Skip to main content

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...

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 commands and add the stats to the user. Otherwise, it heals the user.

Healing()

def healing(self, user: PlayableCharacter):
user.currentHealth = user.currentHealth + self.usage
if user.currentHealth >= user.health:
user.currentHealth = user.health
return user

Handles the healing of the item, it same as the rest in the main. The main difference being this one heals by a set value.

Comments

Popular posts from this blog

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...