zalron / dreameruniverse-itemtest Goto Github PK
View Code? Open in Web Editor NEWA test project for the Items in Dreamer Universe with flecs ECS library
A test project for the Items in Dreamer Universe with flecs ECS library
Describe the problem you are trying to solve.
it seems like if statement in the for loop doesn't set any random value
Describe the solution you'd like
fix the range of the if statement
Describe the problem you are trying to solve.
items don't config the itemstat to randomly generate the rolls
Describe the solution you'd like.
Add itemstat value ranges for int and floats
Rename all of the item tags with appending the words item tag at the end of the tag
Add the systems that generation quality components from config definitions
Describe the problem you are trying to solve.
Add mod config generation for items
Describe the solution you'd like.
add mod generation for items based on item rarity, item level, weapon type and all with aspects of the item itself
Create the systems that will generate the item names for all of the one handed range weapons items
Describe the problem you are trying to solve.
It seems that tags must be added via the type instead of adding the variable and flecs inferring the type.
Describe the solution you'd like
add some way that tags can be added without to much branches
Describe the problem you are trying to solve.
Somehow my config arrays are not copying in the correct values when I'm trying to create the item entities.
Describe the solution you'd like
Turn them into flecs components so that when an item is created i can create a query that gets the data that way.
Create the systems that will generate the item names for all of the one handed melee weapons items
Im sick of having to write a tonne of if statements for item generation, I need to find something better.
Describe the problem you are trying to solve.
To Generate item parts for the item weapons.
Describe the solution you'd like
Add a array of item parts that can be applied to all item weapons as well as specific parts that can generate based on item manufacturer, material, rarity, item type e.g.
Describe the problem you are trying to solve.
Affix components are still be created and added to entities via branches that check weather the rarity components allowed affix variables allow the branch to create how many affix components are needed for the entities rarity level
Describe the solution you'd like
Move affix assignment for rarity level to Itemconfig struct (probably set it by a array but not sure)
They need to be placed on item Manufacturer, Material, Base, Rarity, Quality, Parts and Affixes
Describe the problem you are trying to solve.
Itemstats components final rolls are not calculated so they aren't set to the item entity with any value
Describe the solution you'd like
create a generic functions for both int and float variants of itemstat components
Create the systems that will generate the item names for all of the two handed melee weapons items
Describe the problem you are trying to solve.
ItemBase, ItemManufacturer, ItemPart, ItemQuality dumbly applied their stat boost to all stats but not all stats need it, some acually need to be decreased
Describe the solution you'd like
Use a json file to specify item chances
Describe the problem
Currently majority of item creation happens in one system but I need to have more access to the components in the systems to set their values according to their random generation
Describe the Solution
Seperate the item creation into multiple systems
Creating the systems that generation the Material components when the item is generating
Create the systems that will generate the item names for all of the one handed range weapons items
Creating the systems that generation the Manufacturer components when the item is generating.
Describe the problem you are trying to solve.
I'll like to know what calls are being made and why instead of relying on cout statements
Describe the solution you'd like
Import Tracy into the project and intergrate it it my workflow
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