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() 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...