StendhalRefactoringItems
Items
List
We can have two types of items lists:
- Tibia like list
- AD&D like list
Tibia is more random, and has more items than AD&D, and you are encourage to upgrade your items, while AD&D abuses a bit of +1,+2. I think that we could try a mix approach perhaps, but i do see ridiculous to see pure AD&D approach like in shield+15 ( that is the difference between a wooden shield and a copper shield )
We have the next items structure:
Basic Attributes
Materials
This is a list of materials for most every item. These materials could theoretically be mixed depending on the item. Not every item could logically be created from everything, but I guess it could be...
- Wood (chance of catching fire)
- Copper
- Bronze
- Silver (rare/expensive)
- Polished Silver
- Gold (heavy, soft, very rare/expensive)
- Platinum (very heavy, extremely rare/expensive)
- Mithril (extremely light, fantastically rare/expensive)
- Gossamer (spider thread)
- Cotton/Silk
- Leather
- Studded Leather
- Oilskin Leather (high risk of catch fire)
- Fur (chance of catching fire)
- Iron
- Steel
- Bone/Flesh (grotesque, but then again, there's no accounting for taste, is there?)
- Stone
- Gem/Precious Stone (widely varried properties depending on stone(s))
- Crystal/Glass (acid and fireproof, risk of shattering)
- Dragon Scales
- Feathers
Origin
- Human (plain)
- Dwarf (more durable, heavier)
- Orcish (poor quality, inexpensive, not socially acceptable)
- Elven (high quality, generally possessing some form of enchantment)
- Drowish (high quality, generally bearing war-minded enchantment)
- Goblin (miserable quality, cheap, not socially acceptable)
- Trollish (decent quality, limited scope, very large, extremely heavy)
- Faerie (usually impractically small, highly enchanted, extremely light)
Divine Enchantment
- None - neutral item, no special abilities (common)
- Cursed - penalty to or opposite ability, cannot be removed (rare)
- Blessed - bonus to abilities (extremely rare)
Shields
Shape
- Tower Shield
- Phalanx Shield
- Archer's Shield (round shield attaches to the forearm)
- Crusader's Shield
- Buckler
- Round Shield (small and large)
- Spiked/Viking Shield
- Madu
Swords
Slashing
Knife
All knives are one-handed.
- Kris
- Crysknife
- Scapel
- Switchblade
Dagger
All daggers are one-handed.
- Kukri
- Katar (punch dagger)
- Haladie
- Bank
- Bich'wa
- Jambiya
- Dirk
- Athame
Slashing Blades
- Sword (doesn't this seem too vague?)
- Katana
- Long Sword
- Short Sword
- Wakizashi
- Scimitar
- Broadsword
- Ninja-to
- Runesword
- Gladius
- Falchion
- Machete
- Sabre
- Two-handed swords
- Two-handed broadsword
- Tsurugi
- Huge sword
- No-datchi (temple sword 6' long, slightly wider than a katana)
- Pata (includes a gauntlet, so restricts wrist motion, double-bladed)
- Sax (bowie knife scramasax)
Thrusting Blades
- Rapier
- Foil
- Epée
- Misericorde
- Worm Tooth
- Stiletto
Parrying/Secondary Blades
- Manople (parrying and disarming)
- Swordbreaker (toothed edge to catch and apply leverage to break enemy swords)
- Main gauche
- Poinard
Misc. Blades
- Flamberge
- Sword cane
- Terbutje (Not really a sword, but has rows of shark teeth)
Axes
One Handed
- Small Axe
- Bullova
- Broadaxe
- Taper Axe
- Zaghnal
- Adze
- Axe (seems awfully vague)
Two Handed
- Two-Handed Axe
- Double-Bladed Axe
- Dwarvish Axe
- Great Axe
- Double-Bladed Broadaxe
- Battle-Axe
- Pick-Axe
- Mattock
Throwing
- Francisca
Polearms and Spears
Polearms
- Sickle
- Bec de Corbin
- Poleaxe
- Halbard
- Demi-lune (halfmoon)
- Partizan
- Guisarme
- Bill-Guisarme
- Rake
- Brandestock
- Chauves Souris
- Ranseur
- Voulge
- Fauchard
- Partizan
- Scythe
- Billhook
- Hoko
- Glaive (naginata)
- Spetum
- Bardiche
- Ankus (elephant goad)
Spears
- Pike
- Spontoon
- Pilum
- Trident
- Oxtongue
- Assegai
- Javelin
Bludgeons, Hammers and Flails
Bludgeons
- Cudgel
- Mitre
- Wood Club
- Staff
- Quarterstaff
- Baton (truncheon)
- Tonfa (side-handle baton)
- Crowbar
- Aklys
- Axe Handle
- Metal Tubing
- Tradesman's Hammer
- Blackjack (sap, slapper)
- Shillelagh
- Knobkerrie (knobkerry)
- Kegel (bowling pin) dates back before 5,200 B.C.
- Loaded Kegel (solid metal core)
- Mace
- Maul
Hammers
- Battle Hammer
- Two-handed hammer
- War Hammer
- Piton Hammer
Flails
- Heavy Flail
- Light Flair
- Lashknife
- Morningstar (goedendag)
- Grappling Hook
Range weapons
Bow
Shortbow
- Heavy Shortbow
- Light Shortbow
- Ultra-light Shortbow
Longbow
- Extra-Heavy Longbow
- Tower Longbow
Crossbow
- Arbalest
- Cranquin
- Crossbow
- Light Crossbow
- Assassin's Crossbow (mounted on wrist)
- Dokyu
- Prodd
Misc.
- Spear (now mentioned above)
- Throwing knifes
- African Throwing Knife
- Atl-Atl (spear thrower)
- Sling
- Staff Sling
- Chakram
- Fishing Spear
- Shurikin
- Blowpipe
- Dart
- Bola
- War Bola
- Boomerang
- Bullwhip
- Eggs
- Cockatrice Eggs
- Boulder (Impractical, but if you're dealing with a giant...)
- Filipino Yo-Yo (studded/spiked/bladed)
Projectile Ammunition
Structure/Composition
- Wooden Arrow/Bolt
- Feathered Arrow/Bolt
- Orcish Arrow/Bolt
- Huge Arrow/Bolt
- Metal Arrow/Bolt (Copper, Bronze, Silver, Gold, Steel, Mithril, etc.)
- Sling Stone
Treatments
- Poison Arrow/Bolt
- Enchanted Arrow/Bolt
- Flaming Arrow/Bolt
Misc. Weapons
- Bagh Nakh (tiger claws)
- Caltrops
Armours
Body
- Dress
- Rags
- Barrel
- Robe
- Monkrobe
- Leather Jacket
- Leather armor
- Studded Leather Armour
- Plate Mail
- Scale Mail
- Dragon Scales/Scale Mail
- Splint Mail
- Ring Mail
- Lamellar
- Quilted Cotton/Silk
- Chain Mail
- Mummy Wrappings
Cloak
- Plain Cloak
- Cloak of Protection
- Cloak of Invisibility
- Oilskin (potential to catch fire, sheds water)
Boots
- Sandals
- Leather boots
- Shoes
- Leather Foot Wraps
- Jackboots
- Warboots
- Metal Shoes
Helmet
Type
- Skullcap
- Dented Pot
- Facemask
- Full Helm
- Leather Helmet
- Studded Leather Helmet
- Chain Mail Helmet
- Viking Helmet (potentially offensive in combat?)
- Crown (no real protection, just bougoise)
- Tiara
- Gloria/Halo (from killing angels of course)
- Horns (animal or demon)
- Legion Helmet
Leg Armour
- Leather Leg Armour
- Studded Leather Leg Armour
- Chain Mail Leg Armour
- Copper Leg Armour
- Silver Leg Armour
- Gold Leg Armour
- Mithril Leg Armour
- Blessed Leg Armour
Door
- Solid Metal
- Metal Reinforced
- Wooden (various kinds - soft pine to ironwood)
- Stone
- Glass
- Magical
- Lattice
- Bone/Flesh
Items
- Corpse
- Money (wood, tin, bronze, copper, silver, gold, platinum, mithril?) or one currency?
- Amulet
- Ring
- Book
- Spellbook
- Scroll
- Key
- Bottle
- Wand
- Bag
- Tool
- Light Sources
- Candle
- Lantern/Lamp
- Torch
- Flowers
- Furniture
- Feather (different sources bestow abilities)
- Religious Symbols/Icons
Gems, Jewels and Precious Stones
- Diamond
- Ruby
- Sapphire
- Opal
- Black Opal
- Pearl
- Black Pearl
- Emerald
- Garnet
- Amethyst
- Jasper
- Jade
- Agate
- Obsidian
- Onyx
- Turquoise
- Aquamarine
- Glass
- Topaz
Poisons and Potions
Venom/Poisons
- Spider Venom
- Scorpion Venom
- Conch Shell Venom
- Curare
- Atropine
- Aconite - Aconitum napellus/Monk's Hood/Lycotonum/Wolfs-Bane
- Arsenic
- Realger
- Orpiment
- Cinnabar - Mercury
- Belladonna - Atropa belladonna/Deadly Nightshade/Dwale
- Cyanide - Prussic Acid
- Mandrake
- Thujone - Artemisia absinthium (wormwood)
- Hellebore - Helleborus niger/Melampode
- Hemlock - Conium maculatum
- Ricin
- Henbane - Hyoscamus niger
- Amanita Mushrooms
- Amanita phalloides - Death Cap
- Amanita virosa - Destroying Angel
- Alpha-amanitin
- Muscarine
- Opiates - from poppies (Papaver somniferum): Morphine
- Solanum - Solanum dulcamara/Bittersweet/Garden Nightshade/Solanum nigrum
- Tares - Lolium temulentum
- Conus geographus - "Cigarette Snail"
- Botulusm - Clostridium botulinum
Poisonous Plants
- Rosary Pea
- Castor Bean
- Rhubarb Leaf
- Daphne Berries
- Laurels
- Rhododendrons
- Azaleas
- Jasmine Berries
- Green Red Sage Berries - Lantana camara
- Yew Berries and Foliage
- Cherry Foliage
- Mistletoe Berries
- Jimson Weed - Thorn Apple
Potions
- Healing potion
Food
Food Should heal a small number of hit points. However, not all animals should produce meat, like in Tibia, as it just means everyone slaughters all the animals in the game. Maybe we should have a certain animal, like Deer which when killed produces meat, and can be found in forests etc, so you have to go hunt it. What if there's a chance of everything leaving meat/corpse, but that some types could potentially make the eater ill or even poisoned? And the player would have to cure the meat (requiring materials and time) or else take their chances raw or heated over a fire.
- Fruit
have one class with all the same properties but can make a number of different graphics so it seems like there are lots of types- Apple
- Orange
- Pear
- Banana
- Date
- Cherry
- Rhubarb
- Raspberry
- Blackberry
- Strawberry
- Lime
- Kumquat
- Plum
- Apricot
- Lychee
- Mango
- Pineapple
- Banana
- Peach
- Kiwi
- Blueberry
- Pear
- Papaya
- Grape
- Fig
- Watermelon
- Cantaloupe
- Tangelos
- Grapefruit
- Vegetables
- Tomatoes
- Potato
- Castor Bean
- Meat
- Purchased
- Hunted for
- Corpse
- Cheese
- Bread
- Sheep food
Properties
We have several common attributes for all the items. Mainly:
- Type (i.e. armour, weapon, etc.)
- Class (i.e. plate, sword, etc.)
- Subclass (i.e. full platemail, slashing, etc.)
And some attributes that only some objects have: What is the base standard for points? Higher numbers look more impressive, but lower numbers are easier to manage.
- Attack
- Defense
- Quantity
Additionally items should explain:
- What slots they can be equipped on
- Head (helmet, crown/tiara, gloria/halo)
- Face (fright/protective masks)
- Amulet/Pendant
- Weapon Hand
- Shield Hand (unavaliable in case of a two-handed weapon)
- Boots
- Gloves
- Greaves (leg armour)
- Rings (2)
- Cloak
- How much they weight (what is the system of weight?)
- Tiled id
Art
The visual style of all items should have some consistency. Perhaps one person should be responsible for all item design and drawing.