Damage Types in RPGs and Roguelikes

[quote=“Varkas,post:19,topic:45569”]
If I may make a silly language suggestion, use the word “slayer”, as in a sword that has the “Dragon Slayer” property.

Not only does it look good to the player, it also matches how the property could be implemented:



swordItem.setProperty(PROPERTY_TYPE.SLAYER, PROPERTY_TARGET.DRAGON);


Again, just a silly aesthetic suggestion :slight_smile:

Item naming is a bit a question, too. The slay examples came from roguelikes, which used the <weapon of slay > pattern.

Will names of items be constant or randomly generated?

At the moment I plan to have patterns for items with up two two modifiers (“sharp - sword - of fire tongue”) and random names for the higher magic items. It bugs me that “exceptional - swift - battle axe - of cleaving” and such become awkwardly long, so more than one prefix or suffix seems to be too much in a name.

You can make composite stats, like World of Warcraft used to do 3 expansions back, whereas you add 2 or more stats with a single prefix. I bet you will remember the “prismatic” prefix, which added +x to every resistance
Back in the day there were prefixes for everything, even for items that added strength and agility

Naming and mapping those would be fun as hell…

Thinking about it, it came to my mind that even D2 has a few of such, there are some which add light + attack rating, faster run + slower stamina drain and one with life + mana.

Luckily I’ve not spent too much time on the coding yet, so I can adjust the design easily. Thanks for the hint!