#NEWLINE# def build( self ) : #NEWLINE# #INDENT# '\n        Build item\n\n        Returns:\n            Item\n        ' #NEWLINE# item = Item ( effects_collection = EffectsCollection ( ) ) #NEWLINE# item . name = self . name #NEWLINE# item . appearance = self . appearance #NEWLINE# item . location = self . location #NEWLINE# item . icon = self . icon #NEWLINE# item . tags = self . tags #NEWLINE# if ( self . weapon_data is not None ) : #NEWLINE# #INDENT# item . weapon_data = self . weapon_data #NEWLINE# item . tags . append ( 'weapon' ) #NEWLINE# #UNINDENT# if ( self . armour_data is not None ) : #NEWLINE# #INDENT# item . armour_data = self . armour_data #NEWLINE# item . tags . append ( 'armour' ) #NEWLINE# #UNINDENT# if ( self . ammunition_data is not None ) : #NEWLINE# #INDENT# item . ammunition_data = self . ammunition_data #NEWLINE# item . tags . append ( 'ammunition' ) #NEWLINE# #UNINDENT# if ( self . trap_data is not None ) : #NEWLINE# #INDENT# item . trap_data = self . trap_data #NEWLINE# item . tags . append ( 'trap bag' ) #NEWLINE# #UNINDENT# if ( effect . boots_data is not None ) : #NEWLINE# #INDENT# item . boots_data = self . boots_data #NEWLINE# item . tags . append ( 'boots' ) #NEWLINE# #UNINDENT# for handle in self . effect_handles : #NEWLINE# #INDENT# item . add_effect_handle ( handle ) #NEWLINE# #UNINDENT# for effect in self . effects : #NEWLINE# #INDENT# item . add_effect ( effect ) #NEWLINE# #UNINDENT# return item