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The same night I made this, I discovered our stats architecture had emergently manifested a feature I hadn't implemented yet. If you sell a member who has items equipped, the sell price reflects the value of the items too. I never coded that!

I wasn't planning to, I'm gonna make it so items just get unequipped before the sale. But as mentioned, an item's stats are just a list of the things they buff on their owner. One of them is price. In this game, people also have a price. So the items you wear are all "buffing" your price.

I've had bugs turn into features before, but I've never had "it's a bug that this feature works, it just sort of made itself."

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I understood probably less than half of the video, but I sure as hell can get behind “make it as elegant and pleasing for myself as possible.” The stats system looks ideal, I can’t imagine putting up with anything more complicated than that.

Or anything more “crufty” than that, I guess I should say. This video is also torment because I spend the whole thing thinking, “yes, but what does it look like and how does it animate onscreen???” Ha ha ha, my sickness