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I would switch from having a function that adds stats to a function that takes in the entity with the equipment or buffs and make the item responsible for modifying the entity. Something like... Character::Actualize() { this->bonusstats.reset(); for /*iterate through vector of buffs and equipped items*/ { item->applyEffect(this); // ...


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You could just store a second image (or use the alpha channel of your image) to store a heat map (this also depends a bit on how you're drawing this, e.g. through a canvas). You just create some mapping and tint areas in their specific color (example): Left arm becomes red. Right arm becomes orange. Left leg becomes cyan. Right leg becomes blue. As an ...



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