repl.it
@JosephLooney/

Fortnite Sim

Python

Play Fortnite hahahha please give dead

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Files
  • main.py
main.py
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import colorama
from colorama import Fore, Back, Style
import time
import random
#Useful mods


skill=0#random.randint(1,10) #If this is still 1110, then set it to 0. it should only be 1110 while testing.
wins=0
kills=0
players=random.randint(85,100)
alive=True
won=False
place=players
gofr=1 #This decreases over time which makes drops more betererer


print("Type help at any time for help.") #noep

print(Style.RESET_ALL) #reseting any past colors

weapon = {"Assault Rifle","Shotgun","Pistol","SMG","Sniper","Explosive"} #The 6 types of weapons

AssaultRifle = {"Gray Assault Rifle":[30,3],"Green Assault Rifle":[31,3],"Blue Assault Rifle":[33,3],"Purple Assault Rifle":[35,3],"Gold Assault Rifle":[36,3],"Gray Burst Assault Rifle":[27,5],"Green Burst Assault Rifle":[29,5],"Blue Burst Assault Rifle":[30,5],"Purple Burst Assault Rifle":[32,5],"Gold Burst Assault Rifle":[33,5],"Blue Heavy Assault Rifle":[44,6],"Purple Heavy Assault Rifle":[46,6],"Gold Heavy Assault Rifle":[48,6],"Purple Supressed Assault Rifle":[32,5],"Gold Supressed Assault Rifle":[33,5]} #All ARs

Shotgun={"Purple Double Barrell":[114,5],"Gold Double Barrell":[120,5],"Purple Heavy Shotgun":[74,4],"Gold Heavy Shotgun":[77,4],"Green Pump Shotgun":[80,6],"Blue Pump Shotgun":[85,6],"Gray Tactical Shotgun":[67,4],"Green Tactical Shotgun":[70,4],"Blue Tactical Shotgun":[74,4]} #All shottys

Pistol={"Gray Pistol":[23,4],"Green Pistol":[24,4],"Blue Pistol":[25,4],"Purple Supressed Pistol":[26,4],"Gold Supressed Pistol":[28,4],"Purple Hand Cannon":[75,6],"Gold Hand Cannon":[78,6],"Green Six Shooter":[34,5],"Blue Six Shooter":[36,5],"Purple Six Shooter":[38,5]} #and so on

SMG={"Gray SMG":[17,4],"Green SMG":[18,4],"Blue SMG":[19,4],"Purple Compact SMG":[20,4],"Gold Compact SMG":[21,4],"Purple Minigun":[18,5],"Gold Minigun":[19,5]}

Sniper={"Blue Bolt Action Sniper ":[105,6],"Purple Bolt Action Sniper ":[110,6],"Gold Bolt Action Sniper ":[116,6],"Purple Heavy Sniper ":[150,6],"Gold Heavy Sniper ":[157,6],"Green Hunting Rifle":[86,6],"Blue Hunting Rifle":[90,6],"Blue Scoped Assault Rifle":[23,6],"Purple Scoped Assault Rifle":[24,6],"Purple Thermal Scoped Assault Rifle":[36,6],"Gold Thermal Scoped Assault Rifle":[37,6]}

Explosive={"Blue Grenade Launcher":[100,4],"Purple Grenade Launcher":[105,4],"Gold Grenade Launcher":[110,4],"Purple Quad Launcher":[80,3],"Gold Quad Launcher":[84,3],"Blue Rocket Launcher":[110,3],"Purple Rocket Launcher":[116,3],"Gold Rocket Launcher":[121,3]}

inventory=[]
einventory=[]

def chest():
  typ3=random.randint(1,11)
  if typ3 == 1 or typ3 == 2: #It's an Assault Rifle
    k=list(AssaultRifle)
    c=k[0]
    rk=random.randint(gofr,15)
    if rk > 10: #It's gray
      t=random.randint(1,2)
      if t == 1:
        c=k[0]
      else:
        c=k[5]
    elif rk > 6 and rk<11: #It's green
      t=random.randint(1,2)
      if t == 1:
        c=k[1]
      else:
        c=k[6]
    elif rk > 3 and rk<7: #It's blue
      t=random.randint(1,3)
      if t == 1:
        c=k[2]
      if t == 2:
        c=k[10]
      else:
        c=k[7]
    elif rk > 1 and rk<4: #It's purple
      t=random.randint(1,4)
      if t == 1:
        c=k[3]
      if t == 2:
        c=k[10]
      if t == 3:
        c=k[13]
      else:
        c=k[8]
    elif rk <= 1 : #It's gold
      t=random.randint(1,4)
      if t == 1:
        c=k[4]
      if t == 2:
        c=k[11]
      if t == 3:
        c=k[14]
      else:
        c=k[9]
  elif typ3 == 3 or typ3 == 4: #It's a Shotgun
    k=list(Shotgun)
    c=k[0]
    rk=random.randint(gofr,15)
    if rk > 10: #It's gray
      c=k[6]
    elif rk > 6 and rk<11: #It's green
      t=random.randint(1,2)
      if t == 1:
        c=k[4]
      else:
        c=k[7]
    elif rk > 3 and rk<7: #It's blue
      t=random.randint(1,2)
      if t == 1:
        c=k[5]
      else:
        c=k[8]
    elif rk > 1 and rk<4: #It's purple
      t=random.randint(1,2)
      if t == 1:
        c=k[0]
      else:
        c=k[3]
    elif rk <= 1 : #It's gold
      t=random.randint(1,2)
      if t == 1:
        c=k[1]
      else:
        c=k[3]
  elif typ3 == 5 or typ3 == 6: #It's a Pistol
    k=list(Pistol)
    c=k[0]
    rk=random.randint(gofr,15)
    if rk > 10: #It's gray
      c=k[0]
    elif rk > 6 and rk<11: #It's green
      t=random.randint(1,2)
      if t == 1:
        c=k[1]
      else:
        c=k[7]
    elif rk > 3 and rk<7: #It's blue
      t=random.randint(1,2)
      if t == 1:
        c=k[2]
      else:
        c=k[8]
    elif rk > 1 and rk<4: #It's purple
      t=random.randint(1,3)
      if t == 1:
        c=k[3]
      if t == 2:
        c=k[9]
      else:
        c=k[5]
    elif rk <= 1 : #It's gold
      t=random.randint(1,2)
      if t == 1:
        c=k[4]
      else:
        c=k[6]
  elif typ3 == 7 or typ3 == 8: #It's an SMG
    k=list(SMG)
    c=k[0]
    rk=random.randint(gofr,15)
    if rk > 10: #It's gray
      c=k[0]
    elif rk > 6 and rk<11: #It's green
      c=k[1]
    elif rk > 3 and rk<7: #It's blue
      c=k[2]
    elif rk > 1 and rk<4: #It's purple
      t=random.randint(1,2)
      if t == 1:
        c=k[3]
      else:
        c=k[5]
    elif rk <= 1 : #It's gold
      t=random.randint(1,2)
      if t == 1:
        c=k[4]
      else:
        c=k[6]
  elif typ3 == 9 or typ3 == 10: #It's a Sniper
    k=list(Sniper)
    c=k[0]
    rk=random.randint(gofr,10)
    if rk > 6: #It's green
      c=k[5]
    elif rk > 3 and rk<7: #It's blue
      t=random.randint(1,2)
      if t == 1:
        c=k[6]
      else:
        c=k[7]
    elif rk > 1 and rk<4: #It's purple
      t=random.randint(1,5)
      if t == 1:
        c=k[1]
      if t == 2:
        c=k[3]
      if t == 3:
        c=k[4]
      if t == 4:
        c=k[8]
      else:
        c=k[9]
    elif rk <= 1 : #It's gold
      t=random.randint(1,3)
      if t == 1:
        c=k[2]
      if t == 2:
        c=k[4]
      else:
        c=k[10]
  elif typ3 == 11: #It's an Explosive
    k=list(Explosive)
    c=k[0]
    rk=random.randint(gofr,6)
    if rk > 3 : #It's blue
      t=random.randint(1,2)
      if t == 1:
        c=k[0]
      else:
        c=k[5]
    elif rk > 1 and rk<4: #It's purple
      t=random.randint(1,3)
      if t == 1:
        c=k[1]
      elif t == 2:
        c=k[3]
      else:
        c=k[6]
    elif rk <= 1 : #It's gold
      t=random.randint(1,2)
      if t == 1:
        c=k[2]
      if t == 2:
        c=k[4]
      else:
        c=k[7]

  inventory.append(c)
  print("Inventory:",inventory)
  return c

def damage(invnum):
  if not inventory:
    dam = str([20,12])
    dam = trim_word(dam,1,1)
    return dam
  else:
    if inventory[invnum].endswith("Scoped Assault Rifle") or inventory[invnum].endswith("Sniper") or inventory[invnum].endswith("Hunting Rifle"):
      dam = str(Sniper[inventory[invnum]])
      dam = trim_word(dam,1,1)
      return dam
    elif inventory[invnum].endswith("Assault Rifle"):
      dam = str(AssaultRifle[inventory[invnum]])
      dam = trim_word(dam,1,1)
      return dam
    elif inventory[invnum].endswith("Double Barrell") or inventory[invnum].endswith("Shotgun"):
      dam = str(Shotgun[inventory[invnum]])
      dam = trim_word(dam,1,1)
      return dam
    elif inventory[invnum].endswith("Pistol") or inventory[invnum].endswith("Hand Cannon") or inventory[invnum].endswith("Six Shooter"):
      dam = str(Pistol[inventory[invnum]])
      dam = trim_word(dam,1,1)
      return dam
    elif inventory[invnum].endswith("SMG") or inventory[invnum].endswith("Minigun"):
      dam = str(SMG[inventory[invnum]])
      dam = trim_word(dam,1,1)
      return dam
    elif inventory[invnum].endswith("Launcher"):
      dam = str(Explosive[inventory[invnum]])
      dam = trim_word(dam,1,1)
      return dam
    else:
      dam = "oh crap something went wrong"

def edamage(invnum):
  if not einventory:
    einventory.append("Gray Assault Rifle")
  if einventory[invnum].endswith("Scoped Assault Rifle") or einventory[invnum].endswith("Sniper") or einventory[invnum].endswith("Hunting Rifle"):
    edam = str(Sniper[einventory[invnum]])
    edam = trim_word(edam,1,1)
    return edam
  elif einventory[invnum].endswith("Assault Rifle"):
    edam = str(AssaultRifle[einventory[invnum]])
    edam = trim_word(edam,1,1)
    return edam
  elif einventory[invnum].endswith("Double Barrell") or einventory[invnum].endswith("Shotgun"):
    edam = str(Shotgun[einventory[invnum]])
    edam = trim_word(edam,1,1)
    return edam
  elif einventory[invnum].endswith("Pistol") or einventory[invnum].endswith("Hand Cannon") or einventory[invnum].endswith("Six Shooter"):
    edam = str(Pistol[einventory[invnum]])
    edam = trim_word(edam,1,1)
    return edam
  elif einventory[invnum].endswith("SMG") or einventory[invnum].endswith("Minigun"):
    edam = str(SMG[einventory[invnum]])
    edam = trim_word(edam,1,1)
    return edam
  elif einventory[invnum].endswith("Launcher"):
    edam = str(Explosive[einventory[invnum]])
    edam = trim_word(edam,1,1)
    return edam
  else:
    edam = "oh ecrap something went wrong"

def echest():
  typ3=random.randint(1,11)
  if typ3 == 1 or typ3 == 2: #It's an Assault Rifle
    k=list(AssaultRifle)
    c=k[0]
    rk=random.randint(gofr,15)
    if rk > 10: #It's gray
      t=random.randint(1,2)
      if t == 1:
        c=k[0]
      else:
        c=k[5]
    elif rk > 6 and rk<11: #It's green
      t=random.randint(1,2)
      if t == 1:
        c=k[1]
      else:
        c=k[6]
    elif rk > 3 and rk<7: #It's blue
      t=random.randint(1,3)
      if t == 1:
        c=k[2]
      if t == 2:
        c=k[10]
      else:
        c=k[7]
    elif rk > 1 and rk<4: #It's purple
      t=random.randint(1,4)
      if t == 1:
        c=k[3]
      if t == 2:
        c=k[10]
      if t == 3:
        c=k[13]
      else:
        c=k[8]
    elif rk <= 1 : #It's gold
      t=random.randint(1,4)
      if t == 1:
        c=k[4]
      if t == 2:
        c=k[11]
      if t == 3:
        c=k[14]
      else:
        c=k[9]
  elif typ3 == 3 or typ3 == 4: #It's a Shotgun
    k=list(Shotgun)
    c=k[0]
    rk=random.randint(gofr,15)
    if rk > 10: #It's gray
      c=k[6]
    elif rk > 6 and rk<11: #It's green
      t=random.randint(1,2)
      if t == 1:
        c=k[4]
      else:
        c=k[7]
    elif rk > 3 and rk<7: #It's blue
      t=random.randint(1,2)
      if t == 1:
        c=k[5]
      else:
        c=k[8]
    elif rk > 1 and rk<4: #It's purple
      t=random.randint(1,2)
      if t == 1:
        c=k[0]
      else:
        c=k[3]
    elif rk <= 1 : #It's gold
      t=random.randint(1,2)
      if t == 1:
        c=k[1]
      else:
        c=k[3]
  elif typ3 == 5 or typ3 == 6: #It's a Pistol
    k=list(Pistol)
    c=k[0]
    rk=random.randint(gofr,15)
    if rk > 10: #It's gray
      c=k[0]
    elif rk > 6 and rk<11: #It's green
      t=random.randint(1,2)
      if t == 1:
        c=k[1]
      else:
        c=k[7]
    elif rk > 3 and rk<7: #It's blue
      t=random.randint(1,2)
      if t == 1:
        c=k[2]
      else:
        c=k[8]
    elif rk > 1 and rk<4: #It's purple
      t=random.randint(1,3)
      if t == 1:
        c=k[3]
      if t == 2:
        c=k[9]
      else:
        c=k[5]
    elif rk <= 1 : #It's gold
      t=random.randint(1,2)
      if t == 1:
        c=k[4]
      else:
        c=k[6]
  elif typ3 == 7 or typ3 == 8: #It's an SMG
    k=list(SMG)
    c=k[0]
    rk=random.randint(gofr,15)
    if rk > 10: #It's gray
      c=k[0]
    elif rk > 6 and rk<11: #It's green
      c=k[1]
    elif rk > 3 and rk<7: #It's blue
      c=k[2]
    elif rk > 1 and rk<4: #It's purple
      t=random.randint(1,2)
      if t == 1:
        c=k[3]
      else:
        c=k[5]
    elif rk <= 1 : #It's gold
      t=random.randint(1,2)
      if t == 1:
        c=k[4]
      else:
        c=k[6]
  elif typ3 == 9 or typ3 == 10: #It's a Sniper
    k=list(Sniper)
    c=k[0]
    rk=random.randint(gofr,10)
    if rk > 6: #It's green
      c=k[5]
    elif rk > 3 and rk<7: #It's blue
      t=random.randint(1,2)
      if t == 1:
        c=k[6]
      else:
        c=k[7]
    elif rk > 1 and rk<4: #It's purple
      t=random.randint(1,5)
      if t == 1:
        c=k[1]
      if t == 2:
        c=k[3]
      if t == 3:
        c=k[4]
      if t == 4:
        c=k[8]
      else:
        c=k[9]
    elif rk <= 1 : #It's gold
      t=random.randint(1,3)
      if t == 1:
        c=k[2]
      if t == 2:
        c=k[4]
      else:
        c=k[10]
  elif typ3 == 11: #It's an Explosive
    k=list(Explosive)
    c=k[0]
    rk=random.randint(gofr,6)
    if rk > 3 : #It's blue
      t=random.randint(1,2)
      if t == 1:
        c=k[0]
      else:
        c=k[5]
    elif rk > 1 and rk<4: #It's purple
      t=random.randint(1,3)
      if t == 1:
        c=k[1]
      elif t == 2:
        c=k[3]
      else:
        c=k[6]
    elif rk <= 1 : #It's gold
      t=random.randint(1,2)
      if t == 1:
        c=k[2]
      if t == 2:
        c=k[4]
      else:
        c=k[7]
  einventory=[]
  return c
  #edamagee=edamage(0)
  #print(edamagee)


def trim_word(word, from_start=0, from_end=0):
    return word[from_start:len(word) - from_end]

#einventory.append(echest())
#print(einventory)    #Bad guy stuff
#print(edamage(0))

#chest()
#print("Damage:",damage(0)) #REMEMBER THESE

def stats():
  print(Fore.YELLOW+"Skill:",skill)
  print(Fore.GREEN+"Wins:",wins)

stats()
print(Fore.RED+"There are",players,"players in your match."+Style.RESET_ALL)

drop=input("where do you want to drop?")

drop=str.lower(drop) #makes the input lowercase so the user can use cApS AlL ThEY WanT

if drop == "help":
  print("You can drop in Junk Junction, Haunted Hills, Castle, Pleasant Park, Snobby Shores, Soccer Field, Viking Hill, Greasy Grove, Shifty Shafts, Chair Town, Flush Factory, Factory, Lucky Landing, Fatal Fields, Salty Springs, Tilted Towers, Leaky Lake, Lazy Links, Risky Reels, Tomato Temple, Wailing Woods, Crates, Lonely Lodge, Retail Row, Racetrack, Paradise Palms, and Dusty Divot.")
  drop=input("where do you want to drop?")

if drop == "junk junction" or drop == "junk":
  chests=5
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
elif drop == "haunted hills" or drop == "haunted":
  chests=6
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "castle":
  chests=3
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "pleasant park" or drop == "pleasant":
  chests=10
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "snobby shores" or drop == "snobby":
  chests=7
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "soccer field" or drop == "soccer":
  chests=4
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "viking hill" or drop == "narnia":
  chests=6
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "greasy grove" or drop == "greasy":
  chests=6
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "shifty shafts" or drop == "shifty":
  chests=5
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "chair town" or drop == "chair":
  chests=3
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "flush factory" or drop == "flush":
  chests=5
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "factory":
  chests=5
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "lucky landing" or drop == "lucky":
  chests=6
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "fatal fields" or drop == "fatal":
  chests=6
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "salty springs" or drop == "salty":
  chests=8
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "tilted towers" or drop == "tilted" or drop == "tryhards r us":
  chests=18
  chests=random.randint(3,chests)
  dplayers=random.randint(5,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "leaky lake" or drop == "leaky" or drop == "loot lake":
  chests=7
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "lazy links" or drop == "lazy":
  chests=7
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "risky reels" or drop == "risky":
  chests=5
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "tomato temple" or drop == "tomato":
  chests=5
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "wailing woods" or drop == "wailing":
  chests=4
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "crates":
  chests=4
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "lonely lodge" or drop == "lonely":
  chests=5
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "retail row" or drop == "retail":
  chests=10
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "racetrack":
  chests=3
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "paradise palms" or drop == "paradise":
  chests=12
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
elif drop == "dusty divot" or drop == "dusty":
  chests=6
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in",drop)
else:
  print("Not a valid drop point. Dropping Flush Factory.")
  drop="flush factory"
  chests=5
  chests=random.randint(1,chests)
  dplayers=random.randint(1,chests+1)
  if players-dplayers > 0:
    players=players-dplayers
  else:
    players=players-3
    dplayers=3
  print(dplayers,"other players dropped with you in Flush Factory.")

cfind = random.randint(1,chests)
if skill > cfind:
  print("You opened a chest.")
  chest()
else:
  nutemp=random.randint(1,2)
  if nutemp == 1:
    print("You opened a chest.")
    chest()
  else:
    nutemp=random.randint(1,3)
    if nutemp == 1:
      print("Someone got to a chest before you and killed you.")
      alive=False
    else:
      print("You couldn't find any chests.")

einventory.append(echest())
eskill=random.randint(1,10)
egunskill = int(edamage(0).strip()[-1])
gunskill = int(damage(0).strip()[-1])

while True:
  while True:
    if alive == False:
      break
    go = input("Run, scavange, inventory(iv), or stay?")
    go=str.lower(go)
    if go == "run":
      nutemp = random.randint(1,4)
      if nutemp == 1:
        if not inventory:
          if skill > eskill+2:
            print("You saw someone else but got away safely.")
          else:
            print("Someone else killed you using a",einventory)
            alive = False
        else:
        #A brawl is surely brewing
          if eskill > egunskill: #If the enemy can use the gun
            if skill > gunskill: #And you can too
              if skill > eskill: #And you're better than them (you win)
                print(Fore.GREEN+"You encountered a player and killed them. They had a ",einventory,". Would you like to take it?"+Style.RESET_ALL)
                take= input("")
                take = str.lower(take)
                players-=1
                if take == "yes":
                  inventory.clear()
                  inventory.extend(einventory)
                  einventory.clear()
                  einventory.append(echest())
                  eskill=random.randint(1,10)
                  egunskill = int(edamage(0).strip()[-1])
                  take = "no"
                else:
                  einventory.clear()
                  einventory.append(echest())
                  eskill=random.randint(1,10)
                  egunskill = int(edamage(0).strip()[-1])
                kills+=1
                print("Kills:",kills)
              else:
                print("Someone else killed you using a",einventory)
                alive = False
            else: #But they might be better than you, so theres a 25% chance you live.
              untemp=random.randint(1,4)
              if untemp == 3:
                print(Fore.GREEN+"You encountered a player and killed them. They had a ",einventory,". Would you like to take it?"+Style.RESET_ALL)
                take= input("")
                take = str.lower(take)
                players-=1
                if take == "yes":
                  inventory.clear()
                  inventory.extend(einventory)
                  einventory.clear()
                  einventory.append(echest())
                  eskill=random.randint(1,10)
                  egunskill = int(edamage(0).strip()[-1])
                  take="no"
                else:
                  einventory.clear()
                  einventory.append(echest())
                  eskill=random.randint(1,10)
                  egunskill = int(edamage(0).strip()[-1])
                kills+=1
                print("Kills:",kills)
              else:
                print("Someone else killed you using a",einventory)
                alive = False
          else: #The enemy sucks
            if skill > eskill+3:
              print(Fore.GREEN+"You encountered a player and killed them. They had a ",einventory,". Would you like to take it?"+Style.RESET_ALL)
              take= input("")
              take = str.lower(take)
              players-=1
              if take == "yes":
                inventory.clear()
                inventory.extend(einventory)
                time.sleep(1)
                einventory.clear()
                einventory.append(echest())
                eskill=random.randint(1,10)
                egunskill = int(edamage(0).strip()[-1])
                take="no"
              else:
                einventory.clear()
                einventory.append(echest())
                eskill=random.randint(1,10)
                egunskill = int(edamage(0).strip()[-1])
              kills+=1
              print("Kills:",kills)
            else:
              if skill > gunskill:
                untemp=random.randint(1,6)
                if untemp == 6:
                  print("Someone else killed you using a",einventory)
                  alive = False
              else:
                if skill<gunskill:
                  print("You encountered another player who is as bad as you.")
                  theflip=random.randint(1,2)
                  if theflip == 1:
                    print("Someone else killed you using a",einventory)
                    alive = False
                  else:
                    print(Fore.GREEN+"You encountered a player and killed them. They had a ",einventory,". Would you like to take it?"+Style.RESET_ALL)
                  take= input("")
                  take = str.lower(take)
                  players-=1
                  if take == "yes":
                    inventory.clear()
                    inventory.extend(einventory)
                    einventory.clear()
                    einventory.append(echest())
                    eskill=random.randint(1,10)
                    egunskill = int(edamage(0).strip()[-1])
                    take = "no"
                  else:
                    einventory.clear()
                    einventory.append(echest())
                    eskill=random.randint(1,10)
                    egunskill = int(edamage(0).strip()[-1])
                  kills+=1
                  print("Kills:",kills)
            if alive == False:
              break
      else:#not this one (delete this note)
        print(Fore.YELLOW+"You ran. Nothing happened."+Style.RESET_ALL)
        if players <= 7:
          players-=random.randint(1,2)
        elif players <= 3 and players !=1:
          print("There is still",players,"players in your game.")
        elif players == 1:
          won=True
          break
        else:
          players-=random.randint(1,4)
    if go == "inventory" or go == "iv":
      print(inventory)
    if go == "stay":
      print("make sure to add this")
    if go == "eiv":
      print(einventory)
    #einventory.clear()
    #einventory.append(echest())
    #eskill=random.randint(1,10)
    #egunskill = int(edamage(0).strip()[-1])
    print("Remaining players:",players)
    if players < 50 and players > 30:
      gofr-=1
    elif players < 30:
      gofr-=2
    if players == 1:
      won=True
      break


  if won == True:
    print("Congrats! you won!") #Claps
    wins +=1
    skill+=5
  else:
    if place == 2 or place == 3:
      print("So close! You placed #"+str(place)) #F
      skill+=1

Fetching token
?