def newChar(self): window = Toplevel(self.root) self.layout = Character_Layout(window) #print(self.layout.contr.datasets) def newItem(self): window = Toplevel(self.root) toolswindow = GUI_item_creator(window) def probabs(self): probs = GUI_math_analysis() window = Toplevel(self.root) probs.assign('none', window, self.root) x = start() cp= cp20ex() contr = Controller() a1 = contr.settings.armors[0] a2 = contr.settings.armors[1] a3 = contr.settings.armors[2] e = Effective_armor() #x = Character() #y = Process() #z = Fuzion() #b = Bar() #layout = Character_Layout()
def __init__(self, master): self.contr = Controller() content = ttk.Frame(master) self.n = ttk.Notebook(content) master.option_add('*tearOff', FALSE) menubar = Menu(master) master['menu'] = menubar menu_file = Menu(menubar) menu_generate = Menu(menubar) menubar.add_cascade(menu=menu_file, label='File') menubar.add_cascade(menu=menu_generate, label='Generate') menu_file.add_command(label='Save', command = self.save) menu_generate.add_command(label = 'Lifepath', command=self.gen_lifepath) menu_generate.add_command(label = 'Weapons', command=self.gen_wpns) self.stats_box = GUI_stats_box() #wpn_box = GUI_weapons() #skill = GUI_skills() #comp = GUI_complications() #talents = GUI_talents() #perks = GUI_perks() self.personality = GUI_personality() self.wpns = GUI_weapons(self.n, self.contr) self.armor = GUI_armor(self.n, self.contr) self.perks = GUI_perks(self.n, self.contr) self.skills = GUI_skills(self.n, self.contr) self.comp = GUI_complications(self.n, self.contr) self.talents = GUI_talents(self.n, self.contr) self.cyber = GUI_cyber(self.n, self.contr) self.items = GUI_items_menu(self.n, self.contr) self.family = GUI_family(self.n, self.contr) #skillframe = skill.Assign(n, contr) self.skillframe = self.skills.frame self.stats_frame = self.stats_box.Assign(self.n, self.contr) #wpn_frame = wpn_box.Assign(n, contr) self.wpn_frame = self.wpns.frame self.armor_frame = self.armor.frame #comp_frame = comp.Assign(n, contr) self.comp_frame = self.comp.frame #talent_frame = talents.Assign(n, contr) self.talent_frame = self.talents.frame #perk_frame = perks.Assign(n, contr) self.perk_frame = self.perks.frame self.personality_frame = self.personality.Assign(self.n, self.contr) self.lifepath_frame = GUI_Lifepath(self.n, self.contr) self.cyber_frame = self.cyber.frame self.item_frame = self.items.frame self.family_frame = self.family.frame self.n.add(self.personality_frame, text = 'Personality') self.n.add(self.family_frame, text = 'Family') self.n.add(self.lifepath_frame.frame, text = 'Lifepath') self.n.add(self.stats_frame, text='Stats') self.n.add(self.skillframe, text = 'Skills') self.n.add(self.comp_frame, text = 'Complications') self.n.add(self.talent_frame, text = 'Talents') self.n.add(self.perk_frame, text = 'Perks') self.n.add(self.item_frame, text='Items') self.n.add(self.wpn_frame, text='Weapons') self.n.add(self.armor_frame, text='Armors') self.n.add(self.cyber_frame, text="Cybernetics") content.grid(column=0, row=0) self.n.grid(column=0, row=0) cp = cp20ex()