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Inventory Item Structures #149

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pavlicekdominik opened this issue Nov 1, 2023 · 0 comments
Open

Inventory Item Structures #149

pavlicekdominik opened this issue Nov 1, 2023 · 0 comments
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pavlicekdominik commented Nov 1, 2023

FInventoryRequiredData

Purpose: This structure contains essential data that every item must possess to be deemed valid within the game system.

Properties:

  • ItemName:

    • Type: FText
    • Description: The name of the item, presented to the player.
  • ItemID:

    • Type: FGuid
    • Description: A unique identifier for the item.
  • ItemCategory:

    • Type: UInventoryItemCategory*
    • Description: The category of the item, e.g., Weapon, Potion, Armor.
  • ItemRarity:

    • Type: UInventoryItemRarity*
    • Description: The rarity or value level of the item, e.g., Common, Rare, Epic.
  • ItemFlags:

    • Type: FGameplayTagContainer
    • Description: A container for gameplay tags that are associated with the item. These tags can represent various states, conditions, or properties of the item, like "Equipped", "Tradeable", or "QuestItem".

FInventoryOptionalData

Purpose: This structure contains additional item data that isn't strictly necessary but augments the item's description or functionality.

Properties:

  • ItemThumbnail:

    • Type: UTexture2D*
    • Description: An image representing the item, typically shown in inventory UI or tooltips.
  • ItemDescription:

    • Type: FText
    • Description: A brief description or flavor text of the item, conveying its story or use.
  • ItemWeight:

    • Type: float
    • Description: The weight of the item, potentially used for inventory weight limits or encumbrance mechanics.
  • BasePrice:

    • Type: int
    • Description: The base value or price of the item when trading with NPCs or players.
  • SpawnClassOnDrop:

    • Type: TSubclassOf<AActor>
    • Description: Represents the 3D model or actor of the item in the game world when it's dropped.

FItemQuantitySettings

Purpose: This structure encompasses data related to the item's quantity, including details about stacking and limits.

Properties:

  • IsStackable:

    • Type: bool
    • Description: Determines whether the item can stack in inventory slots. For instance, arrows or potions might be stackable, while unique weapons might not be.
  • MaxStackSize:

    • Type: int32
    • Description: The maximum quantity of the item that can be held within a single inventory slot. Only relevant if IsStackable is true.
  • MaxTotalQuantity:

    • Type: int32
    • Description: The maximum quantity of this item that a player can hold across all slots and inventories.
@pavlicekdominik pavlicekdominik self-assigned this Nov 1, 2023
@pavlicekdominik pavlicekdominik converted this from a draft issue Nov 1, 2023
@pavlicekdominik pavlicekdominik added this to the 1.0.0.X milestone Nov 1, 2023
pavlicekdominik added a commit that referenced this issue Nov 8, 2023
@pavlicekdominik pavlicekdominik moved this from 📋 Backlog to 🏗 In progress in Mountea Inventory & Equipment System Nov 9, 2023
pavlicekdominik added a commit that referenced this issue Nov 10, 2023
Unification of Item Base data. #103, #104, #149
pavlicekdominik added a commit that referenced this issue Nov 10, 2023
Implementing updated Inventory Item and Inventory Item Instanced.
#104, #149
pavlicekdominik added a commit that referenced this issue Nov 11, 2023
Removed Inventory Item Additional Data. #103 , #104 , #149
@pavlicekdominik pavlicekdominik moved this from 🏗 In progress to 👀 In review in Mountea Inventory & Equipment System Nov 18, 2023
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