defense': self.defe += 1 self.skill_points -= 1 elif x == 'magic': self.magic += 1 self.skill_points -= 1 elif x == 'magic_defense': self.magic_defe += 1 self.skill_points -= 1 elif x == 'dexterity': self.dex += 1 self.skill_points -= 1 elif x == 'luck': self.luck += 1 self.skill_points -= 1 else: print("Please enter a valid skill") else: print("you dont have skill points ") def is_dead(self): return self.health <= 0 class Barbarian(Person): pass class Wizard(Person): def __init__(self, name, max_health=None, health=None, max_mp=48, mp=None, magic=20, magic_defe=12, attack_spells=None): super().__init__(name, max_health, health, max_mp, mp, magic=magic, magic_defe=magic_defe) self.attack_spells = attack_spells if attack_spells is not None else [] class Monster(Person): def __init__(self, name, max_health=100, health=None, max_mp=48, mp=None, magic=20, magic_defe=12, element=None, attack_spells=None): super().__init__(name, max_health, health, max_mp, mp, magic, magic_defe, element, attack_spells) self.element = element self.attack_spells = attack_spells if attack_spells is not None else [] def attack_m(self): if self.health > self.max_health * 0.5: return self.calculate_base_d() else: return self.calculate_base_d_m() def battle(player, monster): while not player.is_dead() and not monster.is_dead(): print(f"{player.name}'s turn:") player_turn = True while player_turn: action = input("What do you want to do? (attack/restore/stats/gear): ").lower() if action == "attack" or action == "a": damage = player.attack() if player.weapon and player.weapon.element or player.attack_spell and player.attack_spell.element: attack_element = player.weapon.element if player.weapon else player.attack_spell.element if monster.element and attack_element in elements[monster.element]['weak_against']: damage *= 1.5 elif monster.element and attack_element in elements[monster.element]['strong_against']: damage *= 0.5 monster.health -= damage print(f"{player.name} attacks {monster.name} for {damage:.2f} damage!") if monster.is_dead(): player.gain_exp(monster.exp) break player_turn = False elif action == "stats" or action == "s": player.see_stats() elif action == "gear" or action == "g": player.see_gear() elif action == "restore" or action == "r": player.restore_health() player_turn = False else: print("Please enter a valid action.") if monster.is_dead(): break print(f"{monster.name}'s turn:") m_damage = monster.attack_m() player.health -= m_damage print(f"{monster.name} attacks {player.name} for {m_damage:.2f} damage!") if player.is_dead(): break cure = restore_spell("cure", 50, 10) fireball = attack_spell("fireball", 30, 15, "fire") thunder = attack_spell("thunder", 25, 12, "electric") player_weapon = weapon("Sword", 10, "normal") player = Person(name="Hero", weapon=player_weapon, attack_spell=fireball, restore_spell=cure) monster = Monster(name="Goblin", element="fire", max_health=250, health=250, max_mp=20, mp=20, magic=10, attack_spells=None) monster.weapon = weapon("Claws", 5, "fire") battle(player, monster) </code>
import random
elements = {
    "normal": {"strong_against": ["None"], "weak_against": ["None"]},
    "fire": {"strong_against": ["earth", "ice"], "weak_against": ["water", "ice"]},
    "water": {"strong_against": ["fire", "poison"], "weak_against": ["earth", "electric"]},
    "earth": {"strong_against": ["water", "poison"], "weak_against": ["fire", "nature"]},
    "holy": {"strong_against": ["dark"], "weak_against": ["dark"]},
    "dark": {"strong_against": ["holy"], "weak_against": ["holy"]},
    "ice": {"strong_against": ["fire"], "weak_against": ["fire"]},
    "electric": {"strong_against": ["water"], "weak_against": ["earth"]},
    "poison": {"strong_against": ["nature"], "weak_against": ["earth", "water"]},
    "nature": {"strong_against": ["earth"], "weak_against": ["poison", "fire"]}
}
class armor:
    def __init__(self, name, defence, element=None):
        self.name = name
        self.defence = defence
        self.element = element
class weapon:
    def __init__(self, name, damage, element=None):
        self.name = name
        self.damage = damage
        self.element = element
class restore_spell:
    def __init__(self, name, restore_power,cost):
        self.name = name
        self.restore_power = restore_power
        self.cost = cost
class attack_spell:
    def __init__(self, name, attack_spell_power, cost, element=None):
        self.name = name
        self.attack_spell_power = attack_spell_power
        self.cost = cost
        self.element = element
class  status_effects:
    pass
class Person:
    def __init__(self,name,armor=None,weapon=None,attack_spell=None,restore_spell=None,debuff=None,buff=None,max_health = 100,health=None,max_mp=48,mp=None,strength=18,defe=12,dex=10,magic=20,magic_defe=12,luck=16,evasion=2,exp=0,lvl=1,skill_points=0,attack_accuracy=100,max_lvl=100, base_d=0, base_d_m=0):
        self.name = name
        self.max_health = max_health
        self.health = health if health is not None else max_health
        self.weapon = weapon
        self.attack_spell = attack_spell
        self.restore_spell = restore_spell
        self.buff = buff
        self.debuff = debuff
        self.max_mp = max_mp
        self.mp = mp if mp is not None else max_mp
        self.strength = strength
        self.defe = defe
        self.armor = armor
        self.dex = dex
        self.magic = magic
        self.magic_defe = magic_defe
        self.luck = luck
        self.evasion = evasion
        self.exp = exp
        self.lvl = lvl
        self.skill_points = skill_points
        self.attack_accuracy = attack_accuracy
        self.evasion = evasion
        self.max_lvl = max_lvl
        self.base_d_m = base_d_m
    def see_stats(self):
        print("max health: ", self.max_health,"/ health: ", self.health)
        print("max mp: ", self.max_mp,"/ mp: ", self.mp)
        print("strength: ", self.strength)
        print("defense: ", self.defe)
        print("magic defense: ", self.magic_defe)
        print("dexterity: ", self.dex )
        print("luck: ", self.luck)
        print("exp: ", self.exp)
        print("lvl: ", self.lvl)
    def see_gear(self):
        print("weapon: ", self.weapon.name if self.weapon else "None")
        print("armor: ", self.armor.name if self.armor else "None")
    def restore_health(self):
            if self.health < self.max_health and self.restore_spell and self.mp >= self.restore_spell.cost:
                self.health = min(self.health + self.restore_spell.restore_power, self.max_health)
                self.mp -= self.restore_spell.cost
                print(f"{self.name} used {self.restore_spell.name} and restored health to {self.health}")
            else:
                print(f"{self.name} cannot use the restore spell.")
    def calculate_base_d(self):
            return (self.strength + (self.weapon.damage if self.weapon else 0)) * random.uniform(0.9375, 1.0625)
    def calculate_base_d_m(self):
            return (self.magic + (self.attack_spell.attack_spell_power if self.attack_spell else 0)) * random.uniform(0.9375, 1.0625)
    def attack(self):
        attack_type = input("What kind of attack do you want to do (magic/physical): ").lower()
        if attack_type == "magic" or "m":
            if self.attack_spell and self.mp >= self.attack_spell.cost:
                self.mp -= self.attack_spell.cost
                return self.calculate_base_d_m()
            else:
                print("Not enough MP to cast a spell or no spell equipped.")
                return 0
        elif attack_type == "physical" or "p":
            return self.calculate_base_d()
        else:
            print("Please enter a valid attack type.")
            return 0

    def exp_to_next_lvl(self):
            if 1 <= self.lvl <= 9:
                return self.lvl * 100
            elif 10 <= self.lvl <= 15:
                return self.lvl  * 200
            else:
                return self.lvl * 300
    def  gain_exp(self, exp):
            self.exp += exp
            while self.exp >= self.exp_to_next_lvl():
                self.level_up()
    def level_up(self):
            self.exp -= self.exp_to_next_lvl
            self.lvl += 1
            self.skill_points += 5
            if 0 <= self.lvl <= 10:
                self.max_health += 75
                self.mp += 10
            elif 11 <= self.lvl <= 50:
                self.max_health += 150
                self.mp += 15
            elif 51 <= self.lvl <= 99:
                self.max_health +=250
                self.mp += 25
            else:
                print("you are at max lvl")

            print(f"Congratulations! You've reached level {self.lvl}")
    def s_skill_p(self):
            if self.skill_points >0:
                x = input("which skill you want to incrase:nstrengthndefensenmagicnmagic_defensendexteritynluck ").lower()
                if x == 'strength':
                    self.strength += 1
                    self.skill_points -= 1
                elif x == 'defense':
                    self.defe += 1
                    self.skill_points -= 1
                elif x == 'magic':
                    self.magic += 1
                    self.skill_points -= 1
                elif x == 'magic_defense':
                    self.magic_defe += 1
                    self.skill_points -= 1
                elif x == 'dexterity':
                    self.dex += 1
                    self.skill_points -= 1
                elif x == 'luck':
                    self.luck += 1
                    self.skill_points -= 1
                else:
                    print("Please enter a valid skill")
            else:
                print("you dont have skill points ")
    def is_dead(self):
        return self.health <= 0

class  Barbarian(Person):
    pass
class Wizard(Person):
    def __init__(self, name, max_health=None, health=None, max_mp=48, mp=None, magic=20, magic_defe=12, attack_spells=None):
        super().__init__(name, max_health, health, max_mp, mp, magic=magic, magic_defe=magic_defe)
        self.attack_spells = attack_spells if attack_spells is not None else []

class Monster(Person):
    def __init__(self, name, max_health=100, health=None, max_mp=48, mp=None, magic=20, magic_defe=12, element=None, attack_spells=None):
        super().__init__(name, max_health, health, max_mp, mp, magic, magic_defe, element, attack_spells)
        self.element = element
        self.attack_spells = attack_spells if attack_spells is not None else []

    def attack_m(self):
        if self.health > self.max_health * 0.5:
            return self.calculate_base_d()
        else:
            return self.calculate_base_d_m()
def battle(player, monster):
    while not player.is_dead() and not monster.is_dead():
        print(f"{player.name}'s turn:")
        player_turn = True

        while player_turn:
            action = input("What do you want to do? (attack/restore/stats/gear): ").lower()
            if action == "attack" or action == "a":
                damage = player.attack()
                if player.weapon and player.weapon.element or player.attack_spell and player.attack_spell.element:
                    attack_element = player.weapon.element if player.weapon else player.attack_spell.element
                    if monster.element and attack_element in elements[monster.element]['weak_against']:
                        damage *= 1.5
                    elif monster.element and attack_element in elements[monster.element]['strong_against']:
                        damage *= 0.5
                monster.health -= damage
                print(f"{player.name} attacks {monster.name} for {damage:.2f} damage!")

                if monster.is_dead():
                    player.gain_exp(monster.exp)
                    break
                player_turn = False
            elif action == "stats" or action == "s":
                player.see_stats()
            elif action == "gear" or action == "g":
                player.see_gear()
            elif action == "restore" or action == "r":
                player.restore_health()
                player_turn = False
            else:
                print("Please enter a valid action.")

        if monster.is_dead():
            break

        print(f"{monster.name}'s turn:")
        m_damage = monster.attack_m()
        player.health -= m_damage
        print(f"{monster.name} attacks {player.name} for {m_damage:.2f} damage!")

        if player.is_dead():
            break

cure = restore_spell("cure", 50, 10)
fireball = attack_spell("fireball", 30, 15, "fire")
thunder = attack_spell("thunder", 25, 12, "electric")

player_weapon = weapon("Sword", 10, "normal")
player = Person(name="Hero", weapon=player_weapon, attack_spell=fireball, restore_spell=cure)

monster = Monster(name="Goblin", element="fire", max_health=250, health=250, max_mp=20, mp=20, magic=10, attack_spells=None)
monster.weapon = weapon("Claws", 5, "fire")

battle(player, monster)

I am trying to make something like a rpg game in python for understanding classes well. out of nowhere is_dead function start to cause this error(‘<=’ not supported between instances of ‘str’ and ‘int’). How can i improve my code and solve the issue
can you guys please help, i am new to python.

How can i solve this issue

New contributor

Help is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.

Trang chủ Giới thiệu Sinh nhật bé trai Sinh nhật bé gái Tổ chức sự kiện Biểu diễn giải trí Dịch vụ khác Trang trí tiệc cưới Tổ chức khai trương Tư vấn dịch vụ Thư viện ảnh Tin tức - sự kiện Liên hệ Chú hề sinh nhật Trang trí YEAR END PARTY công ty Trang trí tất niên cuối năm Trang trí tất niên xu hướng mới nhất Trang trí sinh nhật bé trai Hải Đăng Trang trí sinh nhật bé Khánh Vân Trang trí sinh nhật Bích Ngân Trang trí sinh nhật bé Thanh Trang Thuê ông già Noel phát quà Biểu diễn xiếc khỉ Xiếc quay đĩa Dịch vụ tổ chức sự kiện 5 sao Thông tin về chúng tôi Dịch vụ sinh nhật bé trai Dịch vụ sinh nhật bé gái Sự kiện trọn gói Các tiết mục giải trí Dịch vụ bổ trợ Tiệc cưới sang trọng Dịch vụ khai trương Tư vấn tổ chức sự kiện Hình ảnh sự kiện Cập nhật tin tức Liên hệ ngay Thuê chú hề chuyên nghiệp Tiệc tất niên cho công ty Trang trí tiệc cuối năm Tiệc tất niên độc đáo Sinh nhật bé Hải Đăng Sinh nhật đáng yêu bé Khánh Vân Sinh nhật sang trọng Bích Ngân Tiệc sinh nhật bé Thanh Trang Dịch vụ ông già Noel Xiếc thú vui nhộn Biểu diễn xiếc quay đĩa Dịch vụ tổ chức tiệc uy tín Khám phá dịch vụ của chúng tôi Tiệc sinh nhật cho bé trai Trang trí tiệc cho bé gái Gói sự kiện chuyên nghiệp Chương trình giải trí hấp dẫn Dịch vụ hỗ trợ sự kiện Trang trí tiệc cưới đẹp Khởi đầu thành công với khai trương Chuyên gia tư vấn sự kiện Xem ảnh các sự kiện đẹp Tin mới về sự kiện Kết nối với đội ngũ chuyên gia Chú hề vui nhộn cho tiệc sinh nhật Ý tưởng tiệc cuối năm Tất niên độc đáo Trang trí tiệc hiện đại Tổ chức sinh nhật cho Hải Đăng Sinh nhật độc quyền Khánh Vân Phong cách tiệc Bích Ngân Trang trí tiệc bé Thanh Trang Thuê dịch vụ ông già Noel chuyên nghiệp Xem xiếc khỉ đặc sắc Xiếc quay đĩa thú vị
Trang chủ Giới thiệu Sinh nhật bé trai Sinh nhật bé gái Tổ chức sự kiện Biểu diễn giải trí Dịch vụ khác Trang trí tiệc cưới Tổ chức khai trương Tư vấn dịch vụ Thư viện ảnh Tin tức - sự kiện Liên hệ Chú hề sinh nhật Trang trí YEAR END PARTY công ty Trang trí tất niên cuối năm Trang trí tất niên xu hướng mới nhất Trang trí sinh nhật bé trai Hải Đăng Trang trí sinh nhật bé Khánh Vân Trang trí sinh nhật Bích Ngân Trang trí sinh nhật bé Thanh Trang Thuê ông già Noel phát quà Biểu diễn xiếc khỉ Xiếc quay đĩa
Thiết kế website Thiết kế website Thiết kế website Cách kháng tài khoản quảng cáo Mua bán Fanpage Facebook Dịch vụ SEO Tổ chức sinh nhật