Update player.py
Updated how item type is portrayed at class level
This commit is contained in:
110
player.py
110
player.py
@@ -409,18 +409,20 @@ class Slots(Enum):
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Cloak = auto()
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LeftRing = auto()
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RightRing = auto()
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Other = auto()
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Attunement = auto()
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class Item:
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"""The base class for all items"""
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def __init__(self, name, description, value, magical):
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def __init__(self, name, description, value, magical, ItemType, attunement):
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self.name = name
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self.description = description
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self.value = value
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self.magical = magical
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self.type = ItemType.Item
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self.itemType = ItemType
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self.attunement = attunement
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def __repr__(self):
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return f"{self.name}\n=====\n{self.description}\nValue: {self.value}\n"
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@@ -429,54 +431,79 @@ class Item:
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class Money(Item):
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"""The currency item used in the world of Kanjin"""
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def __init__(self, name, amt, magical):
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def __init__(self, name, amt, magical, ItemType):
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self.name = name
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self.amt = amt
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self.magical = magical
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self.type = ItemType.Money
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self.itemType = ItemType
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super().__init__(name=self.name,
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description=f"A small round coin made of {self.name.lower()} "
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f"with the imperial city logo stamped on the face.",
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value=self.amt,
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magical=self.magical)
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magical=self.magical,
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ItemType=ItemType.Money,
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attunement=False)
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class Weapon(Item):
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"""The base class for all weapons"""
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def __init__(self, name, description, value, slot, damage1H, damage2H,
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dmgType, dmgMod, versatile, thrown, magical):
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def __init__(self, name, description, value, slot, damage1H, damage2H, versatiledmg,
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dmgType, dmgMod, versatile, thrown, ItemType, magical, attunement):
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self.slot = slot
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self.damage1H = damage1H
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self.damage2H = damage2H
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self.versatiledmg = versatiledmg
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self.dmgType = dmgType
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self.dmgMod = dmgMod
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self.versatile = versatile
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self.thrown = thrown
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self.itemType = ItemType.Weapon
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self.attunement = False
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super().__init__(name, description, value, magical)
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self.itemType = ItemType
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super().__init__(name, description, value, magical, ItemType, attunement)
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def __repr__(self):
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def __str__(self):
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if self.damage2H is None and self.damage1H is not None:
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return f"{self.name}\n=====" \
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f"\n{self.description}" \
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f"\nValue: {self.value}" \
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f"\nDamage: One Handed - {self.damage1H}" \
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f"\nDamage Type: {self.dmgType.name.title()}" \
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f"\nMagical: {self.magical}" \
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f"\nAttunement: {'Required' if self.attunement else 'Not Required'}"
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elif self.damage1H is None and self.damage2H is not None:
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return f"{self.name}\n=====" \
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f"\n{self.description}" \
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f"\nValue: {self.value}" \
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f"\nDamage: Two Handed - {self.damage2H}" \
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f"\nDamage Type: {self.dmgType.name.title()}" \
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f"\nMagical: {self.magical}"
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f"\nMagical: {self.magical}" \
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f"\nAttunement: {'Required' if self.attunement else 'Not Required'}"
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elif self.versatile:
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return f"{self.name}\n=====" \
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f"\n{self.description}" \
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f"\nValue: {self.value}" \
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f"\nDamage: Versatile - {self.versatiledmg}" \
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f"\nDamage Type: {self.dmgType.name.title()}" \
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f"\nMagical: {self.magical}" \
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f"\nAttunement: {'Required' if self.attunement else 'Not Required'}"
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else:
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return f"{self.name}\n=====" \
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f"\n{self.description}" \
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f"\nValue: {self.value}" \
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f"\nMagical: {self.magical}" \
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f"\nAttunement: {'Required' if self.attunement else 'Not Required'}"
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class Armor(Item):
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"""The base class for all armor"""
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def __init__(self, name, description, value, grade, ac, disadvantage, dmgRes, magical):
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def __init__(self, name, description, value, grade, ac, disadvantage, dmgRes, ItemType, magical, attunement):
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self.grade = grade
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self.ac = ac
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self.stealthDis = disadvantage
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self.dmgRes = dmgRes
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self.itemType = ItemType.Armor
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super().__init__(name, description, value, magical)
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self.itemType = ItemType
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super().__init__(name, description, value, magical, ItemType, attunement)
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def __repr__(self):
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if self.stealthDis:
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@@ -496,37 +523,60 @@ class Armor(Item):
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# Different types of coins
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GP1 = Money("Gold", 1, False)
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SP1 = Money("Silver", 1, False)
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CP1 = Money("Copper", 1, False)
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GP1 = Money("Gold", 1, False, ItemType.Money)
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SP1 = Money("Silver", 1, False, ItemType.Money)
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CP1 = Money("Copper", 1, False, ItemType.Money)
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# starting equip
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rock = Weapon(
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name="Rock",
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description="A fist-sized rock, suitable for bludgeoning.",
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value=None,
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slot=Slots.MainHand,
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slot="Main Hand",
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damage1H='1d6',
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damage2H=None,
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versatiledmg=None,
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dmgType=DamageType.Crushing,
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dmgMod=DamageMod.Strength,
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versatile=False,
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thrown=True,
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magical=False
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magical=False,
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ItemType=ItemType.Weapon,
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attunement=True
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)
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dagger = Weapon(
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name="Dagger",
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description="Pointy stabby-stab",
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value=None,
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slot=Slots.MainHand,
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damage1H='1d6',
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slot="Main Hand",
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damage1H=None,
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damage2H=None,
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versatiledmg='1d6',
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dmgType=DamageType.Slashing,
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dmgMod=DamageMod.Dexterity,
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versatile=True,
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thrown=True,
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magical=False,
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ItemType=ItemType.Weapon,
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attunement=True
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)
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polearm = Weapon(
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name="Polearm",
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description="Long Pointy stabby-stab",
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value=None,
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slot="Two Handed",
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damage1H=None,
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damage2H="2d6",
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versatiledmg=None,
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dmgType=DamageType.Piercing,
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dmgMod=DamageMod.Strength,
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versatile=False,
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thrown=True,
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magical=False
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magical=False,
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ItemType=ItemType.Weapon,
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attunement=True
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)
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tornRags = Armor(
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@@ -537,13 +587,17 @@ tornRags = Armor(
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ac=0,
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disadvantage=True,
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dmgRes="None",
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magical=False
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magical=False,
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ItemType=ItemType.Armor,
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attunement=True
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)
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paper = Item(
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name="Paper",
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description="A blank piece of paper",
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value=None,
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magical=False
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magical=False,
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ItemType=ItemType.Item,
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attunement=True
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)
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Inventory = {
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@@ -553,6 +607,9 @@ Inventory = {
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dagger: {"Count": 1,
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"object": Weapon,
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},
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polearm: {"Count": 1,
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"object": Weapon
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},
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paper: {"Count": 1,
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"object": Item
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},
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@@ -576,6 +633,7 @@ Equipment = {
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"Cloak": None,
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"Left Ring": None,
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"Right Ring": None,
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"Attunement": None
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"Other": paper,
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"Attunement": 0
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}
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