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Lit 142 #22
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Lit 142 #22
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BigKahuna7385
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With the current system you implemented, it seems like, an item can only boost one Item.
Is there a difference for Itemboost while in use and temporary itemboost? (like a potion which only boosts strength unit the end of battle or a limited number of rounds)
| int hitPoints = ceStats.getCurrentHitPoints(); | ||
| hitPoints += this.value; | ||
| ceStats.setCurrentHitPoints(hitPoints); | ||
| if (debug) System.out.println("[CeItemEffects] healing by " + this.value + " points"); |
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you could create a method, "addToStat" in which you say to which stat you want to add (perhaps with ENUM) and how much you want to add.
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I don't think it's neccessary, because it doens't change the problem. For every stat that has to change, you have to call different methods. So if i add another Method this will result in a switch case which has another switch case in it. So you just duplicate the whole thing and you have it twice. IMO it makes it even worse.
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Look at the Codacy stuff, they are not that critical but some are definitely relevant. :-D |
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TODO:
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# Conflicts: # src/main/java/calculationengine/battle/testBattle.java
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