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...
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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