In order for all village quests to work as intended we need two systems. SE, where you could unlock locations and find quest items, and BE, where you could set any battle you want. Those two parts have issues already.
- SE is afk due to Gismos new interface.
- I am not aware of any issues with battles other than adding moar stuff to the engine.
There are more things I'd like to have for other packs.
It may be a better bet to work on a story, maybe with a couple of endings...
First are unusable items that can only be possessed or sold, and not equipped or consumed. In fact, gems that I created some time ago which you should be able to find in SE and sell should be unusable (currently they are miscs that do nothing).
I'll have to revisit items system for this, add an issue to github.
Second are special items. I mean items that have a label in json. You can use them (not equip on consume), and when you do it, we jump to that label from json.
Same as above.
Also, iirc you created logic for quest items that cannot be sold and, if I'm not mistaken, even transfered. I'm afraid I forgot how to create such items ![Smiley :)](https://www.pinkpetal.org/Smileys/DarkB/smiley.gif)
They should have "quest" as a slot, it shouldn't be possible to sell, equip or transfer them but I am not sure that we've ever tested that.
*I need to update other parts of items as well:
- Review the code
- Update auto-methods
- Update the way traits are applied (should not be per "gender", not just for instances of Girl class)
- Generalize more functions (transfer/auto and etc.)
(this should also be added to the issue)
This will prolly take a while when I get around to it.
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I wanted to discuss showing items effects in the equipment screen as well. Gismo wants to show real applicable effects, that is prolly doable for direct stats (although even that may turn out to be a somewhat tricky calculation), but calculating effects of traits application/removal would be a freaking nightmare... We on the other hand discussed several options from not showing any bonuses at all but hinting to them in descriptions, show limited information about an item, show detailed information, something in between and etc...
I'll see if I can refactor something else tonight... don't have any focus left for jobs.