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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...

Combat() display functions!

 Here I’ll go over all the display functions starting from smallest to largest.

attackDisplay()

def attackDispaly(self, attacker, target):
#might remove if it slows down game to much. Might rewrite for more flavor.
if isinstance(attacker, Monster):
input(attacker.displayName + " used their " + attacker.weapon + " on " + target + "(Enter to continue)")

This takes a monster object and the target name as attacker and target respectively. Then it makes sure that the object is a monster using isInstance() then proceeds to display the attack information:

Turn: Wolf
Wolf used their Fangs on Lauren(Enter to continue) 

QuickDisplay()

def quickdisplay(self, ally, newLineOverride= False):
if newLineOverride:
return ally.displayName + "(hp: " + str(ally.currentHealth) + "/" + str(
ally.health) + " " + ally.energyName + ": " + str(ally.currentEnergy) + "/" + str(ally.energyValue) + ")"
return ally.displayName + "\nhp: " + str(ally.currentHealth) + "/" + str(ally.health) + " " + ally.energyName + ": " + str(ally.currentEnergy) + "/" + str(ally.energyValue)

This takes a playable character as Ally and the optional parameter newLineOverRide in case you don’t want to write it on a new line. When newLineOverRide is set to false it returns the basic information of the Ally via a string that contains a new line character at the front. When newLineOverRide is set to True then it returns the info in a string without a newline character at the front. In both cases, the information in the string contains the ally name, hp status, and energy status.

Lori(hp: 10/10 Stamina: 0/1)

InitiativeDisplay()

def intiativeDisplay(self, allyName):
string = ""
setup = []
flag = False
counter = 0
for fighter in self.order:
if fighter[0] == allyName:
flag = True
continue
if isinstance(self.listing[fighter[0]], PlayableCharacter):
if self.listing[fighter[0]].level <= 0:
continue
playableDisplay = self.quickdisplay(self.listing[fighter[0]],newLineOverride= True)
if flag:
setup.insert(counter, playableDisplay)
else:
setup.append(playableDisplay)
continue

if flag:
setup.insert(counter, fighter[0])
counter += 1
else:
setup.append(fighter[0])
flag = False
for peep in setup:
if flag:
string = string + ", " + peep
else:
string = string + " " + peep
flag = True
return string

This is the most complicated of all the display functions, but it only takes one parameter: allyName. I started by declaring string, setup, flag, and counter. Then I go into a loop iterating over the order.  In that loop, if the character’s name matches the allyName, I set the flag to true.

This flag is an indicator of whether I am before or after the current character’s turn. When it’s true the character will be added to the front (index 0) of the list. When false it’ll insert the character at the end of the list. This will make it so that the characters that are coming up next will be put in the front and later characters in the back no matter where the current character is located in the list.

Once the flag has been checked I see if the current character I am iterating over is a player character. If they are I add them to the list with extra information displayed via QuickDisplay(), otherwise, I add just their name. Now that setup has all the information I can move on to setting up our string.

In the last loop, I iterate over setup to concatenate the initiative display I will return. Before that, I set flag to false, so our first iteration of the list won’t add a comma to the front (the first iteration sets the flag to true so commas will appear). After the loop, I simply return the string.

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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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