Fix player starting with no items if they first load another file and then return to the main menu to begin another character. Fix player stats not being reset proper when loading another file and then returning to the main menu and beginning another character. Fix potential infinite XP bar gain loop. Added Return to Map option on level completion screen. Equip Stat labels now show live stats (changes on application of buffs, etc.). Release Build 7886. Patch version 0.4.4.
characterMenuWindow->ADD("Level Class Display",MenuLabel)(geom2d::rect<float>{vf2d{126.f,windowSize.y-28},{118.f,8.f}},std::format("Lv{} {}",game->GetPlayer()->Level(),game->GetPlayer()->GetClassName()),1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
characterMenuWindow->ADD("Level Class Display",MenuLabel)(geom2d::rect<float>{vf2d{126.f,windowSize.y-28},{118.f,8.f}},std::format("Lv{} {}",game->GetPlayer()->Level(),game->GetPlayer()->GetClassName()),1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
if(OppositeRingSlotDoesNotMatchCurrentEquip(button.lock())){//If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply.
if(OppositeRingSlotDoesNotMatchCurrentEquip(button.lock())){//If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply.
if(Component<MenuLabel>(LEVEL_COMPLETE,"Stage Complete Label")->GetLabel()!="Stage Summary"){//If the label says stage summary, we didn't actually complete the level. Don't unlock anything new for the player.
levelCompleteWindow->ADD("Level EXP Gain Outline",MenuLabel)(geom2d::rect<float>{{windowSize.size.x-72.f,104},{71,36}},"+ Exp",1,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
levelCompleteWindow->ADD("Level EXP Gain Outline",MenuLabel)(geom2d::rect<float>{{windowSize.size.x-72.f,88},{71,36}},"+ Exp",1,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
floatxpBonus=1.1f;//10% XP bonus for finishing a stage.
floatxpBonus=1.1f;//10% XP bonus for finishing a stage.
if(Component<MenuLabel>(LEVEL_COMPLETE,"Stage Complete Label")->GetLabel()!="Stage Summary"){//If the label says stage summary, we didn't actually the level. Don't reward any stage items to the player.
if(Component<MenuLabel>(LEVEL_COMPLETE,"Stage Complete Label")->GetLabel()!="Stage Summary"){//If the label says stage summary, we didn't actually complete the level. Don't reward any stage items to the player.