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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...

GameMenu() complete!

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(playableCharacter.level))
options = []
i = 0
while i < len(self.PClist):
if (playableCharacter == self.PClist[i]):
break
i += 1
print("HP: " + self.PChpList[i][0] + "/" + self.PChpList[1][1])
print(self.PCRecourceList[i][2] + ": " + self.PCRecourceList[i][0] + "/" + self.PCRecourceList[i][1])
print("Skill(cost) ")
i = 0
while i < len(playableCharacter.skills):
print(playableCharacter.skills[i] + "("+ str(playableCharacter.skillCosts[i]) + ")")
i += 1
print("Inventory: ")
i = 0
for item in playableCharacter.inventory:
options.append(i)
print(str(i) + ": " + item)
i += 1
options.append(i)
print(str(i) + ": Use nothing")
return options


def displayGameMenu(self):
i = 0
options = []
while i < len(self.PClist):
if self.PClist[i].level > 0:
options.append(i)
print(str(i) + ":" + self.PClist[i].displayName + ": " + self.PChpList[i][0] + "/" + self.PChpList[i][1] + " hp, " + self.PCRecourceList[i][0] + "/" + self.PCRecourceList[i][1] + " " + self.PCRecourceList[i][2])
i += 1
print(str(i) + ": Nothing")
options.append(i)
return options

 The new things to look at are dsiplayGameMenu(), which shows the menu with the Player charters and basic information on it, displayCharacter() which shows more specific information for the character passed in the parameter, and the shift in PCResourceList and PChpList to holding strings of the values instead of the integers to make it easier to display in the previously mentioned functions. Then a chunk of explorer was updated to properly implement the functions:

if playerChoice == 4:
os.system("cls")
listing = menu.displayGameMenu()
Checker = inputAndCheck("Inspect: ", listing)
os.system("cls")
if Checker < len(menu.PClist):
itemAwsner = menu.displayPC(menu.PClist[Checker])
itemAwsner = inputAndCheck("Use: ", itemAwsner)
if itemAwsner < len(characters[Checker].inventory):
input("item has effect!")

With the implementation, we can finally see the results produced by the completion of the class GameMenu().


displayMenu()

I've decided that I should tackle the Combat() class next so we can get that big chunk of work out of the way (and lets be honest the game isn't very fun with just traveling)!

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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...

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