I'm 100% behind the log idea. Odds are though that the code that displays gear and handles the glamming system has calls to the instanced items (read it's not just item data but an actually "created" instance of an item since only these would have dye information for example) spread out accross multiple classes/methods ( Instead of having it all centralized in one spot) which would require quite a bit of rework.
I still think it wouldn't be that hard (relatively speaking) to have the system only create temp/persistent item instances for the glamour plates (as part of the process of applying the item to the plate preview) and give them arbitrary dye and other data if required, and then use those as it currently works. The side effect of this would be that you would not be able to retain any dye information directly in the log (aka not like the curent dresser where some items have dye on them even before you place them in a glam plate). And odds are it would be unlikely you could get an item out of the log. So you log the fact you own the item and then whatever you do with the item is final (sell it, desynth, etc.)



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