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Expand tutorial on equipmenthandler
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@ -325,10 +325,36 @@ class EvAdventureHelmet(EvAdventureArmor):
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inventory_use_slot = WieldLocation.HEAD
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```
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## Your Bare hands
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This is a 'dummy' object that is not stored in the database. We will use this in the upcoming
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[Equipment tutorial lesson](./Beginner-Tutorial-Equipment.md) to represent when you have 'nothing'
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in your hands. This way we don't need to add any special case for this.
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```python
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class WeaponEmptyHand:
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obj_type = ObjType.WEAPON
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key = "Empty Fists"
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inventory_use_slot = WieldLocation.WEAPON_HAND
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attack_type = Ability.STR
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defense_type = Ability.ARMOR
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damage_roll = "1d4"
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quality = 100000 # let's assume fists are always available ...
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def __repr__(self):
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return "<WeaponEmptyHand>"
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```
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## Testing and Extra credits
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Remember the `get_obj_stats` function from the [Utility Tutorial](./Beginner-Tutorial-Utilities.md) earlier?
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We had to use dummy-values since we didn't yet know how we would store properties on Objects in the game.
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Well, we just figured out all we need! You can go back and update `get_obj_stats` to properly read the data
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from the object it receives.
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When you change this function you must also update the related unit test - so your existing test becomes a
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nice way to test your new Objects as well! Add more tests showing the output of feeding different object-types
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to `get_obj_stats`.
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Try it out yourself. If you need help, a finished utility example is found in [evennia/contrib/tutorials/evadventure/utils.py](get_obj_stats).
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