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...
While the code hasn't gotten that far. The design of the game is basically complete at this point. it's all written down on notes I've scribbled on sheets of paper. I'll go over all of it here. Over the course of this project, I'll be implementing these designs. The game is a classic RPG so making basic stats and level increments for all my characters and monsters was important.
These next few pictures show the level-up maps for all four playable characters: Lori, Lauren, Marcus, and Julius. Every character has a resource for their abilities and 4 abilities. Some abilities require the resource to be used others don't. The level-ups only go to 9, after level 9 the 10+ plus line shows the stat increase they get every level after the ninth. I haven't figured out how much experience is required for level-ups late because I want to test out different numbers and see what works best once the game is complete. I'll do a bigger breakdown of each character once I've added them into the game and expanded on their story. For now, though, I've added a brief description in the caption of each character's level image.
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Lori: Our main hero. She uses her sword skills to cut down her foes. She saved her homeworld from a tyrant. |
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Julius: A mage who hopes to sharpen his battle magic with field experience. His family was slain at the hand of the big bad's followers, and he wants vengeance! |
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Marcus: A mercenary who's here for glory! He's a great attention grabber both in and out of combat. He hopes to learn the "ways of a hero" from Lori. |
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Yes... I wrote Lauren's stats on an envelope of junk mail. I was recycling! |
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Lauren: A cleric who focuses on archery. She uses arrows of light to heal her allies and penetrate her foes. She wants to eradicate the evils in the realm that have harmed so many people! |
I've drawn out and labeled the world map and region maps for the game, with x, y, and z. z really only matters for the ruined plateau, and it's there to make sure players don't just jump up there and get killed. Towns, cities, and villages will have shops. The shops all have the same items. Items that boost stats can only be bought once and are very expensive because they give big stat boosts.
I've also written all the monsters with their corresponding regions, spawn numbers, ally rates, and pet statuses. ally rate determines how often they show up with a friend or a pet. A friend is an exact copy of the main monster. Pet are special monsters with pet status set to true (labeled as 0).
The "story" I've come up with is a little vague right now and doesn't come with many details, but all the story encounters are planned out, as well as the locations for story events. As of now, the story features a void dragon who is trying to conquer the world, so he sends one of his enchanters (name Nemra) to use her enchantments to conquer the realm. Everything is going to plan until a certain cleric (Lauren) makes a prayer to the gods. The gods answer by sending a hero from another world: Lori.
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