Additional refactoring and fixing of equipment data
Add attack data to enemy attacks (might need to rework a little bit for primary/secondary attacks)
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@@ -27,16 +27,6 @@ public partial class Accessory : EquipableItem
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public override float ThrowSpeed => Stats.ThrowSpeed;
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public int MaxHPUp => Stats.MaxHPUp;
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public int MaxVTUp => Stats.MaxVTUp;
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public double LuckUp => Stats.LuckUp;
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public int ATKUp => Stats.ATKUp;
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public int DEFUp => Stats.DEFUp;
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public AccessoryTag AccessoryTag => Stats.AccessoryTag;
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public override ItemTag ItemTag => Stats.ItemTag;
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@@ -1,7 +1,6 @@
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Godot;
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using Zennysoft.Game.Implementation;
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using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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@@ -10,34 +9,6 @@ namespace Zennysoft.Game.Ma;
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[Meta, Id("accessory_stat_type")]
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public partial class AccessoryStats : InventoryItemStats
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{
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[Export]
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[Save("accessory_name")]
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public override string Name { get; set; } = default!;
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[Export(PropertyHint.MultilineText)]
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[Save("accessory_description")]
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public override string Description { get; set; } = default!;
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[Export]
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[Save("accessory_atk_up")]
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public int ATKUp { get; set; } = 0;
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[Export]
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[Save("accessory_def_up")]
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public int DEFUp { get; set; } = 0;
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[Export]
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[Save("accessory_luck_up")]
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public double LuckUp { get; set; } = 0;
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[Export]
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[Save("accessory_max_hp_up")]
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public int MaxHPUp { get; set; } = 0;
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[Export]
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[Save("accessory_max_vt_up")]
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public int MaxVTUp { get; set; } = 0;
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[Export]
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[Save("accessory_tag")]
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public AccessoryTag AccessoryTag { get; set; } = AccessoryTag.None;
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