Implement most jewels
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@@ -17,6 +17,9 @@ public partial class Accessory : EquipableItem
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public override void _Ready()
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{
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_sprite.Texture = Stats.Texture;
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_bonusDamage = Stats.BonusAttack;
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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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@@ -28,16 +31,16 @@ public partial class Accessory : EquipableItem
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public override float ThrowSpeed => Stats.ThrowSpeed;
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public override int BonusAttack => Stats.BonusAttack;
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public override int BonusAttack { get => _bonusDamage; }
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public override int BonusDefense => Stats.BonusDefense;
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public override int BonusDefense { get => _bonusDefense; }
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public override int BonusLuck { get => _bonusLuck; }
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public override int BonusHP => Stats.BonusHP;
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public override int BonusVT => Stats.BonusVT;
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public override int BonusLuck { get => Stats.BonusLuck + _bonusLuck; }
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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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[Save("accessory_tag")]
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@@ -45,6 +48,12 @@ public partial class Accessory : EquipableItem
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public override 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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[Save("accessory_bonus_damage")]
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private int _bonusDefense { get; set; } = 0;
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[Save("accessory_bonus_luck")]
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private int _bonusLuck { get; set; } = 0;
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