Description templates
AndreaColombo
Member Posts: 5,529
Here I will post the description templates as were discussed privately among team leaders. Any doubt on how to apply the template to specific items can be posted and discussed in this thread. I will also drop some team leaders' names since they never commented on the templates via PM, and I'd like to hear their opinion (if you are okay with the templates as is, please say so).
@powerfulally @La_Voix @inthel @Faldrath @Nasher @Maru @Kyon @theggenes
I have already heard from: @kangaxx @christof @cherrycoke2l
@powerfulally @La_Voix @inthel @Faldrath @Nasher @Maru @Kyon @theggenes
I have already heard from: @kangaxx @christof @cherrycoke2l
:: WEAPONS ::
STATISTICS:
Equipped ability/ies:
- Xxxxx
Combat ability/ies:
- Xxxxx
Special:
- Xxxxx
THAC0: +X
Damage: XdX (damage type)
[Damage type: Crushing / Piercing / Slashing / (Missile)] [see notes]
Speed Factor: X
Proficiency Type: Xxxxx
Type: One-handed/ Two-handed
Requires:
X Strength
X Dexterity
X Constitution
X Intelligence
X Wisdom
X Charisma
Weight: X
:: ARMOR & SHIELDS ::
STATISTICS:
Equipped ability/ies:
- Protects against critical hits [for helmets]
- Xxxxx
Special:
- Xxxxx
Armor Class: +X [or "Armor Class: X" when the item sets AC to the given value; remove if AC is unaffected]
Requires:
X Strength
X Dexterity
X Constitution
X Intelligence
X Wisdom
X Charisma
Weight: X
:: SPELLS ::
(School)
Level: X
Sphere: Animal // Charm // Combat // Creation // Divination // Elemental (Fire/Earth/Air/Water) // Guardian // Healing // Necromantic // Plant // Protection // Summoning // Sun // Weather
Range: X-ft. radius // X yds. // Touch // Unlimited // Special
Duration: X rd./level // Permanent // Instantaneous // Special
Casting Time: X
Area of Effect: Line of sight, max X ft. // The caster // Person touched // X creature // Special
Saving Throw: None // Special // Neg. // 1/2
Post edited by AndreaColombo on
2
Comments
All templates in the OP display all fields simultaneously for the purpose of showing the hierarchical relation between them. In practice, only relevant fields will appear in each item description (e.g. if an item has no "equipped abilities", the "equipped abilities" header will not appear in its description). However, when two or more fields appear simultaneously, they will always appear in the order shown in the template.
For the vast majority of weapons, where damage is just "XdX" or "XdX+X", the damage type will be written next to it between parenthesys. For example, "Damage: 2d4+1 (crushing)".
In those rare occasions where damage has a longer string for exceptions or special cases, the "Damage type" header is retained to guarantee the immediacy of the information. For example, "Damage: 2d4+1, +3 vs. lycanthropes" "Damage type: Crushing".
As you already know by now, this header has been killed in the original English document. I started a poll to ask whether it should be kept or ditched, and just recently learned it is irrelevant. The devs are looking into adding this information to item descriptions via GUI code, rather than via text. Thus, the header will not be restored in the English document regardless of poll's outcome, waiting for the GUI code to be implemented. Since there is currently no ETA for its implementation, feel free to keep it in your language until it's there (but when it is, don't forget to remove it).
Even though it would be the most correct to indicate bonuses to THAC0, AC and Saving Throws as "-X" (these stats follow the "the lower the better" rule), they have always been written as "+X" in all IE games so far. This practice is likely well-entrenched in old players' minds, and changing it would be counterintuitive for players who are not acquainted with AD&D rules. Thus, the "+X" will remain for all these bonuses.
Legendary or otherwise unique items have proper names. For consistency, they'll be treated as follows: proper names take no quotation marks (which often appear in the original text as inverted commas ); proper names drop the "+X" tag and the indication of the item type (e.g. "Spear +3, Backbiter" becomes Backbiter: No quotation marks, no +X, no item type); proper names are repeated within the item description right at the beginning- the description follows suit starting a new line (and not on the same line as the proper name).
Just my 2 cents, nothing more.
In helmet descriptions there's always a line that reads "Special: Protects Against Critical Hits" right below "Armor Class: X". However, there are helmets (like Kiel's, for example) that also have additional special abilities that go under the "Special abilities" header on top of everything else (like the one in the weapon template). Shall we merge the two headers into a single "Special abilties" header that appears on top of everything else? E.g.:
Special:
- Protects against critical hits [never saw a reason why this should be capitalized]
- Protects from fear and morale failure
Another doubt concerns helmets that don't grant any AC bonus. Shall we just remove the "Armor Class" header from them? Shall we keep it and write "Armor Class: +0" (looks hideous, imho)? Will this be the only case where we keep the word "bonus" in the header, e.g. "Armor Class bonus: 0" (inconsistent with the template for helments that actually provide a bonus to AC)?
I side with you concerning merging special abilities into single header.
I would remove "Armor Class" if it states a value of 0.
No, its actually a +3 penalty, the penalty doesn't actually subtract 3 from your roll. It forces you to, force example, roll a 18 instead of a 15. You can see it in the battle log text.
If you ask me, I'd simply list "Protects Against Critical Hits" without "Special:" ahead of it. Large shield's bonus vs. missiles can simply be listed in the Armor Class line instead (e.g. Armor Class: +1 bonus, +2 vs. missiles) Mmm...not sure what to do here. Within IR all magical helmets give +1 bonus to AC, thus it isn't a problem there. Not to mention the next version of IR will removes the "immunity to critical hits" from all helmets and give a +1 AC instead (non-helmets such as Ioun Stones will get neither of them). Actually afair it indeed was a +3 bonus to target's saves (aka targets make their saves very easily).
Since @kangaxx seems to be the only one commenting on this thread, I'll wait to hear his opinion before I actually make this change.
"Standard" means: Every ability with immediate effect without the need to be activated(AC/Saving Throw bonuses, resistance, HP, critical hit protection etc).
Everything else (e.g. charges) which needs to be activated should fall under "special" header.
I think the best place for "Protects against critical hits" is below the AC line.
I hope this suggestion clarifies:
Miscast Magic affects the victim on each successful hit (80 % chance of spellcasting failure, Saving Throw vs. Spell to negate, -2 penalty)
Miscast Magic affects the victim on each successful hit (80 % chance of victim's spellcasting failure, Saving Throw vs. Spell to negate, -2 penalty)
I'm not sure if that's needed as there's already a Miscast Magic spell for people to check.
Though you could change the description to:
- Miscast Magic: each hit results in 80% chance of spell failure for the target creature (Saving Throw vs. Spell, -2 penalty)
Or something similar to that.
EDIT: I'd use kangaxx's description.
The sword Flaming Tongue, string #23970, provides a bonus to THAC0 and damage as follows:
Special: +2 vs. Regenerating Creatures +3 vs. Cold-Using Creatures +4 vs. Undead
The special header will of course be removed and bonuses moved to the THAC0 and Damage header. However, I find the expression "Cold-Using Creatures" unclear. In vBG1, they are basically only winter wolves. Shall we change it to "winter wolves", then?
Regenerating Creatures in vBG1 are basically only lycanthropes, but vBG2 also introduces Trolls, against which the sword is supposed to be +2, so I wouldn't change that.
It doesn't make sense to create a category for one specific creature. As a consequence, we need to check if "winter wolf" is the only "cold-using creature" as I can't confirm this.
I would rank these attributes by frequency of occurrence:
+4 vs. Undead
+2 vs. Regenerating Creatures
+3 vs. Winter Wolves
It does appear in BG2 and works against lycanthropes, winter wolves and undead, plus trolls. The BG1/BGEE item is identical except for the trolls.
So, I suggest modifying the text to read "+2 vs. lycanthropes, +3 vs. winter wolves, +4 vs. undead". I have nothing against the German translation (or any other translation, for that matter) changing the order of the above to match frequency of occurrence. For the English document, however, I prefer to list the bonuses in increasing order for aesthetic reasons.
@AndreaColombo What do you think?
The point is: shall we drop it from the tooltip alone, or shall we drop it within the item description as well? I'm asking 'cause item descriptions do have flavor text, but are also there to be informative with regards to game mechanics.
As for 6729 I can only find two related strings:
6729 Name (needs to be changed): "Spear +3, Backbiter" -> "Backbiter"
6653 Description (doesn't include the name)
Despite that, it is different for 6723 (Dagger +2, Longtooth)
6723 Name: "Dagger +2, Longtooth" -> "Longtooth"
7342 Description (includes name): I would change "Dagger +2, longtooth" -> "Longtooth"
In my view a special name already emphasises the exceptional abilities of an item. Furthermore, you also see the game mechanics of this item in the same UI window.