We need to make some design decisions on how we are going to handle applying the inventory items to the player character, and in turn how the system will handle the event. For instance, let's assume the player character has acquired several weapons; let's say Weapons A, B, and C.
Let's also assume that initially, the player does not have any active weapons. Now, the player selects to activate Weapon A. For this scenario, we would just use the inventory item data and activate Weapon A for the player, taking into consideration all of the accounting that comes with the weapon.
Now, the player wants to change his/her weapon to Weapon B because it is more powerful and they will need it to defeat the boss. Since the player ...