Add weapon vs armor augment stats in inventory menu screen

This commit is contained in:
2026-04-25 18:55:47 -07:00
parent 15bd5e9982
commit 226df3b211
19 changed files with 76 additions and 39 deletions

View File

@@ -421,26 +421,26 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
{
case JewelTags.AeolicElement:
weapon.Stats.WeaponElement = ElementType.Aeolic;
weapon.Augment = new Augment(JewelTags.AeolicElement, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
weapon.Augment = new Augment(JewelTags.AeolicElement, new BasicAugment(), jewel.ItemName, jewel.Stats.WeaponAugmentDescription, jewel.GetTexture());
break;
case JewelTags.HydricElement:
weapon.Stats.WeaponElement = ElementType.Hydric;
weapon.Augment = new Augment(JewelTags.HydricElement, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
weapon.Augment = new Augment(JewelTags.HydricElement, new BasicAugment(), jewel.ItemName, jewel.Stats.WeaponAugmentDescription, jewel.GetTexture());
break;
case JewelTags.SlowVTReduction:
weapon.Augment = new Augment(JewelTags.SlowVTReduction, new SlowVTReductionAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
weapon.Augment = new Augment(JewelTags.SlowVTReduction, new SlowVTReductionAugment(this), jewel.ItemName, jewel.Stats.WeaponAugmentDescription, jewel.GetTexture());
break;
case JewelTags.HastenVT:
weapon.Augment = new Augment(JewelTags.HastenVT, new HastenVTAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
weapon.Augment = new Augment(JewelTags.HastenVT, new HastenVTAugment(this), jewel.ItemName, jewel.Stats.WeaponAugmentDescription, jewel.GetTexture());
break;
case JewelTags.ReviveUserOnce:
weapon.Augment = new Augment(JewelTags.ReviveUserOnce, new RevivePlayerAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
weapon.Augment = new Augment(JewelTags.ReviveUserOnce, new RevivePlayerAugment(this), jewel.ItemName, jewel.Stats.WeaponAugmentDescription, jewel.GetTexture());
break;
case JewelTags.IncreaseHPRecovery:
weapon.Augment = new Augment(JewelTags.IncreaseHPRecovery, new HPRecoverySpeedAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
weapon.Augment = new Augment(JewelTags.IncreaseHPRecovery, new HPRecoverySpeedAugment(this), jewel.ItemName, jewel.Stats.WeaponAugmentDescription, jewel.GetTexture());
break;
case JewelTags.LowerEXPGain:
weapon.Augment = new Augment(JewelTags.LowerEXPGain, new LowerEXPRateAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
weapon.Augment = new Augment(JewelTags.LowerEXPGain, new LowerEXPRateAugment(this), jewel.ItemName, jewel.Stats.WeaponAugmentDescription, jewel.GetTexture());
break;
case JewelTags.ItemRescue:
if (!_game.RescuedItems.TryAdd(weapon))
@@ -454,24 +454,24 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
if (!EquipmentComponent.IsItemEquipped(weapon))
break;
weapon.Glued = true;
weapon.Augment = new Augment(JewelTags.Glue, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
weapon.Augment = new Augment(JewelTags.Glue, new BasicAugment(), jewel.ItemName, jewel.Stats.WeaponAugmentDescription, jewel.GetTexture());
break;
case JewelTags.TelluricElement:
weapon.Stats.WeaponElement = ElementType.Telluric;
weapon.Augment = new Augment(JewelTags.TelluricElement, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
weapon.Augment = new Augment(JewelTags.TelluricElement, new BasicAugment(), jewel.ItemName, jewel.Stats.WeaponAugmentDescription, jewel.GetTexture());
break;
case JewelTags.AutoIdentifyAllItems:
weapon.Augment = new Augment(JewelTags.AutoIdentifyAllItems, new IdentifyAllItemsAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
weapon.Augment = new Augment(JewelTags.AutoIdentifyAllItems, new IdentifyAllItemsAugment(this), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.IncreaseAtkDefLuck:
weapon.IncreaseAttack(jewel.Stats.BonusAttack);
weapon.IncreaseDefense(jewel.Stats.BonusDefense);
weapon.IncreaseLuck(jewel.Stats.BonusLuck);
weapon.Augment = new Augment(JewelTags.IncreaseAtkDefLuck, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
weapon.Augment = new Augment(JewelTags.IncreaseAtkDefLuck, new BasicAugment(), jewel.ItemName, jewel.Stats.WeaponAugmentDescription, jewel.GetTexture());
break;
case JewelTags.IncreaseLuck:
weapon.IncreaseLuck(25);
weapon.Augment = new Augment(JewelTags.IncreaseLuck, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
weapon.Augment = new Augment(JewelTags.IncreaseLuck, new BasicAugment(), jewel.ItemName, jewel.Stats.WeaponAugmentDescription, jewel.GetTexture());
break;
}
EquipmentComponent.UpdateEquipment(weapon);
@@ -483,26 +483,26 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
{
case JewelTags.AeolicElement:
armor.Stats.AeolicResistance += jewel.Stats.AeolicResistance;
armor.Augment = new Augment(JewelTags.AeolicElement, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
armor.Augment = new Augment(JewelTags.AeolicElement, new BasicAugment(), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.HydricElement:
armor.Stats.HydricResistance += jewel.Stats.HydricResistance;
armor.Augment = new Augment(JewelTags.HydricElement, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
armor.Augment = new Augment(JewelTags.HydricElement, new BasicAugment(), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.SlowVTReduction:
armor.Augment = new Augment(JewelTags.SlowVTReduction, new SlowVTReductionAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
armor.Augment = new Augment(JewelTags.SlowVTReduction, new SlowVTReductionAugment(this), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.HastenVT:
armor.Augment = new Augment(JewelTags.HastenVT, new HastenVTAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
armor.Augment = new Augment(JewelTags.HastenVT, new HastenVTAugment(this), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.ReviveUserOnce:
armor.Augment = new Augment(JewelTags.ReviveUserOnce, new RevivePlayerAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
armor.Augment = new Augment(JewelTags.ReviveUserOnce, new RevivePlayerAugment(this), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.IncreaseHPRecovery:
armor.Augment = new Augment(JewelTags.IncreaseHPRecovery, new HPRecoverySpeedAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
armor.Augment = new Augment(JewelTags.IncreaseHPRecovery, new HPRecoverySpeedAugment(this), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.LowerEXPGain:
armor.Augment = new Augment(JewelTags.LowerEXPGain, new LowerEXPRateAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
armor.Augment = new Augment(JewelTags.LowerEXPGain, new LowerEXPRateAugment(this), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.ItemRescue:
if (!_game.RescuedItems.TryAdd(armor))
@@ -516,24 +516,24 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
if (!EquipmentComponent.IsItemEquipped(armor))
break;
armor.Glued = true;
armor.Augment = new Augment(JewelTags.Glue, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
armor.Augment = new Augment(JewelTags.Glue, new BasicAugment(), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.TelluricElement:
armor.Stats.TelluricResistance += jewel.Stats.TelluricResistance;
armor.Augment = new Augment(JewelTags.TelluricElement, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
armor.Augment = new Augment(JewelTags.TelluricElement, new BasicAugment(), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.AutoIdentifyAllItems:
armor.Augment = new Augment(JewelTags.AutoIdentifyAllItems, new IdentifyAllItemsAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
armor.Augment = new Augment(JewelTags.AutoIdentifyAllItems, new IdentifyAllItemsAugment(this), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.IncreaseAtkDefLuck:
armor.IncreaseAttack(jewel.Stats.BonusAttack);
armor.IncreaseDefense(jewel.Stats.BonusDefense);
armor.IncreaseLuck(jewel.Stats.BonusLuck);
armor.Augment = new Augment(JewelTags.IncreaseAtkDefLuck, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
armor.Augment = new Augment(JewelTags.IncreaseAtkDefLuck, new BasicAugment(), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.IncreaseLuck:
armor.IncreaseLuck(jewel.Stats.BonusLuck);
armor.Augment = new Augment(JewelTags.IncreaseLuck, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
armor.Augment = new Augment(JewelTags.IncreaseLuck, new BasicAugment(), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
}
EquipmentComponent.UpdateEquipment(armor);
@@ -545,26 +545,26 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
{
case JewelTags.AeolicElement:
accessory.Stats.AeolicResistance += jewel.Stats.AeolicResistance;
accessory.Augment = new Augment(JewelTags.AeolicElement, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
accessory.Augment = new Augment(JewelTags.AeolicElement, new BasicAugment(), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.HydricElement:
accessory.Stats.HydricResistance += jewel.Stats.HydricResistance;
accessory.Augment = new Augment(JewelTags.HydricElement, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
accessory.Augment = new Augment(JewelTags.HydricElement, new BasicAugment(), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.SlowVTReduction:
accessory.Augment = new Augment(JewelTags.SlowVTReduction, new SlowVTReductionAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
accessory.Augment = new Augment(JewelTags.SlowVTReduction, new SlowVTReductionAugment(this), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.HastenVT:
accessory.Augment = new Augment(JewelTags.HastenVT, new HastenVTAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
accessory.Augment = new Augment(JewelTags.HastenVT, new HastenVTAugment(this), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.ReviveUserOnce:
accessory.Augment = new Augment(JewelTags.ReviveUserOnce, new RevivePlayerAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
accessory.Augment = new Augment(JewelTags.ReviveUserOnce, new RevivePlayerAugment(this), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.IncreaseHPRecovery:
accessory.Augment = new Augment(JewelTags.IncreaseHPRecovery, new HPRecoverySpeedAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
accessory.Augment = new Augment(JewelTags.IncreaseHPRecovery, new HPRecoverySpeedAugment(this), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.LowerEXPGain:
accessory.Augment = new Augment(JewelTags.LowerEXPGain, new LowerEXPRateAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
accessory.Augment = new Augment(JewelTags.LowerEXPGain, new LowerEXPRateAugment(this), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.ItemRescue:
if (!_game.RescuedItems.TryAdd(accessory))
@@ -578,24 +578,24 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
if (!EquipmentComponent.IsItemEquipped(accessory))
break;
accessory.Glued = true;
accessory.Augment = new Augment(JewelTags.Glue, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
accessory.Augment = new Augment(JewelTags.Glue, new BasicAugment(), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.TelluricElement:
accessory.Stats.TelluricResistance += jewel.Stats.TelluricResistance;
accessory.Augment = new Augment(JewelTags.TelluricElement, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
accessory.Augment = new Augment(JewelTags.TelluricElement, new BasicAugment(), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.AutoIdentifyAllItems:
accessory.Augment = new Augment(JewelTags.AutoIdentifyAllItems, new IdentifyAllItemsAugment(this), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
accessory.Augment = new Augment(JewelTags.AutoIdentifyAllItems, new IdentifyAllItemsAugment(this), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.IncreaseAtkDefLuck:
accessory.IncreaseAttack(jewel.Stats.BonusAttack);
accessory.IncreaseDefense(jewel.Stats.BonusDefense);
accessory.IncreaseLuck(jewel.Stats.BonusLuck);
accessory.Augment = new Augment(JewelTags.IncreaseAtkDefLuck, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
accessory.Augment = new Augment(JewelTags.IncreaseAtkDefLuck, new BasicAugment(), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
case JewelTags.IncreaseLuck:
accessory.IncreaseLuck(jewel.Stats.BonusLuck);
accessory.Augment = new Augment(JewelTags.IncreaseLuck, new BasicAugment(), jewel.ItemName, jewel.StatDescription, jewel.GetTexture());
accessory.Augment = new Augment(JewelTags.IncreaseLuck, new BasicAugment(), jewel.ItemName, jewel.Stats.ArmorAugmentDescription, jewel.GetTexture());
break;
}
EquipmentComponent.UpdateEquipment(accessory);