mmo-arch
mmo-arch copied to clipboard
Feature Request: Item System
Items should be categorized into:
- Consumable
- stackable
- Ingredients (for crafting recipies of any multitude)
- stackable
- Wearable
- Sub-Categories (arms, legs, body, head, rings, wrists, ears, back, belt, etc)
- Key Items (quest items and rewards that unlock parts of the game)
- This would be reminiscent of FFXI (Final Fantasy XI) key items
- does not take up inventory spaces We will need an augmentation system that can modify wearable stats to a degree
- This would be reminiscent of FFXI (Final Fantasy XI) key items
- I would like to see augments for items with:
- elemental attributes: protects against or causes fire, ice, etc damage
- can cause buffs or debuffs
- categorical stats (like speed, phys damage, accuracy, movement speed, evasion, magic damage, magic defense, harvest speed, etc)
Once the system is in place, the Item System should be the source of truth when it comes to what items exist and augments on specific items.
I think in order to handle augments for items, we would need:
- an Item Type model
- Always existing so we can reference generic item details and base stats
- an Item Instance model
- does NOT have to contain augments
- used to express very specific changes to an item in specific scenarios
- created upon use cases (quest reward, craft success, npc purchase)
- does NOT contain a reference to a character (that is the inventory system's responsibility)
- does NOT get destroyed when exchanging hands (trades)
- CAN be destroyed when no character has the instance in their possession (sell to NPC or drop)
- an Item Augment model
- can be tied to an item type or item instance
- item type augments are base stats and enhancements
- item instance augments are enhancements created by (crafting, enhancing skill, etc) or npc interactions (trade the npc this item and some random items to gain an augment)
- can be tied to an item type or item instance