Added Rings to equipment lists. Add randomized stats functionality.
This commit is contained in:
parent
c1391f153c
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@ -82,7 +82,7 @@ public:
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ItemAttributable&operator+=(Stats&rhs);
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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)const{
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target.attributes=attributes;
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}
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inline float&get(std::string_view a){
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@ -595,6 +595,7 @@
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<Text Include="assets\config\configuration.txt" />
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<Text Include="assets\config\gfx\gfx.txt" />
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<Text Include="assets\config\gfx\themes.txt" />
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<Text Include="assets\config\items\Accessories.txt" />
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<Text Include="assets\config\items\Equipment.txt" />
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<Text Include="assets\config\items\ItemCategory.txt" />
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<Text Include="assets\config\items\ItemDatabase.txt" />
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@ -767,6 +767,9 @@
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<Text Include="Merchant%27s Items.txt">
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<Filter>Documentation\Menus</Filter>
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</Text>
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<Text Include="assets\config\items\Accessories.txt">
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<Filter>Configurations\Items</Filter>
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</Text>
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</ItemGroup>
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<ItemGroup>
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<Image Include="assets\heart.ico">
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@ -43,6 +43,7 @@ All rights reserved.
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#include "Ability.h"
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#include "AttributableStat.h"
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#include <numeric>
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#include "util.h"
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INCLUDE_game
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INCLUDE_DATA
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@ -105,6 +106,8 @@ void ItemInfo::InitializeItems(){
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std::vector<ItemAttribute>statValueList;
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uint32_t sellValue=0;
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uint32_t buyValue=0;
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Stats minStats;
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Stats maxStats;
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bool useDuringCast=false;
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for(auto&[itemKey,itemValue]:data[key].GetKeys()){
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std::string keyName=itemKey;
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@ -129,7 +132,7 @@ void ItemInfo::InitializeItems(){
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}
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}else
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if(keyName=="StatValues"){
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for(int i=0;i<data[key]["StatValues"].GetValueCount();i++){
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for(int i=0;i<data[key][keyName].GetValueCount();i++){
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statValueList.push_back(ItemAttribute::Get(data[key]["StatValues"].GetString(i)));
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}
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}else
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@ -147,13 +150,12 @@ void ItemInfo::InitializeItems(){
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ItemInfo&it=ITEM_DATA[key];
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if(statValueList.size()>0){
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if(data[key].HasProperty("StatValues[0]")){ //This means this has enhancement levels.
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EnhancementInfo enhancementStats;
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for(int enhancementLevel=0;enhancementLevel<=10;enhancementLevel++){
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uint8_t availableChapter=1;
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datafile&dat=data[key]["StatValues["+std::to_string(enhancementLevel)+"]"];
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int attrIndex=0;
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for(ItemAttribute&attr:statValueList){
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for(int attrIndex=0;ItemAttribute&attr:statValueList){
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enhancementStats.SetAttribute(enhancementLevel,attr,dat.GetReal(attrIndex));
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attrIndex++;
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}
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@ -191,6 +193,22 @@ void ItemInfo::InitializeItems(){
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it.enhancement.SetAttribute(1,ItemAttribute::Get("Attack"),0.f);
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it.enhancement.SetCraftingRequirements(1,itemsRequired,goldCost,availableChapter);
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}
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if(data[key].HasProperty("MinStats")){
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if(data[key]["MinStats"].GetValueCount()!=statValueList.size())ERR(std::format("MinStats attribute count does not match statValueList attribute count {}!={}",data[key]["MinStats"].GetValueCount(),statValueList.size()));
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for(int attrCount=0;ItemAttribute&attr:statValueList){
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minStats.A(attr)=data[key]["MinStats"].GetReal(attrCount);
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attrCount++;
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}
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}
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if(data[key].HasProperty("MaxStats")){
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if(data[key]["MaxStats"].GetValueCount()!=statValueList.size())ERR(std::format("MaxStats attribute count does not match statValueList attribute count {}!={}",data[key]["MaxStats"].GetValueCount(),statValueList.size()));
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for(int attrCount=0;ItemAttribute&attr:statValueList){
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maxStats.A(attr)=data[key]["MaxStats"].GetReal(attrCount);
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attrCount++;
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}
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}
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if(data[key].HasProperty("MinStats")^data[key].HasProperty("MaxStats"))ERR("Only one of MinStats/MaxStats was provided! Both are required!");
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if(scriptName!=""){
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if(scriptName=="RestoreDuringCast"){
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@ -228,6 +246,8 @@ void ItemInfo::InitializeItems(){
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props.customProps=&data[key];
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}
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it.useFunc=scriptName;
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it.minStats=minStats;
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it.maxStats=maxStats;
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#pragma region Equipment Category Verification Tests
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int equipmentCategories=0;
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@ -372,11 +392,10 @@ void Inventory::AddItem(IT it,uint32_t amt,bool monsterDrop){
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InsertIntoSortedInv((*_inventory.insert({it,std::make_shared<Item>(amt,it)})).second);
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}else{
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auto inventory=_inventory.equal_range(it);
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std::accumulate(inventory.first,inventory.second,0,[&](int counter,std::pair<IT,std::shared_ptr<Item>>item){
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if(std::accumulate(inventory.first,inventory.second,0,
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[&](int counter,std::pair<IT,std::shared_ptr<Item>>item){
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(*item.second).amt+=amt;
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if(counter>=1)ERR("WARNING! We should not have more than 1 instance of a stackable item!");
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return counter+1;
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});
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return counter+1;})>1)ERR("WARNING! We should not have more than 1 instance of a stackable item!");
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}
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SkipAddingStackableItem:
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@ -542,7 +561,7 @@ const bool Item::IsEquippable()const{
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}
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const std::string Item::Description(CompactText compact)const{
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std::string description=it->Description();
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if(IsEquippable()){
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if(IsArmor()||IsWeapon()){
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description+='\n';
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description+=GetStats().GetStatsString(compact);
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if(ItemSet()){
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@ -1026,4 +1045,26 @@ const bool Item::EnhancementIsPossible()const{
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const uint8_t EnhancementInfo::AvailableChapter()const{
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return availableChapter;
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}
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const Stats&Item::RandomStats()const{
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return randomizedStats;
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};
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void Item::SetRandomStat(const ItemAttribute attr,const float val){
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randomizedStats.A(attr)=val;
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};
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const Stats ItemInfo::GetMinStats()const{
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return minStats;
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}
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const Stats ItemInfo::GetMaxStats()const{
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return maxStats;
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}
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Stats ItemInfo::RandomizeStats(){
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Stats randomRolls;
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for(auto&[attr,minVal]:minStats){
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float diff=maxStats.A(attr)-minVal;
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randomRolls.A(attr)=util::random(diff)+minVal;
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}
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return randomRolls;
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}
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@ -163,6 +163,7 @@ private:
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static int IsBlankStaticCallCounter;
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const bool _IsBlank()const;
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static ItemEnhancementFunctionPrimingData enhanceFunctionPrimed;
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Stats randomizedStats;
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public:
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Item();
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Item(uint32_t amt,IT item,uint8_t enhancementLevel=0);
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@ -200,6 +201,8 @@ public:
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const uint32_t SellValue()const;
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const bool CanBeSold()const;
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const bool CanBePurchased()const;
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const Stats&RandomStats()const;
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void SetRandomStat(const ItemAttribute attr,const float val);
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const EnhancementInfo&GetEnhancementInfo()const;
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//Use ISBLANK macro instead!! This should not be called directly!!
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static bool IsBlank(std::shared_ptr<Item>item);
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@ -219,7 +222,7 @@ class Inventory{
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public:
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static void AddItem(IT it,uint32_t amt=1,bool monsterDrop=false);
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//Returns the actual amount available in your main inventory.
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static uint32_t GetItemCount(IT it);
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[[nodiscard]] static uint32_t GetItemCount(IT it);
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static std::vector<std::shared_ptr<Item>>CopyItem(IT it);
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static std::vector<std::weak_ptr<Item>>GetItem(IT it);
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//Auto-executes its use function and removes the amt specified from the inventory. Multiple amounts will cause the item to execute its useFunc multiple times.
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@ -284,6 +287,8 @@ class ItemInfo{
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uint32_t sellValue=0;
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//If true, this item's action is activated at the beginning of the cast instead of after the cast completes.
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bool useDuringCast=false;
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Stats minStats;
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Stats maxStats;
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private:
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static void InitializeScripts();
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static void InitializeSets();
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@ -317,6 +322,9 @@ public:
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const bool IsWeapon()const;
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const bool IsArmor()const;
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const bool IsAccessory()const;
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const Stats GetMinStats()const;
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const Stats GetMaxStats()const;
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Stats RandomizeStats();
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};
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class ItemOverlay{
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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_MINOR 2
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#define VERSION_PATCH 1
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#define VERSION_BUILD 5110
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#define VERSION_BUILD 5119
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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26
Crawler/assets/config/items/Accessories.txt
Normal file
26
Crawler/assets/config/items/Accessories.txt
Normal file
@ -0,0 +1,26 @@
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Equipment
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{
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Ring of the Slime King
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{
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Slot = Ring1,Ring2
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ItemCategory = Equipment
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# See ItemStats.txt for valid stat names
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StatValues = Health,Attack,Mana,Move Spd %
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MinStats = 5,2,1,1
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MaxStats = 20,4,4,3
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SellValue = 90
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}
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Ring of the Bear
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{
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Slot = Ring1,Ring2
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ItemCategory = Equipment
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# See ItemStats.txt for valid stat names
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StatValues = Health,Attack,Mana
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MinStats = 4,4,1
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MaxStats = 10,10,3
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SellValue = 75
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}
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}
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@ -7,7 +7,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.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[1] = 4,3,0
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@ -93,7 +93,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.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[1] = 6,1,0
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@ -179,7 +179,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.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[1] = 5,1,1
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@ -265,7 +265,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.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[1] = 2,0,3
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@ -351,7 +351,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.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[1] = 3,1,1
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@ -437,7 +437,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.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[1] = 9,5,2
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@ -523,7 +523,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.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[1] = 11,4,2
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@ -609,7 +609,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.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[1] = 10,3,4
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@ -695,7 +695,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.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[1] = 6,2,5
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@ -781,7 +781,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.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[1] = 7,3,3
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@ -867,7 +867,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.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[1] = 13,8,4
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@ -953,7 +953,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.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[1] = 15,7,4
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@ -1039,7 +1039,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.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[1] = 14,5,7
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@ -1125,7 +1125,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.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[1] = 8,4,8
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@ -1211,7 +1211,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.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[1] = 9,5,5
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@ -1297,7 +1297,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.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[1] = 29,12,5
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@ -1383,7 +1383,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 33,9,5
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StatValues[1] = 37,10,5
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@ -1470,7 +1470,7 @@ Equipment
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Description = Pants made out of hardened bone.
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 24,7,9
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StatValues[1] = 26,8,10
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@ -1556,7 +1556,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 9,5,11
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StatValues[1] = 10,5,12
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@ -1642,7 +1642,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.txt for valid stat names
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StatValues = Defense,Health,Attack
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StatValues[0] = 11,7,7
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StatValues[1] = 11,8,8
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@ -6,7 +6,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.txt for valid stat names
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StatValues = Attack,Crit Rate,Move Spd %
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StatValues[0] = 5,5,0
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StatValues[1] = 10,6,1
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@ -109,7 +109,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.txt for valid stat names
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StatValues = Attack,Crit Rate,Move Spd %
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StatValues[0] = 5,5,0
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StatValues[1] = 10,6,1
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@ -194,7 +194,7 @@ Equipment
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ItemCategory = Equipment
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# Stat Values of the item based on Enhancement level.
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# See ItemSets.txt for valid stat names
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# See ItemStats.txt for valid stat names
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StatValues = Attack,Crit Rate,Move Spd %
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StatValues[0] = 5,5,0
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StatValues[1] = 10,6,1
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@ -279,7 +279,7 @@ Equipment
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ItemCategory = Equipment
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|
||||
# Stat Values of the item based on Enhancement level.
|
||||
# See ItemSets.txt for valid stat names
|
||||
# See ItemStats.txt for valid stat names
|
||||
StatValues = Attack,Crit Rate,Defense
|
||||
StatValues[0] = 26,5,5
|
||||
StatValues[1] = 31,6,10
|
||||
@ -364,7 +364,7 @@ Equipment
|
||||
ItemCategory = Equipment
|
||||
|
||||
# Stat Values of the item based on Enhancement level.
|
||||
# See ItemSets.txt for valid stat names
|
||||
# See ItemStats.txt for valid stat names
|
||||
StatValues = Attack,Crit Rate,Defense
|
||||
StatValues[0] = 26,5,5
|
||||
StatValues[1] = 31,6,10
|
||||
@ -449,7 +449,7 @@ Equipment
|
||||
ItemCategory = Equipment
|
||||
|
||||
# Stat Values of the item based on Enhancement level.
|
||||
# See ItemSets.txt for valid stat names
|
||||
# See ItemStats.txt for valid stat names
|
||||
StatValues = Attack,Crit Rate,Defense
|
||||
StatValues[0] = 26,5,5
|
||||
StatValues[1] = 31,6,10
|
||||
@ -534,7 +534,7 @@ Equipment
|
||||
ItemCategory = Equipment
|
||||
|
||||
# Stat Values of the item based on Enhancement level.
|
||||
# See ItemSets.txt for valid stat names
|
||||
# See ItemStats.txt for valid stat names
|
||||
StatValues = Attack,Crit Rate,CDR,Mana
|
||||
StatValues[0] = 47,5,0,0
|
||||
StatValues[1] = 52,6,2,1
|
||||
@ -619,7 +619,7 @@ Equipment
|
||||
ItemCategory = Equipment
|
||||
|
||||
# Stat Values of the item based on Enhancement level.
|
||||
# See ItemSets.txt for valid stat names
|
||||
# See ItemStats.txt for valid stat names
|
||||
StatValues = Attack,Crit Rate,CDR,Mana
|
||||
StatValues[0] = 47,5,0,0
|
||||
StatValues[1] = 52,6,2,1
|
||||
@ -704,7 +704,7 @@ Equipment
|
||||
ItemCategory = Equipment
|
||||
|
||||
# Stat Values of the item based on Enhancement level.
|
||||
# See ItemSets.txt for valid stat names
|
||||
# See ItemStats.txt for valid stat names
|
||||
StatValues = Attack,Crit Rate,CDR,Mana
|
||||
StatValues[0] = 47,5,0,0
|
||||
StatValues[1] = 52,6,2,1
|
||||
@ -789,7 +789,7 @@ Equipment
|
||||
ItemCategory = Equipment
|
||||
|
||||
# Stat Values of the item based on Enhancement level.
|
||||
# See ItemSets.txt for valid stat names
|
||||
# See ItemStats.txt for valid stat names
|
||||
StatValues = Attack,Crit Rate
|
||||
StatValues[0] = 68,10
|
||||
StatValues[1] = 73,12
|
||||
@ -874,7 +874,7 @@ Equipment
|
||||
ItemCategory = Equipment
|
||||
|
||||
# Stat Values of the item based on Enhancement level.
|
||||
# See ItemSets.txt for valid stat names
|
||||
# See ItemStats.txt for valid stat names
|
||||
StatValues = Attack,Crit Rate
|
||||
StatValues[0] = 68,10
|
||||
StatValues[1] = 73,12
|
||||
@ -959,7 +959,7 @@ Equipment
|
||||
ItemCategory = Equipment
|
||||
|
||||
# Stat Values of the item based on Enhancement level.
|
||||
# See ItemSets.txt for valid stat names
|
||||
# See ItemStats.txt for valid stat names
|
||||
StatValues = Attack,Crit Rate
|
||||
StatValues[0] = 68,10
|
||||
StatValues[1] = 73,12
|
||||
@ -1044,7 +1044,7 @@ Equipment
|
||||
ItemCategory = Equipment
|
||||
|
||||
# Stat Values of the item based on Enhancement level.
|
||||
# See ItemSets.txt for valid stat names
|
||||
# See ItemStats.txt for valid stat names
|
||||
# Attack Speed Increase reduces Cooldown of LeftClick Attacks (0.1 sec in this case)
|
||||
StatValues = Attack,Crit Rate,Attack Spd
|
||||
StatValues[0] = 89,5,0.1
|
||||
@ -1130,7 +1130,7 @@ Equipment
|
||||
ItemCategory = Equipment
|
||||
|
||||
# Stat Values of the item based on Enhancement level.
|
||||
# See ItemSets.txt for valid stat names
|
||||
# See ItemStats.txt for valid stat names
|
||||
# Attack Speed Increase reduces Cooldown of LeftClick Attacks (0.1 sec in this case)
|
||||
StatValues = Attack,Crit Rate,Attack Spd
|
||||
StatValues[0] = 89,5,0.1
|
||||
@ -1216,7 +1216,7 @@ Equipment
|
||||
ItemCategory = Equipment
|
||||
|
||||
# Stat Values of the item based on Enhancement level.
|
||||
# See ItemSets.txt for valid stat names
|
||||
# See ItemStats.txt for valid stat names
|
||||
# Attack Speed Increase reduces Cooldown of LeftClick Attacks (0.1 sec in this case)
|
||||
StatValues = Attack,Crit Rate,Attack Spd
|
||||
StatValues[0] = 89,5,0.1
|
||||
|
@ -5,6 +5,7 @@ ItemConfiguration
|
||||
Item Categories = ItemCategory.txt
|
||||
Equipment = Equipment.txt
|
||||
Weapons = Weapons.txt
|
||||
Accessories = Accessories.txt
|
||||
}
|
||||
Item
|
||||
{
|
||||
|
BIN
Crawler/assets/items/Ring of the Bear.png
Normal file
BIN
Crawler/assets/items/Ring of the Bear.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 808 B |
BIN
Crawler/assets/items/Ring of the Slime King.png
Normal file
BIN
Crawler/assets/items/Ring of the Slime King.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 831 B |
BIN
Crawler/assets/items/Ring.png
Normal file
BIN
Crawler/assets/items/Ring.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 730 B |
Loading…
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Reference in New Issue
Block a user