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...
gameMenu() is done!!! We've got some new menus so players can look at characters' statuses, abilities, and inventory! from PlayableCharacter import PlayableCharacter class GameMenu( object ): PClist = [] # PChp List will use [current, total] PChpList = [] # The Recource will use [current, total, name] def __init__ ( self ): #Defualt for now self .PClist = [] self .PChpList = [] self .PCRecourceList = [] def update ( self , playerCharacters): self .PClist = [] self .PCRecourceList = [] self .PChpList = [] for ch in playerCharacters: self .PClist.append(ch) self .PChpList.append([ str (ch.currentHealth) , str (ch.health)]) self .PCRecourceList.append([ str (ch.currentEnergy) , str (ch.energyValue) , str (ch.energyName)]) def displayPC ( self , playableCharacter): print (playableCharacter.displayName) print ( "level: " + str (pla...