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Question by Stone_Hearts · Sep 08, 2021 at 04:36 AM · 2dscriptableobjectscriptable object

The best way to store random events

I have a random event system in my game where at the end of each day, a random event will occur. The player can choose how they resolve this event, and they will fail or be successful.

My problem is that I have stored each of these events as a scriptable object. Each scriptable object has:

-Event Title

-Event text

-Four strings that represent each choice

-Eight additional strings that represent either a true or false resolution of the choice.

-Eight arrays of 10 ints that represent the stat changes depending on the outcome, like money lost, health gained, etc.

My question is, is this the best way to do things? There are so many inputs on each scriptable object, and storing the ints as arrays is visually confusing, but I don't know how else to do it without having 80 ints cluttering up my unity screen.

How would you do this, or is the solution I've got the best I'm going to get?

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