StendhalRefactoringItemsBase

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Item Implementation

This page is for the real implementation of new items for the upcoming big RP change.

It's mainly based on this old mail:
http://sourceforge.net/mailarchive/message.php?msg_name=BAY109-F16CCC644C8D2FE1F3D0489B11D0%40phx.gbl

And the item list you can find here:
StendhalRefactoringItems

I have tryed to name weapons and sort materials and quality prefixes from different parts of the wiki,
everything in the files below should be xml formatted so that we can implement it directly into stendhal
when it is finished.

The items still don't have stats, cause we still don't know how the RP system we choose will be, but atleast
we have a name base using prefixes from quality and material that we only need to add the stats in order to use.

Materials

Sorted Materials

Item Quality prefixes (sorted from low to high quality)

Weapons

  1. Rusty (Only applicable on metal prefixed weapons)
  2. Old
  3. Worn
  4. Polished
  5. Sharp
  6. Fine
  7. Superior

Armors

  1. Cracked, Ragged
  2. Old
  3. Worn
  4. Polished
  5. Sturdy
  6. Fine
  7. Superior


Metal prefixes (sorted from low to high quality)

  1. Copper
  2. Bronze
  3. Silver (rare/expensive)
    1. Normal Silver
    2. Polished Silver
  4. Iron
  5. Gold (heavy, soft, very rare/expensive)
  6. Steel
    1. Normal Steel
    2. Damascus Steel
  7. Platinum (very heavy, extremely rare/expensive)
  8. Mithril (extremely light, fantastically rare/expensive)
  9. Adamantite (extremely hard, very rare and hard to process)


Unsorted Materials

  • Bone/Flesh (grotesque, but then again, there's no accounting for taste, is there?)
  • Ceramic
  • Cotton/Silk
  • Crystal/Glass (acid and fireproof, risk of shattering)
  • Diamond (one of the hardest materials that exists)
  • Dragon Scales
  • Feathers
  • Fur (chance of catching fire)
  • Gem/Precious Stone (widely varried properties depending on stone(s))
  • Gossamer (spider thread)
  • Leather
    • Studded Leather
    • Oilskin Leather (high risk of catching fire)
  • Stone
  • Wood (chance of catching fire)

XML files

item_weapons.xml

<?xml version="1.0" encoding="ISO-8859-1"?>

<!-- Blade Weapons -->

<item name="Rusty_Copper_Knife">
	<type class="sword" subclass="knife"/>
	<description>You see a rusty copper knife which looks capable of making little damage, and to some degree damage yourself.</description>
	<attributes>
		<quality value="rusty"/>
		<material value="copper"/>
	</attributes>
</item>

<item name="Worn_Copper_Knife">
	<type class="sword" subclass="knife"/>
	<attributes>
		<quality value="worn"/>
		<material value="copper"/>
	</attributes>
</item>



<!-- Axe and Mace Weapons -->

<item name="Rusty_Copper_Adze">
	<type class="axe" subclass="small_axe"/>
	<attributes>
		<quality value="rusty"/>
		<material value="copper"/>
	</attributes>
</item>
<item name="Worn_Copper_Adze">
	<type class="axe" subclass="small_axe"/>
	<attributes>
		<quality value="worn"/>
		<material value="copper"/>
	</attributes>
</item>


<!-- Club and Staff Weapons -->

<item name="Cracked_Wooden_Pole">
	<type class="club" subclass="staff"/>
	<attributes>
		<quality value="cracked"/>
		<material value="wood"/>
	</attributes>
</item>

<item name="Worn_Wooden_Pole">
	<type class="club" subclass="staff"/>
	<attributes>
		<quality value="worn"/>
		<material value="wood"/>
	</attributes>
</item>

item_armors.xml

<?xml version="1.0" encoding="ISO-8859-1"?>

item_misc.xml

<?xml version="1.0" encoding="ISO-8859-1"?>

item_materials.xml

<?xml version="1.0" encoding="ISO-8859-1"?>

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