So I have a class for enemy base, which each of the enemies is a child of. I need to do individual other classes for each child since they all have their own unique animations/special effects but all of the actual data itself is here.
That seems kinda similar to what you've done. I set these values one by one for each enemy, which isn't super tedious since there will only be like 100-150 enemies in the game, many of which will have similar values.
What I'm asking about though is kinda different. I have this structure for each inventory item:
Relatively simple, as you can see. The problem is that I want many, many hundreds of these items. I'll need dozens of different chest armors, each having different stats and levels so that you'll find new and better ones as you progress. And I'll need that for each type of item, of which there are 16+ IIRC.
So I have a data table set up that lists every item that I've created so far:
What I'm trying to do is use some external program like excel/sheets to generate a CSV file having hundreds of permutations of these items.
I need light chest armor with fire resistance, light chest armor with cold resistance, light chest armor with acid resistance, light chest armor with fire resistance and additional armor, light chest armor with fire resistance and a ton of armor, light chest armor with fire resistance that gives a boost to your burglary skill, light chest armor with fire resistance that is cursed and lowers your speed, etc.
For each of those I would need to fill out another entire row in this data table. What I am trying to figure out how to do is procedurally generate all of those so I don't have to do it manually.