if(slot<0||slot>loadout.size()-1)ERR("Invalid inventory slot "+std::to_string(slot)+", please choose a slot in range (0-"+std::to_string(loadout.size()-1)+").");
if(slot<0||slot>loadout.size()-1)ERR("Invalid inventory slot "+std::to_string(slot)+", please choose a slot in range (0-"+std::to_string(loadout.size()-1)+").");
if(enhancementLevel+1>"Item.Item Max Enhancement Level"_I)ERR("WARNING! Attempted to enhance "<<Name()<<" beyond the cap of "<<"Item.Item Max Enhancement Level"_I);
if(enhancementLevel+1>"Item.Item Max Enhancement Level"_I)ERR("WARNING! Attempted to enhance "<<DisplayName()<<" beyond the cap of "<<"Item.Item Max Enhancement Level"_I);
game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()+yOffset},GFX["skill_overlay_icon_overlay.png"].Decal(),0,GFX["skill_overlay_icon_overlay.png"].Decal()->sprite->Size()/2,{"ItemDrop.Item Drop Scale"_F,"ItemDrop.Item Drop Scale"_F},YELLOW);
game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()+yOffset},GFX["skill_overlay_icon_overlay.png"].Decal(),0,GFX["skill_overlay_icon_overlay.png"].Decal()->sprite->Size()/2,{"ItemDrop.Item Drop Scale"_F,"ItemDrop.Item Drop Scale"_F},YELLOW);
game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()+yOffset},item->Decal(),0,item->Decal()->sprite->Size()/2,{"ItemDrop.Item Drop Scale"_F,"ItemDrop.Item Drop Scale"_F},{255,255,255,128});
game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()+yOffset},const_cast<Decal*>(item->Decal()),0,item->Decal()->sprite->Size()/2,{"ItemDrop.Item Drop Scale"_F,"ItemDrop.Item Drop Scale"_F},{255,255,255,128});
game->SetDecalMode(DecalMode::ADDITIVE);
game->SetDecalMode(DecalMode::ADDITIVE);
game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()+yOffset},item->Decal(),0,item->Decal()->sprite->Size()/2,{"ItemDrop.Item Drop Scale"_F,"ItemDrop.Item Drop Scale"_F},{uint8_t(abs(sin(game->levelTime*1.5)*255.f)),uint8_t(abs(sin(game->levelTime*1.5)*255.f)),uint8_t(abs(sin(game->levelTime*1.5)*255.f)),128});
game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()+yOffset},const_cast<Decal*>(item->Decal()),0,item->Decal()->sprite->Size()/2,{"ItemDrop.Item Drop Scale"_F,"ItemDrop.Item Drop Scale"_F},{uint8_t(abs(sin(game->levelTime*1.5)*255.f)),uint8_t(abs(sin(game->levelTime*1.5)*255.f)),uint8_t(abs(sin(game->levelTime*1.5)*255.f)),128});
intitemQuantity=Inventory::GetItemCount(invRef.at(inventoryIndex).Name());//Normally we'd retrieve how many of this item we have from our inventory...However Monster Loot and Stage Loot inventories are special and hold their own inventory counts...
intitemQuantity=Inventory::GetItemCount(invRef.at(inventoryIndex).ActualName());//Normally we'd retrieve how many of this item we have from our inventory...However Monster Loot and Stage Loot inventories are special and hold their own inventory counts...
# Specify items this merchant sells. Add an optional quantity as a second argument. Not specifying a second argument will give the shop infinite supply.
Item[2] = Minor Mana Potion
Item[1] = Minor Health Potion,5
Item[2] = Minor Mana Potion,5
}
}
Chapter1_B
Chapter1_B
{
{
DisplayName = Merchant
DisplayName = Merchant
Item[1] = Minor Health Potion
# Specify items this merchant sells. Add an optional quantity as a second argument. Not specifying a second argument will give the shop infinite supply.
Item[1] = Minor Health Potion,5
}
}
Chapter1_C
Chapter1_C
{
{
DisplayName = Merchant
DisplayName = Merchant
Item[1] = Minor Mana Potion
# Specify items this merchant sells. Add an optional quantity as a second argument. Not specifying a second argument will give the shop infinite supply.
Item[1] = Minor Mana Potion,5
}
}
Chapter1_D
Chapter1_D
{
{
DisplayName = Merchant
DisplayName = Merchant
Item[1] = Minor Health Potion
# Specify items this merchant sells. Add an optional quantity as a second argument. Not specifying a second argument will give the shop infinite supply.