private void ApplyEquipableItemEffect(BaseStats target, ItemConfig item, CharEquipmentSlot equipedOn) { if (itemEffect == ItemEffect.IncreaseStatTemporarily) { if (target.GetEquippedItem(equipedOn) == item) { target.ReturnAfterUnnequip(attributteToModify, item, equipedOn); } else { target.ModifyStatByEquip(attributteToModify, modifier, item, equipedOn); } } }
private void AddItemToEquipmentSlot(ItemConfig item, CharEquipmentSlot slotNeeded, BaseStats member) { member.ModifyStatByEquip(item.GetAttributeToModify(), item.GetAdditiveModifiers(), item, slotNeeded); playerInventory.RemoveItem(item, 1); }