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Gear plan

create inventory like the following for furniture

Inventory asInventory = Inventory.CreatePrototype(Type, 1, 0f, "crated_furniture", LocalizationName, LocalizationDescription);
            PrototypeManager.Inventory.Add(asInventory);

which triggers

private Inventory(string type, int maxStackSize, float basePrice, string category, string localizationName, string localizationDesc)
{
    Type = type;
    MaxStackSize = maxStackSize;
    BasePrice = basePrice;
    Category = category;
    LocalizationName = localizationName;
    LocalizationDescription = localizationDesc;
}

Specification

Gear prototype

{
  "Gear": {
    "default_character": {
      "MaxStackSize": 1,
      "BasePrice": 0.0,
      "Category": "inv_cat_raw",
      "LocalizationName": "inv_raw_default_character",
      "LocalizationDescription": "inv_raw_default_character_desc",
      "Stats": {
          //Stats go here
      },
      "Slots": [
          // attachable slots go here
        "suit",
        "tool"
      ],
      "Slot": "body" // slot to attach this to
    }
  }
}

Tasks

☐ Importing

☑ Read file
☐ Create inventory
☐ Base constructor
☑ Create stats
☐ catch stat not existing
☑ Slots

☐ Loading

☐ Copy constructor
☐ load as inventory item
☐ modify character for equipping
☐ load as equipped
☐ load as equipped onto self

☐ Saving

☐ Equipping

☐ Unequipping

☐ Effects

☐ UI

☐ AI