Inventory + RPG Stats

This integration layer bridges inventory item features with RPG stat evaluation/comparison logic.

In the package layout this corresponds to InventorySystem.RPGStats.

What This Bridge Adds

  • equipable/consumable feature modules tied to RPG stat concepts
  • slot accept/targeting policies for equipment flows
  • stat preview/comparison helpers for UI and validation
  • aggregation services for multi-feature item behavior

Architectural Role

Keep base inventory generic, then compose RPG-specific behavior through dedicated integration modules.

This avoids overloading core inventory abstractions with RPG-only assumptions.

Replacing AttributeData

Older 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.

Typical Use Cases

  • Equipment screens: show “current vs. new item” stat comparisons before equipping.
  • Equip rules: enforce slot compatibility (weapon-only slots, armor-only slots, class restrictions, etc.).
  • Consumables: apply temporary modifiers/effects and present them consistently in tooltips.

Settings

Theme

Light

Contrast

Material

Dark

Dim

Material Dark

System

Sidebar(Light & Contrast only)

Light
Dark

Font Family

DM Sans

Wix

Inclusive Sans

AR One Sans

Direction

LTR
RTL