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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.safteyRcovery()

def safteyRecovery(self, ally):
luck = int(random.random() * 20)
friend = self.listing[ally]
if isinstance(friend, PlayableCharacter):
friend.currentHealth = friend.currentHealth + luck
friend.currentEnergy = friend.currentEnergy + luck
if friend.currentEnergy > friend.energyValue:
friend.currentEnergy = friend.energyValue
if friend.currentHealth > friend.health:
friend.currentHealth = friend.health
self.listing[ally] = friend

This one is a lot like rest() from the main line. It takes ally as the name of the character that is being healed. I first fetch the character from listing and save it to friend. I then use a randomly generated number to determine how much health and energy they regain. Finally, the last few ifs are for to make sure the energy and hp didn’t go over max. The I update the copy of the object in listing.

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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.foePrep()

  foePrep() is one of the more complicated functions in this class. I’ll start by discussing the parameters and then go through everything the function does to accomplish its goal: adding extra buddies and pets to the fight. Parameters def foePrep ( self , autoSlected= "" ): The only optional parameter is autoSelected which allows you to start the fight with a specific monster already in mind. The rundown luck = int (random.random() * 100 ) while luck < 1 : luck = int (random.random() * 100 ) if autoSlected == "" : for figther in self .listing: if isinstance ( self .listing[figther] , Monster): starter = self .listing[figther] else : enemyCatalog = [] f = open ( "monsterStats.csv" ) fReader = csv.reader(f) for line in fReader: if line == []: continue enemyCatalog.append(line) for enemy in enemyCatalog: if autoSlected == enemy[ 0 ]: starter = Monster...

Combat() completion! Fights exist now!

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...