Wave of item effects and implementation
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@@ -546,6 +546,9 @@ public partial class Game : Node3D, IGame
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case UsableItemTag.RaiseLevel:
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_effectService.RaiseLevel();
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break;
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case UsableItemTag.LowerLevel:
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_effectService.LowerLevel();
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break;
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case UsableItemTag.RandomEffect:
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_effectService.RandomEffect(effectItem);
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break;
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@@ -574,15 +577,25 @@ public partial class Game : Node3D, IGame
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SfxDatabase.Instance.Play(SoundEffect.IncreaseStat);
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break;
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case UsableItemTag.DecreaseAttack:
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_player.AttackComponent.RaiseMaximumAttack(effectItem.Stats.BonusAttack);
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_player.AttackComponent.LowerMaximumAttack(effectItem.Stats.BonusAttack);
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SfxDatabase.Instance.Play(SoundEffect.DecreaseStat);
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break;
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case UsableItemTag.DecreaseDefense:
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_player.DefenseComponent.RaiseMaximumDefense(effectItem.Stats.BonusDefense);
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_player.DefenseComponent.LowerMaximumDefense(effectItem.Stats.BonusDefense);
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SfxDatabase.Instance.Play(SoundEffect.DecreaseStat);
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break;
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case UsableItemTag.DecreaseLuck:
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_player.LuckComponent.IncreaseLuck(effectItem.Stats.BonusLuck);
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_player.LuckComponent.DecreaseLuck(effectItem.Stats.BonusLuck);
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SfxDatabase.Instance.Play(SoundEffect.DecreaseStat);
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break;
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case UsableItemTag.DecreaseAllStats:
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_player.AttackComponent.LowerMaximumAttack(effectItem.Stats.BonusAttack);
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_player.DefenseComponent.LowerMaximumDefense(effectItem.Stats.BonusDefense);
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_player.LuckComponent.DecreaseLuck(effectItem.Stats.BonusLuck);
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SfxDatabase.Instance.Play(SoundEffect.DecreaseStat);
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break;
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case UsableItemTag.MeltAllEquipment:
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_effectService.MeltAllEquipment(_player);
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SfxDatabase.Instance.Play(SoundEffect.DecreaseStat);
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break;
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}
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