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Equipment System
The Equipment System is responsible for managing the items currently equipped by the player. By allowing weapons and armor to be equipped or unequipped, the system directly influences the character's combat statistics and overall effectiveness.
Unlike items simply stored in the inventory, equipped items actively modify the player's attributes. Every time the player changes their equipment, the Character class automatically recalculates its combat statistics, ensuring that the displayed values always reflect the currently equipped gear.
The Equipment System works closely with the Character, Inventory, Weapon, and Armory classes, forming one of the core gameplay mechanics of Adventure-Game.
- Overview
- Equipment Architecture
- Equipment Slots
- Equipment Lifecycle
- Weapon Equipment
- Armor Equipment
- Stat Calculations
- Durability
- Enchantment System
- Relationships with Other Systems
- Design Decisions
- Future Improvements
- Summary
The Equipment System allows the player to improve their character by equipping weapons and armor obtained during gameplay.
Currently supported equipment types include:
- Weapons
- Armor
Each equipped item immediately affects the player's statistics.
Examples include:
- Increased attack
- Increased defense
- Additional equipment bonuses
Equipment is stored separately from the inventory while remaining connected to it.
The equipment system is centered around the Character class.
classDiagram
Character --> Weapon
Character --> Armory
Character --> MyInventory
MyInventory --> Item
Item <|-- Weapon
Item <|-- Armory
The inventory stores available equipment, while the Character keeps references to the items that are currently equipped.
Adventure-Game currently supports two equipment slots.
| Slot | Description |
|---|---|
| Weapon | Offensive equipment that increases attack and may provide defensive bonuses. |
| Armor | Defensive equipment that increases the player's protection. |
Only one weapon and one armor piece can be equipped at the same time.
Future versions may introduce additional slots such as helmets, gloves, boots, rings, or accessories.
Every piece of equipment follows the same general lifecycle.
flowchart TD
GenerateItem --> Inventory
Inventory --> Equip
Equip --> Character
Character --> StatUpdate
StatUpdate --> Gameplay
Gameplay --> Unequip
Unequip --> Inventory
An item begins in the inventory, can be equipped by the player, influences character statistics during gameplay, and may later be unequipped and returned to the inventory.
Weapons are the player's primary offensive equipment.
Each weapon contains several properties.
| Property | Description |
|---|---|
| Name | Weapon name. |
| Attack | Offensive power added to the character. |
| Defense Bonus | Additional defensive value provided by the weapon. |
| Durability | Current condition of the weapon. |
| Value | Gold value. |
| Enchanted | Indicates whether the weapon has magical enhancements. |
| Broken | Indicates whether the weapon can still be used. |
| Equipped | Indicates whether the weapon is currently equipped. |
Weapons can be:
- Generated randomly
- Assigned as starting equipment
- Generated as special rare items
When equipped, the Character immediately gains the weapon's attack and defensive bonuses.
Armor provides defensive protection.
Each armor piece includes:
| Property | Description |
|---|---|
| Name | Armor name. |
| Defense | Protection provided to the player. |
| Durability | Current condition. |
| Value | Gold value. |
| Enchanted | Indicates magical enhancement. |
| Broken | Indicates whether the armor can still be used. |
| Equipped | Indicates whether the armor is currently equipped. |
Armor directly contributes to the player's total defense.
The player equips items directly from the inventory.
The process is straightforward.
Select Item
│
▼
Check Item Type
│
▼
Check Usability
│
▼
Equip Item
│
▼
Recalculate Character Statistics
If another item of the same category is already equipped, it is replaced by the newly selected item.
Items can also be unequipped.
When an item is removed:
- Equipment slot becomes empty.
- Bonus statistics are removed.
- Character statistics are recalculated.
- Item remains inside the inventory.
Equipment contributes directly to combat statistics.
Current calculations are:
Total Attack = Base Strength + Weapon Attack
Total Defense = Base Defense
+ Armor Defense
+ Weapon Defense Bonus
Future updates may extend these calculations with:
- Passive skills
- Buffs
- Debuffs
- Enchantments
- Temporary effects
- Character talents
Every weapon and armor piece has a durability value.
Durability represents how worn the equipment is.
Current durability states include:
- Fully functional
- Damaged
- Broken
When durability reaches zero, the equipment becomes unusable until repaired (repair mechanics are planned for future development).
The durability system encourages players to manage their equipment rather than relying on a single item indefinitely.
Equipment may be generated with enchantments.
An enchanted item provides enhanced statistics compared to its standard version.
Examples include:
- Higher attack
- Increased defense
- Greater overall effectiveness
Enchantment status is stored as part of the equipment object and displayed alongside its information.
Future versions may expand enchantments with unique effects or elemental bonuses.
Each piece of equipment tracks its current state.
Possible states include:
| State | Description |
|---|---|
| Equipped | Currently used by the player. |
| Stored | Located inside the inventory. |
| Broken | Cannot be used until repaired. |
| Enchanted | Provides enhanced statistics. |
These states determine how the item behaves during gameplay.
The Equipment System interacts with multiple gameplay systems.
flowchart LR
Character --> Equipment
Equipment --> Weapon
Equipment --> Armory
Inventory --> Equipment
Weapon --> Character
Armory --> Character
Potion --> Character
Equipment relies on the inventory for storage and the Character for applying statistical changes.
Several architectural choices shaped the Equipment System.
Equipped items are tracked independently from the inventory.
This makes it easy to determine which items currently affect the player's statistics.
Whenever equipment changes, character statistics are recalculated immediately.
This guarantees that displayed values remain accurate without requiring manual updates.
Weapons and armor are implemented as separate classes because they contain different data and serve different gameplay purposes.
Despite these differences, both inherit from the common Item base class, allowing the inventory to treat them uniformly.
The Equipment System has been designed for future expansion.
Possible additions include:
- Helmets
- Gloves
- Boots
- Shields
- Rings
- Necklaces
- Accessories
- Equipment sets
- Set bonuses
- Equipment rarity colors
- Item comparison
- Equipment repair
- Upgrade system
- Socketed gems
- Elemental enchantments
- Legendary equipment effects
Because the system follows a modular design, these features can be added without requiring significant changes to the existing architecture.
The Equipment System manages all items actively worn by the player and serves as the connection between collected gear and the Character's combat statistics.
By integrating weapons, armor, durability, enchantments, and automatic stat recalculation into a unified system, Adventure-Game demonstrates practical object-oriented design while providing a solid foundation for future RPG mechanics such as additional equipment slots, upgrades, repairs, and advanced item customization.