StendhalRefactoringItems

From Arianne
Revision as of 22:07, 28 October 2005 by imported>MiguelAngelBlanchLardin
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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:

Shields

  • Wooden shield
  • Studded shield
  • Metal Plate shield
  • Copper shield
  • Silver shield
  • Gold shield
  • Mithril shield
  • Blessed shield

Swords

  • Knife
  • Dagger
  • Short sword
  • Sword
  • Katana
  • Long sword
  • Scimitar
  • Broadsword
  • Two-handed sword
  • Huge sword
  • Blessed sword

Axes

  • Small axe
  • Axe
  • Two-handed axe
  • Mithril Axe
  • Dwarvish Axe
  • Blessed Axe

Clubs

  • Club
  • Hammer
  • Battle Hammer
  • Two-handed hammer

Range weapons

  • Bow
  • Crossbow
  • Spear
  • Throwing knifes

Arrows

  • Arrow
  • Poison arrow

Armors

  • Dress
  • Leather armor
  • Studded Leather armor
  • Plate Mail armor
  • Copper Plate armor
  • Copper armor
  • Silver armor
  • Gold armor
  • Mithril armor
  • Blessed armor

Boots

  • Sandals
  • Leather boots

Helmet

  • Leather helmet
  • Studded helmet
  • Chain Mail helmet
  • Viking helmet
  • Copper helmet
  • Legion helmet
  • Silver helmet
  • Gold helmet
  • Mithril helmet
  • Blessed 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

Corpse

Money

Book

Key

Door

Food

  • Meat
  • Cheese
  • Bread

Properties

We have several common attributes for all the items. Mainly:

  • Type
  • Class
  • Subclass

And some attributes that objects may or many not have:

  • Attack
  • Defense
  • Quantity

Additionally items should explain:

  • What slots can they be equipped
  • 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.