Im beginning on my inventory/equipment system and im trying to make sure i have good structure. The important parts of my equipment are defined like so:
An action is basically a skill a player can utilize on their character.
Actions are available from equipment
An equipment has an array of actions on it, but only a select few are available each time the item is looted
An equipment also has a number of augment slots
An augment is a gem that can be attached to the equipment, and provides effects on its actions as decided by the player (some affect only 1 action, some affect all)
some examples:
A sword that has the actions Stab and Slash, and has an augment attached that makes the Slash action do more damage
A shield that has the actions Defend and Shield Bash, and an augment that makes ALL of its actions cost less to play
So, how would I go about structuring this? I only recently began to get my data to persist between scenes, so this sort of feels like a big step up and most resources i find online talk about inventory systems in very simple terms like "here is a stick and it has 2 ints stored on it", as opposed to items that store variable data and store other items that can be modified by other items
Ive already finished the actions bit, minus the logic for how they get modified by augments