Best way to implement Item Set Bonuses?
I want to tie attributes to item sets, similar to autochess games. So if you have 2 items of the same type, you get a bonus, and then with 4 items of the same set you get a stronger bonus. However I am not sure where I should store the information for those bonuses. I thought I would have a set number of Attributes
classes that each store a specific one, such as one that adds bonus damage called "Fire", and then assign any number of those attribute classes to each item. But would I need to make them static? Would those attribute classes be able to hold the info during combat that actually adds the damage?
Here is my base item class:
public class Item: ScriptableObject
{
public string Name { get; set; }
public GameObject Prefab { get; set; }
public Sprite Icon { get; set; }
public ItemStats Stats { get; set; }
public Rarity Rarity { get; set; }
public Attribute[] attributes { get; set; }
}
Any help/advice is appreciated!
Your answer

Follow this Question
Related Questions
Scripts vs ScriptableObject 1 Answer
Question about NPC schedules and Scriptable Objects. 0 Answers
Enemy Can't Take Damage!!! 0 Answers
Map Creator in game. 0 Answers
Can't get layers to work properly in 2D,,Layers in Top Down RPG 0 Answers