Overhaul item and inventory and clean up bits and pieces
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@@ -6,9 +6,10 @@ using Godot;
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using Zennysoft.Game.Implementation;
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using Zennysoft.Game.Ma;
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using Zennysoft.Ma.Adapter;
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using Zennysoft.Ma.Adapter.Entity;
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[Meta(typeof(IAutoNode)), Id("ammo")]
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public partial class Ammo : EquipableItem, IStackable
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public partial class Ammo : Node3D, IEquipableItem, IStackable
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{
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public override void _Notification(int what) => this.Notify(what);
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@@ -21,19 +22,19 @@ public partial class Ammo : EquipableItem, IStackable
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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 ItemTag ItemTag => Stats.ItemTag;
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public ItemTag ItemTag => Stats.ItemTag;
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public override Texture2D GetTexture() => Stats.Texture;
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public Texture2D GetTexture() => Stats.Texture;
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[Save("ammo_item_count")]
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public AutoProp<int> Count { get; private set; }
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@@ -46,4 +47,11 @@ public partial class Ammo : EquipableItem, IStackable
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[Export]
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[Save("ammo_stats")]
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public AmmoStats Stats { get; set; } = new AmmoStats();
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public int BonusAttack { get; }
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public int BonusDefense { get; }
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public int BonusHP { get; }
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public int BonusVT { get; }
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public int BonusLuck { get; }
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public bool Glued { get; set; }
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public ElementalResistanceSet ElementalResistance { get; }
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}
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