Fix crit calculation and bonus attack/def/luck
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@@ -158,7 +158,7 @@ public class EffectService
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return;
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var currentWeapon = (Weapon)_player.EquipmentComponent.EquippedWeapon.Value;
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currentWeapon.IncreaseWeaponAttack(1);
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currentWeapon.IncreaseAttack(1);
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SfxDatabase.Instance.Play(SoundEffect.IncreaseStat);
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}
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@@ -57,6 +57,18 @@ public partial class Accessory : EquipableItem
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[Save("accessory_bonus_luck")]
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private int _bonusLuck { get; set; } = 0;
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public void IncreaseAttack(int bonus) => _bonusDamage += bonus;
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public void SetAttack(int newBonus) => _bonusDamage = newBonus;
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public void IncreaseDefense(int bonus) => _bonusDefense += bonus;
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public void SetDefense(int newBonus) => _bonusDefense = newBonus;
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public void IncreaseLuck(int bonus) => _bonusLuck += bonus;
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public void SetLuck(int newBonus) => _bonusLuck = newBonus;
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[Export]
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[Save("accessory_stats")]
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public AccessoryStats Stats { get; set; } = new AccessoryStats();
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@@ -38,6 +38,18 @@ public partial class Armor : EquipableItem
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public override int BonusLuck { get => _bonusLuck; }
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public void IncreaseAttack(int bonus) => _bonusDamage += bonus;
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public void SetAttack(int newBonus) => _bonusDamage = newBonus;
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public void IncreaseDefense(int bonus) => _bonusDefense += bonus;
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public void SetDefense(int newBonus) => _bonusDefense = newBonus;
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public void IncreaseLuck(int bonus) => _bonusLuck += bonus;
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public void SetLuck(int newBonus) => _bonusLuck = newBonus;
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[Save("armor_bonus_damage")]
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private int _bonusDamage { get; set; } = 0;
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@@ -46,13 +46,17 @@ public partial class Weapon : EquipableItem
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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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public void IncreaseWeaponAttack(int bonus) => _bonusDamage += bonus;
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public void IncreaseAttack(int bonus) => _bonusDamage += bonus;
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public void SetWeaponAttack(int newBonus) => _bonusDamage = newBonus;
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public void SetAttack(int newBonus) => _bonusDamage = newBonus;
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public void IncreaseWeaponDefense(int bonus) => _bonusDefense += bonus;
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public void IncreaseDefense(int bonus) => _bonusDefense += bonus;
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public void SetWeaponDefense(int newBonus) => _bonusDefense = newBonus;
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public void SetDefense(int newBonus) => _bonusDefense = newBonus;
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public void IncreaseLuck(int bonus) => _bonusLuck += bonus;
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public void SetLuck(int newBonus) => _bonusLuck = newBonus;
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public override int BonusAttack { get => _bonusDamage; }
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