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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...

UML Correction

 I recently showed my project to my Java Programing teacher and she told me that UMLs are only for classes, and the process on which those classes and methods are called is shown via flow charts. So I've made a new UML showing the classes and sub-classes and will begin working on the flow chart soon.



 

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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...

UML Diagram and Object Oriented Programing.

Currently, the game uses only global variables and the methods in theMain.py to open and load data. It's become cumbersome to constantly call on the global variables for all my methods and I've realized that I'll be limited in the number of monsters I have if I only use global variables for everything. So this has led me to decide to shift to using Object-oriented programing to run my game. Thus I've prepared a UML diagram to show you all my classes, and subclasses, as well as their interactions, methods, and variables.      theMain.py will function as my main line where all classes and methods will be called as well as have some very important functions built into it. That's they it is connected to almost all the other classes. It'll take care of exploration, descriptions, story tracking, starting the game, ending the game, encounter rates, and gold.      GameMenu will be treated as a static class that has information displayed for the game menu as well as...

Combat() completion! Fights exist now!

Combat() has been completed and the game now is starting to feel like a game. It was a lot of work, but I will be honest I was distracted by holiday events and starting University and that's why it took so long to complete. There is so much to go over with Combat() that I'll be making separate posts for each piece of the Combat class with breakdowns on what they do and how. Here I'll post the results and an implementation overview. Comba() as of now: class Combat( object ): def __init__ ( self , continueStatus = True ): self .order = [] self .listing = {} self .continueStatus = continueStatus self .taunt = [] self .defRaise = [] self .atkRaise = [] self .protected = [] self .exp = 0 def combatantOrganizer ( self ): organizedOrder = [] theStringOrder = [] NumOrder = [] for listing in self .order: NumOrder.append(listing[ 1 ]) NumOrder.sort() for...