Wave of item effects and implementation
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@@ -20,6 +20,8 @@ public partial class Accessory : Node3D, IAccessory
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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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_bonusHp = Stats.BonusHP;
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_bonusVt = Stats.BonusVT;
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}
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public string ItemName => Stats.Name;
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@@ -37,9 +39,9 @@ public partial class Accessory : Node3D, IAccessory
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public int BonusLuck { get => _bonusLuck; }
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public int BonusHP => Stats.BonusHP;
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public int BonusHP { get => _bonusHp; }
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public int BonusVT => Stats.BonusVT;
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public int BonusVT { get => _bonusVt; }
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public ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance, Stats.HolyResistance, Stats.CurseResistance);
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@@ -57,6 +59,12 @@ public partial class Accessory : Node3D, IAccessory
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[Save("accessory_bonus_luck")]
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private int _bonusLuck { get; set; } = 0;
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[Save("accessory_bonus_hp")]
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private int _bonusHp { get; set; } = 0;
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[Save("accessory_bonus_vt")]
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private int _bonusVt { 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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