Fix up equipping inventory items, fill out the rest of the inventory labels
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@@ -6,7 +6,7 @@ namespace GameJamDungeon
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{
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public static double CalculatePlayerDamage(int attackDamage, PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo, WeaponInfo weapon, bool isCriticalHit)
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{
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var baseDamage = attackDamage + playerStatInfo.BaseAttack;
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var baseDamage = attackDamage + playerStatInfo.CurrentAttack;
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var hydricResistance = enemyStatInfo.HydricResistance;
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var igneousResistance = enemyStatInfo.IgneousResistance;
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var telluricResistance = enemyStatInfo.TelluricResistance;
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@@ -28,7 +28,7 @@ namespace GameJamDungeon
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var elementDDamage = (weapon.AeolicDamageBonus > 0 ? weapon.AeolicDamageBonus - aeolicResistance : 0) / 100;
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var elementEDamage = (weapon.FerrumDamageBonus > 0 ? weapon.FerrumDamageBonus - ferrumResistance : 0) / 100;
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var elementalBonusDamage = baseDamage + (baseDamage * elementADamage) + (baseDamage * elementBDamage) + (baseDamage * elementCDamage) + (baseDamage * elementDDamage) + (baseDamage * elementEDamage);
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var calculatedDamage = elementalBonusDamage - enemyStatInfo.BaseDefense;
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var calculatedDamage = elementalBonusDamage - enemyStatInfo.CurrentDefense;
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if (isCriticalHit)
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calculatedDamage *= 2;
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@@ -38,14 +38,14 @@ namespace GameJamDungeon
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public static double CalculateEnemyDamage(int attackDamage, PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo, ArmorInfo armor, bool isCriticalHit)
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{
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var baseDamage = attackDamage + enemyStatInfo.BaseAttack;
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var baseDamage = attackDamage + enemyStatInfo.CurrentAttack;
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var elementADamage = (enemyStatInfo.BaseHydricDamageBonus > 0 ? enemyStatInfo.BaseHydricDamageBonus - armor.HydricResistance : 0) / 100;
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var elementBDamage = (enemyStatInfo.IgneousDamageBonus > 0 ? enemyStatInfo.IgneousDamageBonus - armor.IgneousResistance : 0) / 100;
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var elementCDamage = (enemyStatInfo.TelluricDamageBonus > 0 ? enemyStatInfo.TelluricDamageBonus - armor.TelluricResistance : 0) / 100;
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var elementDDamage = (enemyStatInfo.AeolicDamageBonus > 0 ? enemyStatInfo.AeolicDamageBonus - armor.AeolicResistance : 0) / 100;
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var elementEDamage = (enemyStatInfo.FerrumDamageBonus > 0 ? enemyStatInfo.FerrumDamageBonus - armor.FerrumResistance : 0) / 100;
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var elementalBonusDamage = baseDamage + (baseDamage * elementADamage) + (baseDamage * elementBDamage) + (baseDamage * elementCDamage) + (baseDamage * elementDDamage) + (baseDamage * elementEDamage);
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var calculatedDamage = elementalBonusDamage - playerStatInfo.BaseDefense - (armor != null ? armor.Defense : 0);
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var calculatedDamage = elementalBonusDamage - playerStatInfo.CurrentDefense - (armor != null ? armor.Defense : 0);
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if (isCriticalHit)
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calculatedDamage *= 2;
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