Quote:
Originally Posted by fowlplay4
That's how I would do it, except call it mods, store it as an array, and parse the array when the item is loaded to apply it to the item/clientr flags.
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Yeah, specific modifications was more or less what I eas going for, just thought the enchantment would be simpler to explain.
Would the storing it in an array part follow this model:
CharacterItems
ID - CharacterID - ItemID - Quantity - Modifications (better name..)
1 - 1 - 1 - 2 - Null
2 - 1 - 2 - 1 - Null
3 - 2 - 3 - 4 - Null
4 - 2 - 4 - 3 - Null
5 - 1 - 5 - 1 - {str, 1}
6 - 1 - 5 - 1 - {str, 2}, {dex, 1} /same character , same item id, it has 2 modifications..giving str +2 dex +1..
Quote:
You could put enchantments in it's own table though. I.e.
ID - CharacterItemID - Enchantment - EnchantmentValue
1 - 5 - strength - 1
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wouldnt this essentially mean that all items that the character owns with an item id of 5 would take on these chsracteristics? Just trying to make sure I read this right. That might be useful for something else im trying to do, but at the moment I am trying to have a single item id have the ability to have modifications , sometimes multiple modifications, done to it...
Thanks for the help.
