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Exposing Base Classes To ModKit. #34

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Jinjer88 opened this issue Jan 6, 2022 · 0 comments
Open

Exposing Base Classes To ModKit. #34

Jinjer88 opened this issue Jan 6, 2022 · 0 comments

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@Jinjer88
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Jinjer88 commented Jan 6, 2022

Is your feature request related to a problem? Please describe.
We can't override/replace base classes like Item or Animal to add more data/logic to all entities inheriting from that class.

Describe the solution you'd like
Just like any concrete classes we can override, to add new stuff or edit the way they behave, we want the ability to edit/override base classes like Item.
Good example would be adding a new food spoilage system for food, by overriding the FoodItem class we can add new data to it to make it spoilable. I know a food spoilage feature is probably something that might be already in the works but the general idea of overriding base classes can help a lot more than that.

Describe alternatives you've considered
Overriding every single item inheriting from that class, tedious task.

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