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Item() rundown

 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...

From Paper to CSV

After some hard work, I've successfully added all the data from my design papers to theInstaller.py so it can create all the CSVs I need for the game. Here is a gif of the theInstaller.py in action!!!
    As you may see I've reorganized the files a bit and will be removing the original unedited files from future commits just to prevent confusion. 

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Shop() run down

 This class is responsible for running the shop and creating the Item() objects. Constructor: def __init__ ( self ): self .items = [] f = open ( "items.csv" ) fReader = csv.reader(f) for line in fReader: if line == []: continue self .items.append(Item(line[ 2 ] , line[ 0 ] , int (line[ 1 ]) , int (line[ 3 ]))) f.close() When the class is called the class list items are filled with Item() objects created by opening items.csv and taking the data in there to instantiate the items. Then we close the file. WhoIsShopping(): def whoIsShopping ( self , squad : list ): counter = 0 choices = [] print ( "Who is shopping?" ) for member in squad: if member.level > 0 : print ( str (counter) + ": " + member.displayName) choices.append(counter) counter += 1 selection = inputAndCheck( "Selection: " , choices) return squad[selection] T...

Item() rundown

 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...

combat.combatEndCheck()

def combatEndCheck ( self ): removalList = [] follow = False playerCounter = 0 for figther in self .listing: removeFlag = self .listing[figther].deathCheck() if removeFlag == True : removalList.append(figther) i = 0 for thing in self .order: if thing[ 0 ] == figther: break i += 1 self .order.pop(i) continue if isinstance ( self .listing[figther] , Monster): follow = True if isinstance ( self .listing[figther] , PlayableCharacter) and self .listing[figther].currentHealth > 0 : playerCounter += 1 for body in removalList: self .exp = self .exp + self .listing[body].experience self .listing.pop(body) if playerCounter <= 0 : follow = False return follow This is the final function we need to discuss for Combat() . It takes no parameters and it returns bool depending o...