Refactor stats
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@@ -1,11 +0,0 @@
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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namespace Zennysoft.Ma.Adapter;
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[Meta, Id("equipable_item")]
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public abstract partial class EquipableItem : InventoryItem
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{
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[Save("equipable_item_is_equipped")]
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public bool IsEquipped { get; set; }
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}
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@@ -1,4 +1,6 @@
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namespace Zennysoft.Ma.Adapter;
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using Zennysoft.Game.Implementation;
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namespace Zennysoft.Ma.Adapter;
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public interface IInventory
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{
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@@ -1,26 +0,0 @@
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Godot;
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namespace Zennysoft.Ma.Adapter;
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[Meta, Id("inventory_item")]
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public abstract partial class InventoryItem : Node3D
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{
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[Save("inventory_item_id")]
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public Guid ID => Guid.NewGuid();
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[Save("inventory_item_name")]
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public abstract string ItemName { get; }
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[Save("inventory_item_description")]
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public abstract string Description { get; }
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[Save("inventory_item_spawn_rate")]
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public abstract float SpawnRate { get; }
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[Save("inventory_item_throw_damage")]
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public abstract int ThrowDamage { get; }
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[Save("inventory_item_throw_speed")]
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public abstract float ThrowSpeed { get; }
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[Save("inventory_item_tag")]
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public abstract ItemTag ItemTag { get; }
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public abstract Texture2D GetTexture();
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}
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@@ -1,6 +1,7 @@
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Zennysoft.Game.Abstractions;
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using Zennysoft.Game.Implementation;
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namespace Zennysoft.Ma.Adapter;
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@@ -1,8 +0,0 @@
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namespace Zennysoft.Ma.Adapter;
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public enum AccessoryTag
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{
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None,
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HalfVTConsumption,
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StatusEffectImmunity
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}
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@@ -1,6 +0,0 @@
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namespace Zennysoft.Ma.Adapter;
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public enum BoxItemTag
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{
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RandomNewItem,
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}
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@@ -1,8 +0,0 @@
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namespace Zennysoft.Ma.Adapter;
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public enum ItemTag
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{
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None,
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BreaksOnChange,
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MysteryItem
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}
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@@ -1,11 +0,0 @@
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namespace Zennysoft.Ma.Adapter;
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public enum ThrowableItemTag
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{
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None,
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DoubleExp,
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LowerTargetTo1HP,
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CanChangeAffinity,
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TeleportToRandomLocation,
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WarpToExitIfFound
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}
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@@ -1,19 +0,0 @@
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namespace Zennysoft.Ma.Adapter;
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public enum UsableItemTag
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{
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None,
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IdentifyAllItemsCostHP,
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BriefImmunity,
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SwapHPAndVT,
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TeleportAllEnemiesToRoom,
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TurnAllEnemiesIntoHealingItem,
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KillHalfEnemiesInRoom,
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AbsorbHPFromAllEnemiesInRoom,
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HealsAllInRoomToMaxHP,
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DealElementalDamageToAllEnemiesInRoom,
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RaiseCurrentWeaponAttack,
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RaiseCurrentDefenseArmor,
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RaiseLevel,
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RandomEffect,
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}
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@@ -1,9 +0,0 @@
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namespace Zennysoft.Ma.Adapter;
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public enum WeaponTag
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{
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None,
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SelfDamage,
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IgnoreAffinity,
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Knockback,
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}
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