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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.targetChooser()

this function enables the selection of targets for the abilities that need it in my game.

Parameters and variables

def targetChooser(self, Ally= False, User= None):
choices = []
i = 0
forum = []

I made 3 parameters to make this function more adaptable. Ally is a bool that when true will go into the if stamen that displays allies, when false it’ll go into displaying the monsters. User is for when an ability targets allies, you put in the name of the user if you don’t want them to be able to target themselves. Choices is where I will store the numbers that correspond to the enemies or allies that can be selected. Then forum is where the names of the targets will be stored in the index that corresponds with their number in choices. i will be used as a counter for setting up choices and then later a container to receive the player input.

The rundown

if Ally:
for target in self.listing:
if isinstance(self.listing[target], PlayableCharacter):
if not self.listing[target].displayName == User:
if self.listing[target].level > 0:
choices.append(i)
print(str(i) + ": " + self.quickdisplay(self.listing[target], newLineOverride= True))
forum.append(target)
i += 1
i = inputAndCheck("Target: ", choices)
return forum[i]
else:
for target in self.listing:
if isinstance(self.listing[target], Monster):
choices.append(i)
print(str(i) + ": " + target)
forum.append(target)
i += 1
i = inputAndCheck("Target: ", choices)
return forum[i]

I’ve already talked about how ally decides which path to go down and why, so I’ll quickly cover the actual process these paths undergo.

              Both do roughly the same thing, they iterate over the class variable listing and check to see if the object is of the type they are looking for. If it is, they add the current i to choices, display it,  increase I by one, and then add the name of the object to forum and move along. Note that the ally version also checks User against the object name and if it matches, it skips it. After forum and choices are setup and options displayed, inputAndCheck() is run to get player input and then is stored in I. Lastly, I take i and use it to call the corresponding name from forum and return it.

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Item() rundown

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