Items - Arcanorum/rogueworld GitHub Wiki

Purpose

Items are one of the most fundamental gameplay units, allowing the player to interact with the game world in different ways according to the items they are using.

They are also one of the main mediums of exchange between players, facilitating players working together by allowing sharing items among themselves to best fit each player's character. (Reciprocity, Specialisation)

Most items can be equipped and added to one of the item slots on the player's GUI, from where they can be selected and used.

Each item falls into an item type/category, which determines its general functionality and which item slots it can be put into.

Hotbar

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On the player's GUI there are 4 slots that players can assign either "primary" or "secondary" type items in their inventory to.

Assigning an item to a hotbar slot moves it from being an item in the inventory to being an item in the hotbar. Essentially the inventory and the hotbar are two separate data structures that can transact with each other in terms of items.

When a hotbar slot is pressed, the item in that slot becomes the equipped item of that type.

For example, if a player already has a book equipped, and they press a shield in the hotbar, then the book will be unequipped and the shield equipped, as they are both "secondary" items.

A hotbar slot without an item in it is disabled and does nothing when pressed.

Having 4 slots allows two "sets" of items that can be switched between easily mid-combat without having to go digging through inventory menus, as most classes typically have a major and minor focus, each with their own ideal item combinations to use.

Example classes and their hotbar configurations:

  • A Warrior might have [Sword, Shield, Bow, Arrows] to switch between melee and ranged attacks.
  • A Druid might have [Bow, Arrows, Staff, Book] to switch between ranged attacks and casting spells.
  • An Occultist might have [Staff, Book A, Book B, Book C] and switch between the books based on the spell they are going to cast.

Types

Resources

These are items with little to no purpose of their own, and whose primary purpose is to be crafted into other items. These kinds of items act as increments of a goal for players working towards gaining other items.

  • Logs
  • Ores
  • Berries
  • Herbs
  • Mushrooms

Primary

Can be loosely considered to be any kind of "main hand" item. Becomes the default attack action while equipped that the player performs when they target an enemy, and potentially provides some other active effect when used, but usually doesn't have a passive effect.

  • Swords: Deals damage at short range.
  • Bows: Reduces activation time of ranged attacks. Requires any arrows to be equipped.
  • Staffs: Reduces cast time of all spells.

Secondary

Can be loosely considered to be any kind of "off-hand" item. Provides some passive effect while equipped, but cannot be actively used.

  • Shields: Reduces damage taken. A shield has a defence value, that reduces damage taken by a random amount between 0 and that value.
    • A shield with a defence value of 50 will reduce damage taken by a random number from 0 to 50 the next time the player is attacked.
    • Intended to add a small amount of unpredictability to combat for outcome variance, so combat doesn't just become a simple calculation.
      • i.e. "I have 100 HP and you deal 20 damage per hit, therefore I can take 5 hits before dying." instead becomes "I have a shield so I can maybe take a few more hits, but I still need to be careful and pay attention in case I can't.".
  • Arrows: Deals damage at long range. Requires any bow to be equipped.
  • Books: Reduces cast time of a specific type of spell, depending on the book.

Potions

Basic self-sustain items. See the potions page for more details.

  • Healing potion: Applies the hitpoint regeneration status effect when used.
  • Resistance potion: Applies the hitpoint regeneration status effect and a resistance to damage taken from certain sources (depending on the potion) effect when used.
  • Boost potion: Applies the hitpoint regeneration status effect and attack rate increase status effect when used.

Bonuses

Bonuses with AP requirements

Item attribute scaling How much more effective this item becomes when used by a player with points in a certain attribute (or set of attributes).