Fix Equipment file comments to be on newlines. Parse item stat values based on provided stat values in config instead of hard-coding.
This commit is contained in:
parent
ece5454c96
commit
0b912e199a
@ -41,6 +41,17 @@ All rights reserved.
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#define A(attr) get(attr)
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#define A(attr) get(attr)
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#define A_Read(attr) get_readOnly(attr)
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#define A_Read(attr) get_readOnly(attr)
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namespace DisplayType{
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enum DisplayType{
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DISPLAY_AS_NUMBER=0,
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DISPLAY_AS_PERCENT=1,
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};
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}
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struct AttributeData{
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std::string name;
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DisplayType::DisplayType displayAsPercent;
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};
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enum class ItemAttribute{
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enum class ItemAttribute{
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/*////////////////////////////////////////////*/
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/*////////////////////////////////////////////*/
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/*//////*/ENUM_START,/*///////////////////////*/
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/*//////*/ENUM_START,/*///////////////////////*/
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@ -65,20 +76,11 @@ enum class ItemAttribute{
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/*////////////////////////////////////////////*/
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/*////////////////////////////////////////////*/
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};
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};
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namespace DisplayType{
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enum DisplayType{
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DISPLAY_AS_NUMBER=0,
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DISPLAY_AS_PERCENT=1,
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};
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}
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struct AttributeData{
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std::string name;
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DisplayType::DisplayType displayAsPercent;
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};
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class ItemAttributable{
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class ItemAttributable{
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friend class ItemInfo;
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std::map<ItemAttribute,int>attributes;
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std::map<ItemAttribute,int>attributes;
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private:
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private:
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inline static std::map<std::string,ItemAttribute>stringToAttribute;
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inline static std::map<ItemAttribute,AttributeData>data{
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inline static std::map<ItemAttribute,AttributeData>data{
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{ItemAttribute::defense,{"Defense",DisplayType::DISPLAY_AS_NUMBER}},
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{ItemAttribute::defense,{"Defense",DisplayType::DISPLAY_AS_NUMBER}},
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{ItemAttribute::health,{"Health",DisplayType::DISPLAY_AS_NUMBER}},
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{ItemAttribute::health,{"Health",DisplayType::DISPLAY_AS_NUMBER}},
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@ -88,12 +90,13 @@ private:
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{ItemAttribute::critPct,{"Crit Rate",DisplayType::DISPLAY_AS_PERCENT}},
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{ItemAttribute::critPct,{"Crit Rate",DisplayType::DISPLAY_AS_PERCENT}},
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{ItemAttribute::critDmgPct,{"Crit Dmg",DisplayType::DISPLAY_AS_PERCENT}},
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{ItemAttribute::critDmgPct,{"Crit Dmg",DisplayType::DISPLAY_AS_PERCENT}},
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{ItemAttribute::healthPct,{"Health %",DisplayType::DISPLAY_AS_PERCENT}}, //Percentage of health boost
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{ItemAttribute::healthPct,{"Health %",DisplayType::DISPLAY_AS_PERCENT}}, //Percentage of health boost
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{ItemAttribute::healthPctRecoveryPer6sec,{"HP Recovery %",DisplayType::DISPLAY_AS_NUMBER}}, //Percentage of health recovered every 6 seconds.
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{ItemAttribute::healthPctRecoveryPer6sec,{"HP6 Recovery %",DisplayType::DISPLAY_AS_NUMBER}}, //Percentage of health recovered every 6 seconds.
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{ItemAttribute::healthPctRecoveryPer4sec,{"HP Recovery %",DisplayType::DISPLAY_AS_NUMBER}}, //Percentage of health recovered every 4 seconds.
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{ItemAttribute::healthPctRecoveryPer4sec,{"HP4 Recovery %",DisplayType::DISPLAY_AS_NUMBER}}, //Percentage of health recovered every 4 seconds.
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{ItemAttribute::damageReductionPct,{"Damage Reduction",DisplayType::DISPLAY_AS_PERCENT}}, //Percentage of damage reduced directly.
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{ItemAttribute::damageReductionPct,{"Damage Reduction",DisplayType::DISPLAY_AS_PERCENT}}, //Percentage of damage reduced directly.
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{ItemAttribute::attackPct,{"Attack %",DisplayType::DISPLAY_AS_PERCENT}}, //Percentage of damage increased by.
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{ItemAttribute::attackPct,{"Attack %",DisplayType::DISPLAY_AS_PERCENT}}, //Percentage of damage increased by.
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};
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};
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public:
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public:
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//Returns a copy of all the attributes to be passed to a new instance easily / to sync values between both.
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//Returns a copy of all the attributes to be passed to a new instance easily / to sync values between both.
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inline void copyTo(ItemAttributable&target){
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inline void copyTo(ItemAttributable&target){
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target.attributes=attributes;
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target.attributes=attributes;
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@ -107,4 +110,7 @@ public:
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inline static AttributeData GetDisplayInfo(ItemAttribute a){
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inline static AttributeData GetDisplayInfo(ItemAttribute a){
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return data[a];
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return data[a];
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}
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}
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inline static ItemAttribute GetAttributeFromString(std::string attrName){
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return stringToAttribute[attrName];
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};
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};
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};
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@ -75,6 +75,11 @@ void ItemInfo::InitializeItems(){
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InitializeScripts();
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InitializeScripts();
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//Setup Strings to Attribute map.
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for(ItemAttribute attr=ItemAttribute(int(ItemAttribute::ENUM_START)+1);attr<ItemAttribute::ENUM_END;attr=ItemAttribute(int(attr)+1)){
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ItemAttributable::stringToAttribute[ItemAttributable::GetDisplayInfo(attr).name]=attr;
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}
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for(auto&key:DATA["ItemCategory"].GetKeys()){
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for(auto&key:DATA["ItemCategory"].GetKeys()){
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ITEM_CATEGORIES[key.first];
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ITEM_CATEGORIES[key.first];
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Inventory::sortedInv[key.first];
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Inventory::sortedInv[key.first];
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@ -91,7 +96,7 @@ void ItemInfo::InitializeItems(){
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float castTime=0;
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float castTime=0;
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std::vector<std::string> slot;
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std::vector<std::string> slot;
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float cooldownTime="Item.Item Cooldown Time"_F;
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float cooldownTime="Item.Item Cooldown Time"_F;
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bool hasStatValues=false;
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std::vector<ItemAttribute>statValueList;
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for(auto&itemKey:data[key.first].GetKeys()){
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for(auto&itemKey:data[key.first].GetKeys()){
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std::string keyName=itemKey.first;
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std::string keyName=itemKey.first;
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if(keyName=="Description"){
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if(keyName=="Description"){
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@ -114,24 +119,25 @@ void ItemInfo::InitializeItems(){
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slot.push_back(val);
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slot.push_back(val);
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}
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}
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}else
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}else
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if(keyName.starts_with("StatValues")){
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if(keyName=="StatValues"){
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hasStatValues=true;
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for(int i=0;i<data[key.first]["StatValues"].GetValueCount();i++){
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statValueList.push_back(ItemAttributable::GetAttributeFromString(data[key.first]["StatValues"].GetString(i)));
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}
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}else{ //THis is a custom override modifier for a script. NO-OP
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}else{ //THis is a custom override modifier for a script. NO-OP
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}
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}
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}
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}
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ItemInfo&it=ITEM_DATA[key.first];
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ItemInfo&it=ITEM_DATA[key.first];
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if(hasStatValues){
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if(statValueList.size()>0){
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EnhancementInfo enhancementStats;
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EnhancementInfo enhancementStats;
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for(int i=0;i<=10;i++){
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for(int enhancementLevel=0;enhancementLevel<=10;enhancementLevel++){
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datafile&dat=data[key.first]["StatValues["+std::to_string(i)+"]"];
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datafile&dat=data[key.first]["StatValues["+std::to_string(enhancementLevel)+"]"];
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int armor=dat.GetValueCount()>0?dat.GetInt(0):0;
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int attrIndex=0;
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int health=dat.GetValueCount()>1?dat.GetInt(1):0;
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for(ItemAttribute&attr:statValueList){
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int attack=dat.GetValueCount()>2?dat.GetInt(2):0;
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enhancementStats.SetAttribute(enhancementLevel,attr,dat.GetInt(attrIndex));
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enhancementStats.SetAttribute(i,ItemAttribute::defense,armor);
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attrIndex++;
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enhancementStats.SetAttribute(i,ItemAttribute::health,health);
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}
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enhancementStats.SetAttribute(i,ItemAttribute::attack,attack);
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}
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}
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it.enhancement=enhancementStats;
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it.enhancement=enhancementStats;
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}
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}
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 0
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_MINOR 2
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#define VERSION_PATCH 1
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#define VERSION_PATCH 1
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#define VERSION_BUILD 3458
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#define VERSION_BUILD 3460
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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@ -8,7 +8,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 3,2,0
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StatValues[0] = 3,2,0
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StatValues[1] = 4,3,0
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StatValues[1] = 4,3,0
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StatValues[2] = 5,3,0
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StatValues[2] = 5,3,0
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@ -29,7 +30,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 5,1,0
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StatValues[0] = 5,1,0
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StatValues[1] = 6,1,0
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StatValues[1] = 6,1,0
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StatValues[2] = 7,2,0
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StatValues[2] = 7,2,0
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@ -50,7 +52,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 4,1,1
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StatValues[0] = 4,1,1
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StatValues[1] = 5,1,1
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StatValues[1] = 5,1,1
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StatValues[2] = 6,1,2
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StatValues[2] = 6,1,2
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@ -71,7 +74,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 1,0,1
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StatValues[0] = 1,0,1
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StatValues[1] = 2,0,3
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StatValues[1] = 2,0,3
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StatValues[2] = 3,0,3
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StatValues[2] = 3,0,3
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@ -92,7 +96,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 2,1,0
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StatValues[0] = 2,1,0
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StatValues[1] = 3,1,1
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StatValues[1] = 3,1,1
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StatValues[2] = 4,2,1
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StatValues[2] = 4,2,1
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@ -113,7 +118,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 7,5,2
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StatValues[0] = 7,5,2
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StatValues[1] = 9,5,2
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StatValues[1] = 9,5,2
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StatValues[2] = 10,6,3
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StatValues[2] = 10,6,3
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@ -134,7 +140,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 10,3,2
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StatValues[0] = 10,3,2
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StatValues[1] = 11,4,2
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StatValues[1] = 11,4,2
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StatValues[2] = 12,4,3
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StatValues[2] = 12,4,3
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@ -155,7 +162,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 9,3,3
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StatValues[0] = 9,3,3
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StatValues[1] = 10,3,4
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StatValues[1] = 10,3,4
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StatValues[2] = 11,4,4
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StatValues[2] = 11,4,4
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@ -176,7 +184,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 5,2,5
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StatValues[0] = 5,2,5
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StatValues[1] = 6,2,5
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StatValues[1] = 6,2,5
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StatValues[2] = 6,3,6
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StatValues[2] = 6,3,6
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@ -197,7 +206,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 6,3,3
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StatValues[0] = 6,3,3
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StatValues[1] = 7,3,3
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StatValues[1] = 7,3,3
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StatValues[2] = 7,4,4
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StatValues[2] = 7,4,4
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@ -218,7 +228,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 12,8,4
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StatValues[0] = 12,8,4
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StatValues[1] = 13,8,4
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StatValues[1] = 13,8,4
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StatValues[2] = 18,9,4
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StatValues[2] = 18,9,4
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@ -239,7 +250,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 14,6,4
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StatValues[0] = 14,6,4
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StatValues[1] = 15,7,4
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StatValues[1] = 15,7,4
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StatValues[2] = 20,7,4
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StatValues[2] = 20,7,4
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@ -260,7 +272,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 13,5,6
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StatValues[0] = 13,5,6
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StatValues[1] = 14,5,7
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StatValues[1] = 14,5,7
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StatValues[2] = 16,6,7
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StatValues[2] = 16,6,7
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@ -281,7 +294,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 8,4,7
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StatValues[0] = 8,4,7
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StatValues[1] = 8,4,8
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StatValues[1] = 8,4,8
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StatValues[2] = 8,4,9
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StatValues[2] = 8,4,9
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@ -302,7 +316,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 9,5,4
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StatValues[0] = 9,5,4
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StatValues[1] = 9,5,5
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StatValues[1] = 9,5,5
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StatValues[2] = 9,6,6
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StatValues[2] = 9,6,6
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@ -323,7 +338,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 24,12,5
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StatValues[0] = 24,12,5
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StatValues[1] = 29,12,5
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StatValues[1] = 29,12,5
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StatValues[2] = 31,13,5
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StatValues[2] = 31,13,5
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@ -344,7 +360,8 @@ Equipment
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ItemCategory = Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# Stat Values of the item based on Enhancement level.
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StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
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# See ItemSets.txt for valid stat names
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||||||
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StatValues = Defense,Health,Attack
|
||||||
StatValues[0] = 33,9,5
|
StatValues[0] = 33,9,5
|
||||||
StatValues[1] = 37,10,5
|
StatValues[1] = 37,10,5
|
||||||
StatValues[2] = 41,11,5
|
StatValues[2] = 41,11,5
|
||||||
@ -365,7 +382,8 @@ Equipment
|
|||||||
ItemCategory = Equipment
|
ItemCategory = Equipment
|
||||||
|
|
||||||
# Stat Values of the item based on Enhancement level.
|
# Stat Values of the item based on Enhancement level.
|
||||||
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
|
# See ItemSets.txt for valid stat names
|
||||||
|
StatValues = Defense,Health,Attack
|
||||||
StatValues[0] = 24,7,9
|
StatValues[0] = 24,7,9
|
||||||
StatValues[1] = 26,8,10
|
StatValues[1] = 26,8,10
|
||||||
StatValues[2] = 30,8,11
|
StatValues[2] = 30,8,11
|
||||||
@ -386,7 +404,8 @@ Equipment
|
|||||||
ItemCategory = Equipment
|
ItemCategory = Equipment
|
||||||
|
|
||||||
# Stat Values of the item based on Enhancement level.
|
# Stat Values of the item based on Enhancement level.
|
||||||
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
|
# See ItemSets.txt for valid stat names
|
||||||
|
StatValues = Defense,Health,Attack
|
||||||
StatValues[0] = 9,5,11
|
StatValues[0] = 9,5,11
|
||||||
StatValues[1] = 10,5,12
|
StatValues[1] = 10,5,12
|
||||||
StatValues[2] = 11,5,13
|
StatValues[2] = 11,5,13
|
||||||
@ -407,7 +426,8 @@ Equipment
|
|||||||
ItemCategory = Equipment
|
ItemCategory = Equipment
|
||||||
|
|
||||||
# Stat Values of the item based on Enhancement level.
|
# Stat Values of the item based on Enhancement level.
|
||||||
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
|
# See ItemSets.txt for valid stat names
|
||||||
|
StatValues = Defense,Health,Attack
|
||||||
StatValues[0] = 11,7,7
|
StatValues[0] = 11,7,7
|
||||||
StatValues[1] = 11,8,8
|
StatValues[1] = 11,8,8
|
||||||
StatValues[2] = 12,8,8
|
StatValues[2] = 12,8,8
|
||||||
|
Loading…
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Reference in New Issue
Block a user