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@Crystalwarrior Crystalwarrior left a comment

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I feel like in its current form the items can only fulfill 1 specific narrow purpose and nothing else. This design is super rigid and would also be annoying to overhaul long-term.
Let's start splitting things up into a more flexible design and start using classes

self.current_client = client
self.guild = None
self.moves = [ClientManager.Move(move) for move in fighter["Moves"]]
self.bag = []
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I think inventory is more descriptive

client.send_ooc("Item not found in your bag")
return
item = client.area.battle_items[arg]
if item["stat"] == "hp":
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why can an item can only modify a single stat?

What about items that trade your HP for Mana? Increase attack but reduce defense?

Comment on lines +896 to +900
client.area.battle_items[f"{args[0]}"] = {}
client.area.battle_items[f"{args[0]}"]["stat"] = args[1].lower()
client.area.battle_items[f"{args[0]}"]["operation"] = args[2][0]
client.area.battle_items[f"{args[0]}"]["number"] = num
client.send_ooc(f"{args[0]} has been created!")
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This is a nightmare, please start using classes

effect="statup",
)
client.battle.bag.remove(arg)
send_stats_fighter(client)
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Is there no way to set for how long is a stat modified? Status effect system also seems to be hard-coded to moves only.

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2 participants