Split equipment status from Inventory, fix equip/unequip bonuses being reflected correctly in code and inventory menu
This commit is contained in:
@@ -223,12 +223,12 @@ public partial class Game : Node3D, IGame
|
||||
private void FloorClearMenu_TransitionCompleted()
|
||||
{
|
||||
GameRepo.Resume();
|
||||
if (Player.Inventory.EquippedWeapon.Value.ItemTags.Contains(ItemTag.BreaksOnChange))
|
||||
Player.Inventory.Unequip(Player.Inventory.EquippedWeapon.Value);
|
||||
if (Player.Inventory.EquippedArmor.Value.ItemTags.Contains(ItemTag.BreaksOnChange))
|
||||
Player.Inventory.Unequip(Player.Inventory.EquippedArmor.Value);
|
||||
if (Player.Inventory.EquippedAccessory.Value.ItemTags.Contains(ItemTag.BreaksOnChange))
|
||||
Player.Inventory.Unequip(Player.Inventory.EquippedAccessory.Value);
|
||||
if (Player.EquippedWeapon.Value.ItemTags.Contains(ItemTag.BreaksOnChange))
|
||||
Player.Unequip(Player.EquippedWeapon.Value);
|
||||
if (Player.EquippedArmor.Value.ItemTags.Contains(ItemTag.BreaksOnChange))
|
||||
Player.Unequip(Player.EquippedArmor.Value);
|
||||
if (Player.EquippedAccessory.Value.ItemTags.Contains(ItemTag.BreaksOnChange))
|
||||
Player.Unequip(Player.EquippedAccessory.Value);
|
||||
}
|
||||
|
||||
private void FloorClearMenu_GoToNextFloor()
|
||||
|
||||
Reference in New Issue
Block a user