//If index is -1, the item is inserted at the end of the list. Otherwise it's going to overwrite a certain slot. Be certain you swap the item before doing this!
//If index is -1, the item is inserted at the end of the list. Otherwise it's going to overwrite a certain slot. Be certain you swap the item before doing this!
if(stats.learnAbility!=nullptr){messages.push_back({L"$USER gains the ability to use "+transform_to<std::wstring>(stats.learnAbility->name)+L""+((stats.learnAbility->grade!=0)?std::wstring(1,stats.learnAbility->grade):L"")+L"!",ItemAction::LEARNMOVE});}
@ -1890,6 +1891,8 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
MOVELIST[BattleMoveName::BASH_CHANGE]=newBattle::Move(MOVELIST[BattleMoveName::BASH]->name,"Regular attack.",MOVELIST[BattleMoveName::BASH]->baseDmg,MOVELIST[BattleMoveName::BASH]->randomDmg,ㅍMOVELIST[BattleMoveName::BASH]->PPCost,MOVELIST[BattleMoveName::BASH]->range,MOVELIST[BattleMoveName::BASH]->composition,L"$USER equipped the $ITEM instead and attacks.",MOVELIST[BattleMoveName::BASH]->eff,MOVELIST[BattleMoveName::BASH]->pctDamage,MOVELIST[BattleMoveName::BASH]->properties);
MOVELIST[BattleMoveName::BASH_CHANGE]=newBattle::Move(MOVELIST[BattleMoveName::BASH]->name,"Regular attack.",MOVELIST[BattleMoveName::BASH]->baseDmg,MOVELIST[BattleMoveName::BASH]->randomDmg,ㅍMOVELIST[BattleMoveName::BASH]->PPCost,MOVELIST[BattleMoveName::BASH]->range,MOVELIST[BattleMoveName::BASH]->composition,L"$USER equipped the $ITEM instead and attacks.",MOVELIST[BattleMoveName::BASH]->eff,MOVELIST[BattleMoveName::BASH]->pctDamage,MOVELIST[BattleMoveName::BASH]->properties);
MOVELIST[BattleMoveName::EQUIP_ARMOR]=newBattle::Move("Equip Armor","Equip Armor.",0,0,ㅍ0,1,0,true,{0,0,0,0},L"$USER equips the $ITEM");
MOVELIST[BattleMoveName::EQUIP_ARMOR]=newBattle::Move("Equip Armor","Equip Armor.",0,0,ㅍ0,1,0,true,{0,0,0,0},L"$USER equips the $ITEM");
MOVELIST[BattleMoveName::CONSUMABLE]=newBattle::Move("Consumable","Consumes an item.",0,0,ㅍ0,1,0,true,{0,0,0,0},L"$USER uses $ITEM on $TARGET");
MOVELIST[BattleMoveName::CONSUMABLE_ENEMY]=newBattle::Move("Consumable","Consumes an item.",0,0,ㅍ0,1,0,false,{0,0,0,0},L"$USER uses $ITEM on $TARGET");
MOVELIST[BattleMoveName::HAILSTORM_A]=newBattle::Move("Hailstorm","Causes heavy ice rocks to crash",ALPHA,40,20,ㅍ4,4,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HAILSTORM_A]=newBattle::Move("Hailstorm","Causes heavy ice rocks to crash",ALPHA,40,20,ㅍ4,4,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HAILSTORM_B]=newBattle::Move("Hailstorm","Causes heavy ice rocks to crash",BETA,80,20,ㅍ12,4,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HAILSTORM_B]=newBattle::Move("Hailstorm","Causes heavy ice rocks to crash",BETA,80,20,ㅍ12,4,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HAILSTORM_G]=newBattle::Move("Hailstorm","Causes heavy ice rocks to crash",GAMMA,120,20,ㅍ28,4,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HAILSTORM_G]=newBattle::Move("Hailstorm","Causes heavy ice rocks to crash",GAMMA,120,20,ㅍ28,4,0,false,{0,0,20,0});
@ -1925,9 +1928,11 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
ITEMLIST[ItemName::COOKIE]=newItem("Cookie","A delightful little treat. Restores 40 HP.",{hpRecovery:40,consumable:true});
ITEMLIST[ItemName::COOKIE]=newItem("Cookie","A delightful little treat. Restores 40 HP.",{hpRecovery:40,consumable:Consumable::FRIENDLY});
ITEMLIST[ItemName::EGG]=newItem("Egg","Did it come before or after the chicken? Restores 60 HP.",{hpRecovery:60,consumable:true});
ITEMLIST[ItemName::EGG]=newItem("Egg","Did it come before or after the chicken? Restores 60 HP.",{hpRecovery:60,consumable:Consumable::FRIENDLY});
ITEMLIST[ItemName::PIZZA]=newItem("Pizza","A scrumptious meal filled with lots of cheese. Restores 200 HP.",{hpRecovery:200,consumable:true});
ITEMLIST[ItemName::PIZZA]=newItem("Pizza","A scrumptious meal filled with lots of cheese. Restores 200 HP.",{hpRecovery:200,consumable:Consumable::FRIENDLY});
ITEMLIST[ItemName::MIRACLE_FOOD_LUNCH]=newItem("Miracle Food Lunch","It doesn't taste very good, but it's said to have miracoulous powers when consumed.",{hpRecovery:30,ppRecovery:10,atkIncrease:30,spdIncrease:6,hpIncrease:150,learnAbility:MOVELIST[BattleMoveName::PKFIRE_O],consumable:Consumable::FRIENDLY_PERMANENT});
ITEMLIST[ItemName::BOMB]=newItem("Bomb","A small explosive device. Deals around 120 damage.",{damage:110,rollDmg:30,consumable:Consumable::FRIENDLY});
ITEMLIST[ItemName::CRACKED_BAT]=newItem("Cracked Bat","Has some dents in it, but you can probably still dent things with it yourself.",{attack:10,equip:EquipSlot::WEAPON});
ITEMLIST[ItemName::CRACKED_BAT]=newItem("Cracked Bat","Has some dents in it, but you can probably still dent things with it yourself.",{attack:10,equip:EquipSlot::WEAPON});
ITEMLIST[ItemName::TEE_BALL_BAT]=newItem("Tee Ball Bat","Great for playing some ball! Also great for beating your foes!",{attack:40,equip:EquipSlot::WEAPON});
ITEMLIST[ItemName::TEE_BALL_BAT]=newItem("Tee Ball Bat","Great for playing some ball! Also great for beating your foes!",{attack:40,equip:EquipSlot::WEAPON});
ITEMLIST[ItemName::LIGHT_JACKET]=newItem("Light Jacket","Fits just fine.",{defense:10,equip:EquipSlot::ARMOR});
ITEMLIST[ItemName::LIGHT_JACKET]=newItem("Light Jacket","Fits just fine.",{defense:10,equip:EquipSlot::ARMOR});
@ -2729,6 +2734,9 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
if(SelectedItem->stats.equip==EquipSlot::WEAPON&&PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->equipment[SelectedItem->stats.equip]!=nullptr){//Only swap back to the previous equip when there was nothing equipped to begin with.
if(SelectedItem->stats.equip==EquipSlot::WEAPON&&PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->equipment[SelectedItem->stats.equip]!=nullptr){//Only swap back to the previous equip when there was nothing equipped to begin with.