Item holy and all element implementation, still need to work out some of the math for it
Fix bonus defense for weapons
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@@ -24,7 +24,6 @@ public partial class SfxDatabase : Node
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{SoundEffect.TakeDamage, TakeDamageSound },
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{SoundEffect.HealVT, HealVTSound },
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{SoundEffect.IncreaseStat, IncreaseStatSound },
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{SoundEffect.WeaponSwing, WeaponSwingSound },
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{SoundEffect.Crit, CritSound },
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{SoundEffect.PickupItem, PickupItemSound },
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{SoundEffect.OpenInventory, OpenInventorySound },
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@@ -42,6 +41,8 @@ public partial class SfxDatabase : Node
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{SoundEffect.TeleportToExit, TeleportToExitSound},
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{SoundEffect.AbsorbHPFromAllEnemies, AbsorbHPFromAllEnemiesSound},
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{SoundEffect.TurnAllEnemiesIntoHealingItems, TurnAllEnemiesIntoHealingItemsSound},
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{SoundEffect.WeaponQuickSlash, WeaponQuickSlashSound },
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{SoundEffect.WeaponSlowSlash, WeaponSlowSlashSound },
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};
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}
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@@ -49,7 +50,8 @@ public partial class SfxDatabase : Node
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[Node] private AudioStreamPlayer TakeDamageSound { get; set; } = default!;
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[Node] private AudioStreamPlayer HealVTSound { get; set; } = default!;
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[Node] private AudioStreamPlayer IncreaseStatSound { get; set; } = default!;
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[Node] private AudioStreamPlayer WeaponSwingSound { get; set; } = default!;
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[Node] private AudioStreamPlayer WeaponQuickSlashSound { get; set; } = default!;
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[Node] private AudioStreamPlayer WeaponSlowSlashSound { get; set; } = default!;
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[Node] private AudioStreamPlayer CritSound { get; set; } = default!;
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[Node] private AudioStreamPlayer PickupItemSound { get; set; } = default!;
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[Node] private AudioStreamPlayer OpenInventorySound { get; set; }
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@@ -85,7 +87,6 @@ public enum SoundEffect
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TakeDamage,
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HealVT,
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IncreaseStat,
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WeaponSwing,
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Crit,
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PickupItem,
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OpenInventory,
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@@ -104,5 +105,7 @@ public enum SoundEffect
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AbsorbHPFromAllEnemies,
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SwapHPAndVT,
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TurnAllEnemiesIntoHealingItems,
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WeaponQuickSlash,
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WeaponSlowSlash
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}
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