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Docs for Item Enums. Also started work on Spell Enums, and added a little explanation, on why these classes exist.
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Enums
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=====
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These are helper classes containing huge amounts of enums.
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They exists, because if these were in their own respective classes, for example
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Entity for EntityEnums, then Entity would need to be included by pretty much almost every class,
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but Entity also includes a lot of things, which means a lot of boilerplate forward declarations, and also
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this would slow down incremental compile times considerably. So for convenience, these classes were born.
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.. toctree::
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:maxdepth: 1
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:caption: Enums
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.. _doc_general_item_enums:
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Item Enums
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==========
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:ref:`Item Enums <class_ItemEnums>`
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===================================
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Contains Entity-related enums.
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Contains item-related enums.
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ItemRarity
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----------
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:ref:`ItemRarity <enum_ItemEnums_ItemRarity>`
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---------------------------------------------
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ItemRarityFlag
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--------------
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Yout can set the visual rarity representation with this.
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ItemType
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--------
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:ref:`ItemRarityFlag <enum_ItemEnums_ItemRarityFlag>`
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-----------------------------------------------------
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ItemSubtype
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-----------
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For generated items. You can set with it which rarities can happen.
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ItemSubSubtype
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--------------
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:ref:`ItemType <enum_ItemEnums_ItemType>`
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-----------------------------------------
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EquipSlots
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----------
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Main item type / category.
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ArmorType
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---------
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Contains things like equipment, weapont, potion, herb, etc.
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EntityTextureLayers
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-------------------
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:ref:`ItemSubtype <enum_ItemEnums_ItemSubtype>`
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-----------------------------------------------
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Subtype. Like axe, mace, quest item etc.
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:ref:`ItemSubSubtype <enum_ItemEnums_ItemSubSubtype>`
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-----------------------------------------------------
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SubSubtype. Like One hand, Two Hand etc.
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.. note:: I don't like this setup, I'll try to make this better.
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:ref:`EquipSlots <enum_ItemEnums_EquipSlots>`
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---------------------------------------------
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The equipslots you want for your character.
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Head, Neck, Shoulders etc.
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.. note:: I don't like this setup, I'll try to make this better (Somehow make it easily changeable).
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Maybe make it customiyable with a macro from a central file somehow. TODO (Same will be
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applied, to any enum which should be customizable)
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:ref:`ArmorType <enum_ItemEnums_ArmorType>`
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-------------------------------------------
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Armor types. Cloth, Leather, etc.
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:ref:`EntityTextureLayers <enum_ItemEnums_EntityTextureLayers>`
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---------------------------------------------------------------
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Texture Layers for merging equipment textures, so you can color skins, eyes etc, and then merge
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(and also possibly color) equipment textures.
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Think of equipment coloring in Diablo 3.
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@ -1,28 +1,30 @@
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.. _doc_general_spell_enums:
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Spell Enums
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===========
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:ref:`Spell Enums <class_SpellEnums>`
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=====================================
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DamageType
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----------
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Contains Spell-related enums.
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SpellCategory
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-------------
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:ref:`DamageType <enum_SpellEnums_DamageType>`
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----------------------------------------------
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SpellType
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---------
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:ref:`SpellCategory <enum_SpellEnums_SpellCategory>`
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----------------------------------------------------
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DiminishingReturnCategory
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-------------------------
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:ref:`SpellType <enum_SpellEnums_SpellType>`
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--------------------------------------------
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TriggerEvents
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-------------
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:ref:`DiminishingReturnCategory <enum_SpellEnums_DiminishingReturnCategory>`
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----------------------------------------------------------------------------
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AuraType
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--------
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:ref:`TriggerEvents <enum_SpellEnums_TriggerEvents>`
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----------------------------------------------------
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ColliderType
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------------
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:ref:`AuraType <enum_SpellEnums_AuraType>`
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------------------------------------------
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TargetType
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----------
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:ref:`ColliderType <enum_SpellEnums_ColliderType>`
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--------------------------------------------------
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:ref:`TargetType <enum_SpellEnums_TargetType>`
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----------------------------------------------
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