Implement even more inventory/UI stuff
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@@ -18,7 +18,7 @@ public partial class Accessory : Node3D, IInventoryItem, IEquipable
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public InventoryItemInfo Info => AccessoryInfo;
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[Export]
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public AccessoryInfo AccessoryInfo { get; set; }
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public AccessoryInfo AccessoryInfo { get; set; } = new AccessoryInfo();
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[Node] public Sprite3D Sprite { get; set; } = default!;
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@@ -7,19 +7,19 @@ namespace GameJamDungeon;
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public partial class AccessoryInfo : InventoryItemInfo
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{
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[Export]
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public int ATKUp { get; set; }
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public int ATKUp { get; set; } = 0;
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[Export]
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public int DEFUp { get; set; }
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public int DEFUp { get; set; } = 0;
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[Export]
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public double LUCKUp { get; set; }
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public double LUCKUp { get; set; } = 0;
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[Export]
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public int MaxHPUp { get; set; }
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public int MaxHPUp { get; set; } = 0;
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[Export]
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public int MaxVTUp { get; set; }
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public int MaxVTUp { get; set; } = 0;
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[Export]
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public Godot.Collections.Array<AccessoryTag> AccessoryTags { get; set; } = new Godot.Collections.Array<AccessoryTag>();
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@@ -31,7 +31,6 @@ public partial class ThrowableItem : Node3D, IInventoryItem
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public void OnReady()
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{
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AnimationPlayer.AnimationFinished += OnAnimationFinished;
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Hitbox.Damage = 5;
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Sprite.Texture = ThrowableItemInfo.Texture;
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Pickup.BodyEntered += OnEntered;
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}
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@@ -17,7 +17,7 @@ public partial class Weapon : Node3D, IInventoryItem, IEquipable
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public InventoryItemInfo Info => WeaponInfo;
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[Export]
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public WeaponInfo WeaponInfo { get; set; } = new WeaponInfo() { Damage = 1 };
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public WeaponInfo WeaponInfo { get; set; } = new WeaponInfo();
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[Node] public Sprite3D Sprite { get; set; } = default!;
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@@ -5,7 +5,7 @@ using Godot;
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public partial class WeaponInfo : InventoryItemInfo
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{
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[Export]
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public int Damage { get; set; } = 1;
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public int Damage { get; set; } = 0;
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[Export]
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public double Luck { get; set; } = 0.05;
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@@ -13,7 +13,7 @@ AeolicDamageBonus = 0.0
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BaseHydricDamageBonus = 0.0
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IgneousDamageBonus = 0.0
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FerrumDamageBonus = 0.0
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WeaponTags = []
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WeaponTags = [0]
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Name = "Kubel"
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Description = "+9 ATK
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A very powerful spear.
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