The item() class holds the information of the item and also runs the item effect when it gets used. Constructor def __init__ ( self , command , name , cost , usage): self .effect = command self .name = name self .cost = cost self .usage = usage The effect holds the string name of the effect for the item, usage holds the value of the Effect . The rest are self-explanatory. EffectHandler() def effectHandler ( self , user: PlayableCharacter , equip= True ): #learned how to specify type of parameter. if equip: if self .effect == "Def" : user.defense = user.defense + self .usage elif self .effect == "AtkPhy" or self .effect == "AtkMag" : user.attack = user.attack + self .usage else : if self .effect == "hp" : user = self .healing(user) return user This handles the effects of the item when it is used. If equip is true then it will check for the equip...
Flow charts weren't that difficult to make. I honestly already had a decent idea of how my program would run, so this was really taking what was on my mind and putting it into a graphic. For those who don't know, I'm using a common key for software design for all of the flow charts:
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Source: https://www.zenflowchart.com/flowchart-symbols |
First I have the simplest of my flow charts: theInstaller.py Flow chart.
Then I made the Flow chart for theMain.py:
Finally, I decided to include 2 flow charts for the important subprocess in the game: Explore() and runCombat().
For all of these, I used color codes to help subdivide the pieces of the code into their smaller loops or different paths. I'll be using these flow charts a lot to point out where exactly I'm at in the game as I go along with this blog.
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