Overhaul item and inventory and clean up bits and pieces
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@@ -8,7 +8,7 @@ using Zennysoft.Ma.Adapter.Entity;
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namespace Zennysoft.Game.Ma;
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[Meta(typeof(IAutoNode)), Id("accessory")]
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public partial class Accessory : EquipableItem
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public partial class Accessory : Node3D, IAccessory
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{
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public override void _Notification(int what) => this.Notify(what);
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@@ -21,32 +21,32 @@ public partial class Accessory : EquipableItem
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_bonusDefense = Stats.BonusDefense;
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_bonusLuck = Stats.BonusLuck;
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}
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public override string ItemName => Stats.Name;
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public string ItemName => Stats.Name;
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public override string Description => Stats.Description;
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public string Description => Stats.Description;
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public override float SpawnRate => Stats.SpawnRate;
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public float SpawnRate => Stats.SpawnRate;
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public override int ThrowDamage => Stats.ThrowDamage;
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public int ThrowDamage => Stats.ThrowDamage;
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public override float ThrowSpeed => Stats.ThrowSpeed;
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public float ThrowSpeed => Stats.ThrowSpeed;
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public override int BonusAttack { get => _bonusDamage; }
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public int BonusAttack { get => _bonusDamage; }
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public override int BonusDefense { get => _bonusDefense; }
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public int BonusDefense { get => _bonusDefense; }
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public override int BonusLuck { get => _bonusLuck; }
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public int BonusLuck { get => _bonusLuck; }
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public override int BonusHP => Stats.BonusHP;
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public int BonusHP => Stats.BonusHP;
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public override int BonusVT => Stats.BonusVT;
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public int BonusVT => Stats.BonusVT;
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public override ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance, Stats.HolyResistance, Stats.CurseResistance);
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public ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance, Stats.HolyResistance, Stats.CurseResistance);
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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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public ItemTag ItemTag => Stats.ItemTag;
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[Save("accessory_bonus_damage")]
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private int _bonusDamage { get; set; } = 0;
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@@ -72,6 +72,8 @@ public partial class Accessory : EquipableItem
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[Export]
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[Save("accessory_stats")]
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public AccessoryStats Stats { get; set; } = new AccessoryStats();
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public Augment Augment { get; set; }
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public bool Glued { get; set; }
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public override Texture2D GetTexture() => Stats.Texture;
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public Texture2D GetTexture() => Stats.Texture;
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}
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