#class item id: #english name # type = usable/equipement/... # subtype = combatusable/weapon... (optional) # effect = ["stat/statuseffect", # option(if stat:modifier if status effect immunity/removal=0 apply=1), # length of the effect(0 for one time effects i.e. health potions etc)] ( optional ) # worth = price when sold ( optional ) # def __init__(self,options/targetstat...): if some effect is stat dependent i.e. restores half health... # self.effect += ... (item will have to be referenced with () at the end) ( optional ) class i000: #snail type = "usable" subtype = "combatusable" effect = [["hp",5,0]] img = "./img/non.png" worth = 100 stack = True