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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.combatEndCheck()

def combatEndCheck(self):
removalList = []
follow = False
playerCounter = 0
for figther in self.listing:
removeFlag = self.listing[figther].deathCheck()
if removeFlag == True:
removalList.append(figther)
i = 0
for thing in self.order:
if thing[0] == figther:
break
i += 1
self.order.pop(i)
continue
if isinstance(self.listing[figther], Monster):
follow = True
if isinstance(self.listing[figther], PlayableCharacter) and self.listing[figther].currentHealth > 0:
playerCounter += 1
for body in removalList:
self.exp = self.exp + self.listing[body].experience
self.listing.pop(body)
if playerCounter <= 0:
follow = False
return follow

This is the final function we need to discuss for Combat(). It takes no parameters and it returns bool depending on whether or not combat ends.

The rundown

removalList = []
follow = False
playerCounter = 0

These variables will be used to do a good chunk of the work. removalList will be used to remove dead monsters from listing and order. Follow will hold the bool which we return at the end. Lastly, playercounter will be used to keep track of how many playable characters are still standing.

for figther in self.listing:
removeFlag = self.listing[figther].deathCheck()
if removeFlag == True:
removalList.append(figther)
i = 0
for thing in self.order:
if thing[0] == figther:
break
i += 1
self.order.pop(i)
continue
if isinstance(self.listing[figther], Monster):
follow = True
if isinstance(self.listing[figther], PlayableCharacter) and self.listing[figther].currentHealth > 0:
playerCounter += 1

This loop goes over all the characters in listing. I save the bool from deathCheck() to removeFlag. If removeflag is true then we add them to the removalList and remove them from order. Then I check if it is a monster or playable character. In case of a monster we make follow true. In the case of playable character, we check to see if they have more than zero hp and if they do, we increase the playercounter by 1.

for body in removalList:
self.exp = self.exp + self.listing[body].experience
self.listing.pop(body)

This loop takes the names in removalList and removes them and their corresponding objects from listing.

if playerCounter <= 0:
follow = False
return follow

Lastly, I check the playercounter. If it’s less than 1 we will set follow false. Afterward, we return follow.

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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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