Question: import random elements = { "normal": {"strong_against": ["None"], "weak_against": ["None"]}, "fire": {"strong_against": ["earth", "ice"], "weak_against": ["water", "ice"]}, "water": {"strong_against": ["fire", "poison"], "weak_against": ["earth", "electric"]}, "earth": {"strong_against": ["water", "poison"], "weak_against": ["fire", "nature"]}, "holy": {"strong_against": ["dark"], "weak_against": ["dark"]}, "dark": {"strong_against": ["holy"], "weak_against": ["holy"]}, "ice": {"strong_against": ["fire"], "weak_against": ["fire"]}, "electric": {"strong_against": ["water"], "weak_against": ["earth"]}, "poison": {"strong_against": ["nature"], "weak_against": ["earth", "water"]}, "nature": {"strong_against": ["earth"], "weak_against": ["poison", "fire"]} } class armor: def __init__(self, name, defence, element=None): self.name = name self.defence = defence self.element = element class weapon: def __init__(self, name, damage, element=None): self.name = name self.damage = damage self.element = element class restore_spell: def __init__(self, name, restore_power,cost): self.name = name self.restore_power = restore_power self.cost = cost class attack_spell: def __init__(self, name, attack_spell_power, cost, element=None): self.name = name self.attack_spell_power = attack_spell_power self.cost = cost self.element = element class status_effects: pass class Person: def __init__(self,name,armor=None,weapon=None,attack_spell=None,restore_spell=None,debuff=None,buff=None,max_health = 100,health=None,max_mp=48,mp=None,strength=18,defe=12,dex=10,magic=20,magic_defe=12,luck=16,evasion=2,exp=0,lvl=1,skill_points=0,attack_accuracy=100,max_lvl=100, base_d=0, base_d_m=0): self.name = name self.max_health = max_health self.health = health if health is not None else max_health self.weapon = weapon self.attack_spell = attack_spell self.restore_spell = restore_spell self.buff = buff self.debuff = debuff self.max_mp = max_mp self.mp = mp if mp is not None else max_mp self.strength = strength self.defe = defe self.armor = armor self.dex = dex self.magic = magic self.magic_defe = magic_defe self.luck = luck self.evasion = evasion self.exp = exp self.lvl = lvl self.skill_points = skill_points self.attack_accuracy = attack_accuracy self.evasion = evasion self.max_lvl = max_lvl self.base_d_m = base_d_m def see_stats(self): print("max health: ", self.max_health,"/ health: ", self.health) print("max mp: ", self.max_mp,"/ mp: ", self.mp) print("strength: ", self.strength) print("defense: ", self.defe) print("magic defense: ", self.magic_defe) print("dexterity: ", self.dex ) print("luck: ", self.luck) print("exp: ", self.exp) print("lvl: ", self.lvl) def see_gear(self): print("weapon: ", self.weapon.name if self.weapon else "None") print("armor: ", self.armor.name if self.armor else "None") def restore_health(self): if self.health < self.max_health and self.restore_spell and self.mp >= self.restore_spell.cost: self.health = min(self.health + self.restore_spell.restore_power, self.max_health) self.mp -= self.restore_spell.cost print(f"{self.name} used {self.restore_spell.name} and restored health to {self.health}") else: print(f"{self.name} cannot use the restore spell.") def calculate_base_d(self): return (self.strength + (self.weapon.damage if self.weapon else 0)) * random.uniform(0.9375, 1.0625) def calculate_base_d_m(self): return (self.magic + (self.attack_spell.attack_spell_power if self.attack_spell else 0)) * random.uniform(0.9375, 1.0625) def attack(self): attack_type = input("What kind of attack do you want to do (magic/physical): ").lower() if attack_type == "magic" or "m": if self.attack_spell and self.mp >= self.attack_spell.cost: self.mp -= self.attack_spell.cost return self.calculate_base_d_m() else: print("Not enough MP to cast a spell or no spell equipped.") return 0 elif attack_type == "physical" or "p": return self.calculate_base_d() else: print("Please enter a valid attack type.") return 0 def exp_to_next_lvl(self): if 1 <= self.lvl <= 9: return self.lvl * 100 elif 10 <= self.lvl <= 15: return self.lvl * 200 else: return self.lvl * 300 def gain_exp(self, exp): self.exp += exp while self.exp >= self.exp_to_next_lvl(): self.level_up() def level_up(self): self.exp -= self.exp_to_next_lvl self.lvl += 1 self.skill_points += 5 if 0 <= self.lvl <= 10: self.max_health += 75 self.mp += 10 elif 11 <= self.lvl <= 50: self.max_health += 150 self.mp += 15 elif 51 <= self.lvl <= 99: self.max_health +=250 self.mp += 25 else: print("you are at max lvl") print(f"Congratulations! You've reached level {self.lvl}") def s_skill_p(self): if self.skill_points >0: x = input("which skill you want to incrase:\nstrength\ndefense\nmagic\nmagic_defense\ndexterity\nluck ").lower() if x == 'strength': self.strength += 1 self.skill_points -= 1 elif x == 'defense': self.defe += 1 self.skill_points -= 1 elif x == 'magic': self.magic += 1 self.skill_points -= 1 elif x == 'magic_defense': self.magic_defe += 1 self.skill_points -= 1 elif x == 'dexterity': self.dex += 1 self.skill_points -= 1 elif x == 'luck': self.luck += 1 self.skill_points -= 1 else: print("Please enter a valid skill") else: print("you dont have skill points ") def is_dead(self): return self.health <= 0 class Barbarian(Person): pass class Wizard(Person): def __init__(self, name, max_health=None, health=None, max_mp=48, mp=None, magic=20, magic_defe=12, attack_spells=None): super().__init__(name, max_health, health, max_mp, mp, magic=magic, magic_defe=magic_defe) self.attack_spells = attack_spells if attack_spells is not None else [] class Monster(Person): def __init__(self, name, max_health=100, health=None, max_mp=48, mp=None, magic=20, magic_defe=12, element=None, attack_spells=None): super().__init__(name, max_health, health, max_mp, mp, magic, magic_defe, element, attack_spells) self.element = element self.attack_spells = attack_spells if attack_spells is not None else [] def attack_m(self): if self.health > self.max_health * 0.5: return self.calculate_base_d() else: return self.calculate_base_d_m() def battle(player, monster): while not player.is_dead() and not monster.is_dead(): print(f"{player.name}'s turn:") player_turn = True while player_turn: action = input("What do you want to do? (attack/restore/stats/gear): ").lower() if action == "attack" or action == "a": damage = player.attack() if player.weapon and player.weapon.element or player.attack_spell and player.attack_spell.element: attack_element = player.weapon.element if player.weapon else player.attack_spell.element if monster.element and attack_element in elements[monster.element]['weak_against']: damage *= 1.5 elif monster.element and attack_element in elements[monster.element]['strong_against']: damage *= 0.5 monster.health -= damage print(f"{player.name} attacks {monster.name} for {damage:.2f} damage!") if monster.is_dead(): player.gain_exp(monster.exp) break player_turn = False elif action == "stats" or action == "s": player.see_stats() elif action == "gear" or action == "g": player.see_gear() elif action == "restore" or action == "r": player.restore_health() player_turn = False else: print("Please enter a valid action.") if monster.is_dead(): break print(f"{monster.name}'s turn:") m_damage = monster.attack_m() player.health -= m_damage print(f"{monster.name} attacks {player.name} for {m_damage:.2f} damage!") if player.is_dead(): break cure = restore_spell("cure", 50, 10) fireball = attack_spell("fireball", 30, 15, "fire") thunder = attack_spell("thunder", 25, 12, "electric") player_weapon = weapon("Sword", 10, "normal") player = Person(name="Hero", weapon=player_weapon, attack_spell=fireball, restore_spell=cure) monster = Monster(name="Goblin", element="fire", max_health=250, health=250, max_mp=20, mp=20, magic=10, attack_spells=None) monster.weapon = weapon("Claws", 5, "fire") battle(player, monster)  I am trying to make something like a rpg game in python for understanding classes well. out of nowhere is_dead function start to cause this error('<=' not supported between instances of 'str' and 'int'). How can i improve my code and solve the issue can you guys please help, i am new to python. How can i solve this issue

Answer: The error message says '<=' not supported between instances of 'str' and 'int'. This means you used the <= operator trying to compare a string and an integer. Your function is_dead() has only one line, return self.health <= 0. We know that 0 is an integer. Therefore, at some point you are assigning a string to a Person's health attribute. As Paul M already mentioned, the issue is in the call to super() in your Monster class. super().__init__(name, max_health, health, max_mp, mp, magic, magic_defe, element, attack_spells)  You are missing the keyword specifiers in the function call. It should look like this: super().__init__(name, max_health=max_health, health=health, max_mp=max_mp, mp=mp, magic=magic, magic_defe=magic_defe)  Python doesn't check the names of the variables in the caller scope and match them to the function signature, you have to provide the names. By omitting these, the parent class constructor is receiving the arguments in order. Meaning when Monster is initialized it assigns armor=max_health, weapon=health, attack_spell=max_mp, etc. Also you are passing element and attack_spells to super()--but a Person does not have those attributes. Same issue exists for other subclasses of Person.  Another thing--for your elements dict, I would strongly recommend using strong_against: [] rather than strong_against: ["None"]