time to get back into making a game. just something small and silly. lets see if i can shake off this rust!

Cohost is goign to be my one stop shot for just dumping all my current hyperfixations, and the random things I make as a result of them!
# Define a function to generate and show a random number
def swing():
result=0
tempDamage=0;
defenseAmount=0;
#decide if we hit the enemy
if(random.randint(0,accuracy.get()) >= random.randint(0,enemy_evasion.get())):
#decide if the hit has magic embued damage
if(random.randint(0,max_value) <= weapon_elemental_chance.get()):
print("the weapon sparkles with magics!")
playsound(magicHitSound)
elementalHit=1;
else:
playsound(hitSound)
elementalHit=0;
#decide if it is a critical hit or not
if(random.randint(0,max_value) <= critical_chance.get()):
print("crit!")
criticalHit=2;
else:
criticalHit=1;
#calculate the regular damage.
tempDamage=1+Fuzz(attack.get()*((1+(2*weapon_level.get()/max_value)))) ##damage
#print("attack damage is ",tempDamage)
defenseAmount=tempDamage-(max(tempDamage-enemy_armor.get(),0)*max(.01,(1-(enemy_defense.get()/max_value))))
result=max(tempDamage-enemy_armor.get(),0)*max(.01,(1-(enemy_defense.get()/max_value))) ##resistances
result=result+(elementalHit*Fuzz(weapon_elemental_power.get()) * (1-(enemy_elemental_type_resistances.get()/max_value)))#elemental damage and resistance
result=int(result*criticalHit) #crit bonus
else:
playsound(missSound)
result="Miss!"
#process results.
if(result!="Miss!"):
enemy_hp.set(enemy_hp.get()-result);
if(enemy_hp.get()<=0):
print("BAAAAAUGH. you killed it!");
playsound("death.wav")
#add experience, and level up if needed.
experience.set(experience.get()+enemy_level.get());
if(experience.get()>=level.get()):
playsound("levelup.wav")
experience.set(experience.get()-level.get());#it takes as much exp to level up as your current level.
level.set(level.get()+1)#incriment by one (i know that if you manage to level up more than once, then it would take another kill to flush the banked levels)
###reset the enemy by picking a new level of difficulty, a new health amount, and setting its max, and current HP.
enemy_level.set(random.randrange(1,10))
enemy_max_HP.set(random.randrange(1,10*enemy_level.get()));
enemy_hp.set(enemy_max_HP.get())
testHealth=int(healthBarSize*(enemy_hp.get()/enemy_max_HP.get()))
pb1['value']=testHealth#update the health bar, by getting the health percentage, and multiplying it by the bar size to get progress
print(result, "attack:", tempDamage, " defended:",defenseAmount,"health"+str(testHealth));
the nice thing about this tho, is that i have been actually learning how to use Tkinter, and it seems.... fun? im horrible at front end, so this is a revelation for me.