# Equipment.gd # Resource für Ausrüstungsgegenstände extends Resource class_name Equipment enum Slot { HEAD, # Helm CHEST, # Brustpanzer HANDS, # Handschuhe LEGS, # Beinschienen FEET, # Stiefel WEAPON, # Waffe OFFHAND # Nebenhand (Schild, etc.) } enum Rarity { COMMON, # Weiß UNCOMMON, # Grün RARE, # Blau EPIC # Lila } @export var item_name: String = "Unbekannt" @export var slot: Slot = Slot.WEAPON @export var rarity: Rarity = Rarity.COMMON # Stats die das Item gibt @export var armor: int = 0 @export var strength: int = 0 @export var agility: int = 0 @export var intelligence: int = 0 @export var stamina: int = 0 @export var haste: float = 0.0 # Angriffsgeschwindigkeit (0.1 = 10% schneller) # Nur für Waffen @export var min_damage: int = 0 @export var max_damage: int = 0 @export var attack_speed: float = 1.5 # Sekunden zwischen Angriffen @export var weapon_range: float = 3.0 # Icon für UI @export var icon: Texture2D # Slot-Namen für Anzeige static func get_slot_name(s: Slot) -> String: match s: Slot.HEAD: return "Kopf" Slot.CHEST: return "Brust" Slot.HANDS: return "Hände" Slot.LEGS: return "Beine" Slot.FEET: return "Füße" Slot.WEAPON: return "Waffe" Slot.OFFHAND: return "Nebenhand" return "Unbekannt" # Seltenheitsfarbe static func get_rarity_color(r: Rarity) -> Color: match r: Rarity.COMMON: return Color(1, 1, 1) # Weiß Rarity.UNCOMMON: return Color(0.2, 0.8, 0.2) # Grün Rarity.RARE: return Color(0.3, 0.5, 1.0) # Blau Rarity.EPIC: return Color(0.7, 0.3, 0.9) # Lila return Color(1, 1, 1)