here’s a little tip i wanted to share.
I’m currently working on implementation of various trait effects for the player character and after going through a few possible methods to do this, here’s what I came up with.
since I’m heavily using Godot’s
Resource classes for generating and storing
all types of data for in-game use, I have a
StatsRes class (i always add
suffix to classnames if they extend the base
Resource class) that serves as a
container for base character stats like max health, move speed and so on.
in a similar fashion, i’m also storing traits as resources of a
so that I can create new traits through Godot’s visual inspector by simply
creating and a new resource file of type
TraitRes. In order to do that, the
TraitRes class needs to export variables that need to be editable through the
inspector by using a certain notation like:
# this will show a "Max Health" input field in the inspector
# that accepts integer values
export (int) var max_health := 100
[TO BE CONTINUED…] (actually, I never got back to it)