Fix bug where the player would craft up to N^2 requested consumable items instead of the amount requested. Made Sound Effect for crafting a consumable play only once, instead of layer per quantity of item crafted. Added crafting sound effect to equipment that is crafted. Fix enhancement [+] display not updating on blacksmith enhancing window (visual bug), only show "MAX" on stats when the gear is at +10. Clear any scattered/remaining item drops after completing a stage. Fix menus crashing when enhanced gear reach +10 (array overflow). Added a Stay here button for Sherman.
Component<RequiredMaterialsList>(CRAFT_ITEM,"Required Materials List")->SetItem(item);//Update the item refs in the enhancement level screen to now display the correct item.
Component<RequiredMaterialsList>(CRAFT_ITEM,"Required Materials List")->SetItem(item);//Update the item refs in the enhancement level screen to now display the correct item.
if(GetEnhancementInfo().size()>2){//If the item has exactly 2 enhancement levels, then it's an item that can only simply be crafted. Therefore, don't do the max enhancement level check.
if(GetEnhancementInfo().size()>2){//If the item has exactly 2 enhancement levels, then it's an item that can only simply be crafted. Therefore, don't do the max enhancement level check.
size_tenhancementIndex=std::min(itemRef.lock()->EnhancementLevel()+1,"Item.Item Max Enhancement Level"_I);
if(itemRef.lock()->IsEquippable()&&Inventory::GetItemCount(itemRef.lock()->ActualName())==0)enhancementIndex=0;//If we don't have the item, use the initial crafting list instead. But only for equipment!
if(itemRef.lock()->IsEquippable()&&Inventory::GetItemCount(itemRef.lock()->ActualName())==0)enhancementIndex=0;//If we don't have the item, use the initial crafting list instead. But only for equipment!