Improvements to save and loading
Improvements to Chinthe animation logic Fix broken Godot Tool system and just use a more manual approach to setting map nodes Remove ItemDatabase from individual room scenes
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@@ -30,6 +30,7 @@ public partial class Accessory : EquipableItem
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public override ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance);
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[Save("accessory_tag")]
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public AccessoryTag AccessoryTag => Stats.AccessoryTag;
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public override ItemTag ItemTag => Stats.ItemTag;
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@@ -31,6 +31,7 @@ public partial class Armor : EquipableItem
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public override int BonusDefense => Stats.BonusDefense + _bonusDefense;
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[Save("bonus_defense")]
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private int _bonusDefense { get; set; } = 0;
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public override ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance);
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@@ -28,12 +28,13 @@ public partial class ConsumableItem : InventoryItem
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public override float ThrowSpeed => Stats.ThrowSpeed;
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[Save("consumable_heal_hp")]
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public int HealHPAmount => Stats.HealHPAmount;
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[Save("consumable_heal_vt")]
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public int HealVTAmount => Stats.HealVTAmount;
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[Save("consumable_increase_hp")]
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public int RaiseHPAmount => Stats.PermanentRaiseHPAmount;
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[Save("consumable_increase_vt")]
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public int RaiseVTAmount => Stats.PermanentRaiseVTAmount;
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public override ItemTag ItemTag => Stats.ItemTag;
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@@ -28,6 +28,7 @@ public partial class EffectItem : InventoryItem
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public override float ThrowSpeed => Stats.ThrowSpeed;
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[Save("usable_tag")]
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public UsableItemTag UsableItemTag => Stats.UsableItemTag;
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public override ItemTag ItemTag => Stats.ItemTag;
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@@ -29,12 +29,13 @@ public partial class ThrowableItem : InventoryItem, IStackable
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public override float ThrowSpeed => Stats.ThrowSpeed;
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[Save("throwable_item_element")]
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public ElementType ElementType => Stats.ElementType;
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[Save("throwable_item_tag")]
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public ThrowableItemTag ThrowableItemTag => Stats.ThrowableItemTag;
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[Save("throwable_item_heal_hp")]
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public int HealHPAmount => Stats.HealHPAmount;
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[Save("throwable_item_heal_vt")]
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public int HealVTAmount => Stats.HealVTAmount;
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public override ItemTag ItemTag => Stats.ItemTag;
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@@ -29,23 +29,23 @@ public partial class Weapon : EquipableItem
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public override float ThrowSpeed => Stats.ThrowSpeed;
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public double Luck => Stats.BonusLuck;
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[Save("weapon_attack_speed")]
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public double AttackSpeed => Stats.AttackSpeed;
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[Save("weapon_tag")]
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public WeaponTag WeaponTag => Stats.WeaponTag;
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public override ItemTag ItemTag => Stats.ItemTag;
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[Save("weapon_element")]
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public ElementType WeaponElement => Stats.WeaponElement;
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public override ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance);
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public void IncreaseWeaponAttack(int bonus) => _extraDamage += bonus;
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public void IncreaseWeaponAttack(int bonus) => _bonusDamage += bonus;
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public override int BonusAttack { get => Stats.BonusAttack + _extraDamage; }
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public override int BonusAttack { get => Stats.BonusAttack + _bonusDamage; }
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private int _extraDamage = 0;
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[Save("weapon_bonus_damage")]
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private int _bonusDamage { get; set; } = 0;
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[Export]
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[Save("weapon_stats")]
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