This integration layer bridges inventory item features with RPG stat evaluation/comparison logic.
In the package layout this corresponds to InventorySystem.RPGStats.
Keep base inventory generic, then compose RPG-specific behavior through dedicated integration modules.
This avoids overloading core inventory abstractions with RPG-only assumptions.
AttributeDataOlder projects used a type like AttributeData on equipment definitions. That type is gone. Use AttributeEffect from CupkekGames.RPGStats (a list of AttributeEffectEntry: CatalogKey + additive + multiplier). Item equipment in samples is authored on EquipableFeature (Effects field), not a separate EquipmentDefinition type—align your EquipmentDefinition (if you keep it) with the same AttributeEffect shape or store stats only on EquipableFeature.
For computed stat bags (combat, UI snapshots), use AttributeSet and SetValue per attribute key—see RPG Stats.
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