Wiki source code of Item Acquisition
Version 4.1 by Alexandros Mloukie on 2025/12/11 15:52
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4.1 | 1 | === === |
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1.1 | 3 | {{toc/}} |
| 4 | |||
| 5 | ---- | ||
| 6 | |||
| 7 | = 0 - Introduction = | ||
| 8 | |||
| 9 | This document defines the sources of items within the game, as well as their respective methods of acquisition. It outlines: | ||
| 10 | |||
| 11 | * The sources through which items are acquired | ||
| 12 | * The acquisition mechanic involved | ||
| 13 | * Details about the technical implementation of systems necessary for the correct function of the gameplay as a whole | ||
| 14 | |||
| 15 | == 0.1 - Disclaimer == | ||
| 16 | |||
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2.3 | 17 | This is a living document, and any specifics pertaining to the mechanics, numbers, and more, are subject to change. The assignee of this task is free to apply any values, effects, and other unspecified elements, or contact Adam Janus or {{mention reference="XWiki.AlexandrosMloukie"/}} to get further guidelines. |
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1.1 | 18 | |
| 19 | == 0.2 - Terminology == | ||
| 20 | |||
| 21 | (% class="table-bordered" %) | ||
| 22 | (% class="active" %)|=(% style="width: 190px;" %)Term|=(% style="width: 1247px;" %)Meaning | ||
| 23 | |(% style="width:190px" %)PC|(% style="width:1247px" %)Player Character | ||
| 24 | |||
| 25 | ---- | ||
| 26 | |||
| 27 | = 1 - Sources of Items = | ||
| 28 | |||
| 29 | There are multiple sources of items in-game, though they can be broadly split into 3 distinct categories: | ||
| 30 | |||
| 31 | (% class="table-bordered" %) | ||
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1.2 | 32 | (% class="active" %)|=(% style="width: 159px;" %)Category|=(% style="width: 1003px;" %)Definition |
| 33 | |(% style="width:159px" %)Entities|(% style="width:1003px" %)This includes collecting items via Looting enemy corpses, as well as collecting resources from neutral/friendly creatures | ||
| 34 | |(% style="width:159px" %)Environment|(% style="width:1003px" %)This includes Mining, and Foraging resources from inanimate sources | ||
| 35 | |(% style="width:159px" %)Exploration|(% style="width:1003px" %)This includes item pickups, as well as chests found by exploring the world, or completing quests | ||
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1.1 | 36 | |
| 37 | {{info}} | ||
| 38 | Note: These are for items acquired from the environment, and do not include crafting or other processing methods | ||
| 39 | {{/info}} | ||
| 40 | |||
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1.2 | 41 | == 1.1 - Acquisition Mechanics == |
| 42 | |||
| 43 | === 1.1.1 - Looting === | ||
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2.1 | 45 | Looting involves the player obtaining items through an interaction with an actor that can provide a UI. Looting relies on 2 things: |
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2.2 | 47 | (% class="table-bordered" %) |
| 48 | (% class="active" %)|=Element|=Description | ||
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2.1 | 49 | |Loot Data Table Entry|An entry in the Loot Data Table, that will define the items, quantities, and weights |
| 50 | |Loot Component|A custom component that defines the type and entry used for the loot, as well as allowing the player to interact with the target for Looting | ||
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2.3 | 52 | Once these elements have been set up, the process of Looting a target follows these steps: |
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| 54 | 1. (% class="mark" %)**Calculation**(%%) | ||
| 55 | The game calculates the loot based on the target's loot table and the PC's Looting level. These items are added to the Loot Inventory. | ||
| 56 | 1. (% class="mark" %)**Display**(%%) | ||
| 57 | The Loot UI and the PC's Inventory UI are both displayed. | ||
| 58 | 1. (% class="mark" %)**Transfer**(%%) | ||
| 59 | The player moves items from the Loot Inventory to the PC's Inventory. The opposite can also be done. | ||
| 60 | 1. (% class="mark" %)**Completion**(%%) | ||
| 61 | When the player is done, the UI can be closed. If there are still items left within the Loot Inventory, then the actor can persist. Otherwise, depending on type, it can be made to instantly de-spawn. | ||
| 62 | |||
| 63 | == 1.1.2 - Foraging == | ||
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1.1 | 65 |