Most of this stuff doesn't really pertain to regular players, however, I'll still list them anyway.
Some things are bound to change by the time it's live but, this is the general idea of what I'm going for.
Also, I'm not sure if I'm forgetting anything.
Players item list
Durability - How much durability the item CURRENTLY has
CurrentStack - The current amount of stacks the item has
X - The X position of this item in the players inventory
Y - The Y position of this item in the players inventory
itemID - The ID of the item that the player has in the actual item database (we will use this for loading the object back into the players inventory)[/code]
New Stat Information Panel (Integrated into the Inventory panel)
Hover over a stat to see what that stat will give you
Will include the minor stat gains from the 7 major stats
Will also include how much of that stat you gain from items
New Fading scrolling experience gain display (this may be expanded as more than just exp, haven't cleared it with Dante yet)
some where on the screen it'll tell you information about the stat you're leveling
Such as;
Ninjutsu +34 exp (1000/3423)
this will scroll and along with fade out over time (the fade part may or may not be removed during the optimization process)
Hover over and item to see what all stats that item will give you
Example;
(Common) Rusty Katana
Attack Speed -15
Melee Damage +5%
Worth: 10 Senryo
Note, this isn't fully fleshed out yet
Dynamic Item System
Most of this is explained inside of the inventory system section (this section is mostly for Dante and I)
SQLite Database
Columns
ID - The objects UNIQUE ID
Name - The name of the object
Type - The type of item it is, such as weapon, shuriken, consumable, etc.
Icon - The icon the object posses
State - The icon state the object posses
Layer - What layer the object will show up on the player if it's an equipable item
Worth - How much this item costs at a vendor (they will sell for 65% of their original value)
MaxDur - Maximum durability the item can have.
Stacksize - The max stacks this item can have
Rarity - The rarity of the item, this will be displayed next to the items name
LevelReq - What the required level to use this item is
- The ones below here stat bonuses and are self explanitory.
Note, this isn't fully fleshed out yet (which stats are going to be included etc)
User interface (for admins, not for players)
New Item
List of icons the game currently has (these will be set inside of the code, may add an option for adding icons)
The rest follows the above database column ordering variables
Edit Item
Select the item
Select which variable inside of the item you want to edit
Edit it (this can be any variable inside of that object, such as icon, name, worth, etc)
Delete Item
Group Delete
enter a column
enter a phrase
delete all items that contain the phrase inside of the column
Single Delete
find the item from a list
drop that row from the item database
Attach Item
Select Shop
The item will be available in the shop for it's worth
Select NPC
The item will have a chance to drop based on the percent that's entered
Inventory System
When the player buys an item or an NPC drops an item (or an admin creates an item for the player)
unpool or create a new empty item object
set the objects ID to the items actual ID in the item database
make sure the items data is all properly set from the item database
add the object to the players inventory list
When the player equips an item
move the item from the players inventory into their inventory_Equipped list
give the player all of the stats the item contains
set the layer of the item to the layer inside of the item database
create a new image object that we'll store and use as the actual icon display for the player
When the player unequips an item
if they drop it onto the ground from their inventory, remove stats and go to player drop step
put the item back into the players inventory list (if they didn't drop it)
remove the image object from the player
When the player leaves the game
Save the players inventory DATA (not the actual object) into a list
save the players inventory_Equipped list IDs
reset all the objects variables, then POOL the empty item object
When a player enters the game
check the players inventory list and their equiped list
if they have objects, UNPOOL as many empty item objects (or create new) that the player needs
set all of the objects data to the proper data
When the player drags the item in their inventory
simply move the objects screen_loc around (swapping if neccessary)
When the player drops an item
make sure the item is in the players inventory
set the objects InInventory to false
drop the items object and temporarily set the items layer to above turf layer
When the player picks the item up
set the objects InInventory to true
set it's layer to INVENTORY_LAYER+10