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