Item holy and all element implementation, still need to work out some of the math for it

Fix bonus defense for weapons
This commit is contained in:
2026-02-05 10:48:24 -08:00
parent 8a99771491
commit 8ea881edb3
18 changed files with 88 additions and 28 deletions

View File

@@ -24,7 +24,6 @@ public partial class SfxDatabase : Node
{SoundEffect.TakeDamage, TakeDamageSound },
{SoundEffect.HealVT, HealVTSound },
{SoundEffect.IncreaseStat, IncreaseStatSound },
{SoundEffect.WeaponSwing, WeaponSwingSound },
{SoundEffect.Crit, CritSound },
{SoundEffect.PickupItem, PickupItemSound },
{SoundEffect.OpenInventory, OpenInventorySound },
@@ -42,6 +41,8 @@ public partial class SfxDatabase : Node
{SoundEffect.TeleportToExit, TeleportToExitSound},
{SoundEffect.AbsorbHPFromAllEnemies, AbsorbHPFromAllEnemiesSound},
{SoundEffect.TurnAllEnemiesIntoHealingItems, TurnAllEnemiesIntoHealingItemsSound},
{SoundEffect.WeaponQuickSlash, WeaponQuickSlashSound },
{SoundEffect.WeaponSlowSlash, WeaponSlowSlashSound },
};
}
@@ -49,7 +50,8 @@ public partial class SfxDatabase : Node
[Node] private AudioStreamPlayer TakeDamageSound { get; set; } = default!;
[Node] private AudioStreamPlayer HealVTSound { get; set; } = default!;
[Node] private AudioStreamPlayer IncreaseStatSound { get; set; } = default!;
[Node] private AudioStreamPlayer WeaponSwingSound { get; set; } = default!;
[Node] private AudioStreamPlayer WeaponQuickSlashSound { get; set; } = default!;
[Node] private AudioStreamPlayer WeaponSlowSlashSound { get; set; } = default!;
[Node] private AudioStreamPlayer CritSound { get; set; } = default!;
[Node] private AudioStreamPlayer PickupItemSound { get; set; } = default!;
[Node] private AudioStreamPlayer OpenInventorySound { get; set; }
@@ -85,7 +87,6 @@ public enum SoundEffect
TakeDamage,
HealVT,
IncreaseStat,
WeaponSwing,
Crit,
PickupItem,
OpenInventory,
@@ -104,5 +105,7 @@ public enum SoundEffect
AbsorbHPFromAllEnemies,
SwapHPAndVT,
TurnAllEnemiesIntoHealingItems,
WeaponQuickSlash,
WeaponSlowSlash
}