equipped items are drawn into their respective slot

This commit is contained in:
minjaesong
2019-01-23 00:50:20 +09:00
parent 12b42799e1
commit 78cf9298e1
3 changed files with 55 additions and 47 deletions

View File

@@ -3,10 +3,10 @@ package net.torvald.terrarum.itemproperties
import com.badlogic.gdx.graphics.Color
import net.torvald.random.HQRNG
import net.torvald.terrarum.ItemValue
import net.torvald.terrarum.modulebasegame.gameactors.ActorInventory
import net.torvald.terrarum.modulebasegame.gameactors.Pocketed
import net.torvald.terrarum.itemproperties.ItemCodex.ITEM_DYNAMIC
import net.torvald.terrarum.langpack.Lang
import net.torvald.terrarum.modulebasegame.gameactors.ActorInventory
import net.torvald.terrarum.modulebasegame.gameactors.Pocketed
typealias ItemID = Int
@@ -207,28 +207,39 @@ abstract class GameItem : Comparable<GameItem>, Cloneable {
object EquipPosition {
@JvmStatic val NULL = -1
@JvmStatic val ARMOUR = 0
// you can add alias to address something like LEGGINGS, BREASTPLATE, RINGS, NECKLACES, etc.
@JvmStatic val BODY_BACK = 1 // wings, jetpacks, etc.
@JvmStatic val BODY_BUFF2 = 2
@JvmStatic val BODY_BUFF3 = 3
@JvmStatic val BODY_BUFF4 = 4
@JvmStatic val BODY_BUFF5 = 5
@JvmStatic val BODY_BUFF6 = 6
@JvmStatic val BODY_BUFF7 = 7
@JvmStatic val BODY_BUFF8 = 8
@JvmStatic val HAND_GRIP = 9
@JvmStatic val HAND_GAUNTLET = 10
@JvmStatic val HAND_BUFF2 = 11
@JvmStatic val HAND_BUFF3 = 12
@JvmStatic val HAND_BUFF4 = 13
@JvmStatic val BODY_ARMOUR = 0
@JvmStatic val BODY_BACKPACK = 1 // wings, jetpacks, etc.
@JvmStatic val FOOTWEAR = 14
@JvmStatic val FOOTWEAR = 2
@JvmStatic val HEADGEAR = 3
@JvmStatic val HEADGEAR = 15
@JvmStatic val HAND_GRIP = 4
@JvmStatic val HAND_GAUNTLET = 5
@JvmStatic val INDEX_MAX = 15
@JvmStatic val BODY_BUFF1 = 6
@JvmStatic val BODY_BUFF2 = 8
@JvmStatic val BODY_BUFF3 = 10
@JvmStatic val HAND_BUFF1 = 7
@JvmStatic val HAND_BUFF2 = 9
@JvmStatic val HAND_BUFF3 = 11
// invisible from the inventory UI
// intended for semi-permanant (de)buff (e.g. lifetime achivement, curse)
// can be done with actorvalue and some more code, but it's easier to just make
// such (de)buffs as an item.
@JvmStatic val STIGMA_1 = 12
@JvmStatic val STIGMA_2 = 13
@JvmStatic val STIGMA_3 = 14
@JvmStatic val STIGMA_4 = 15
@JvmStatic val STIGMA_5 = 16
@JvmStatic val STIGMA_6 = 17
@JvmStatic val STIGMA_7 = 18
@JvmStatic val STIGMA_8 = 19
@JvmStatic val INDEX_MAX = 19
}
object Category {