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Apr 1, 2018 at 18:57 vote accept genaray
Apr 1, 2018 at 17:21 comment added Philipp @genaray In that case, that column would be null. If all those null-fields bother you, you could create an extension table PlayerInventoryUpgradeStatus with the same primary key as PlayerInventory where you only have a row for those entries which have upgrade information.
Apr 1, 2018 at 17:15 comment added genaray @Phillip And what would happen, if theres an item in the inventory, which isnt upgradeable at all ( Wood for example ) ?
Apr 1, 2018 at 17:08 comment added Philipp @genaray In that case I would add two more columns to the PlayerInventory table, one for material and one for upgrade level.
Apr 1, 2018 at 17:04 comment added genaray hmmm... It shouldnt be such versatile. Players should can only upgrade the weapon ( Sword +0 -> Sword+1 or later Sword+15 -> Sword+16) every upgrade increases the attack damage, futhermore they should be able to choose an metal for their weapon or armor ( The type of metal they choose will apply one or multiple different effects on each action, for example the poison metal in his sword will damage the enemy every few seconds, or the honed metal will just increase the damage each hit ). Thats all :)
Apr 1, 2018 at 16:55 comment added Philipp @genaray How versatile do you need your upgrade system to be?
Apr 1, 2018 at 16:50 comment added genaray Thanks a lot for your answer! I cant change my structure to xml or json at all, its to late for that :/ How exactly would the table "ItemType" look like ? It should be very dynamic at all, because different items should have different sets of attributes or certain "powers". Players should also be able to upgrade their "Sword" later, which grants them an Poision bonus on each attack for example. :) Thanks for your help !
Apr 1, 2018 at 16:48 history edited Philipp CC BY-SA 3.0
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Apr 1, 2018 at 16:43 history answered Philipp CC BY-SA 3.0