(Note to self: Need to figure out how vulnerabilities fit into this) What types of damage should exist? We already know that damage will be passed along with type to a damage routine for the player, and the handler routine belonging to the player will deal with the damage appropriately (e.g. handle resistances/vulnerabilities and scale the damage appropriately, apply side effects if applicable, damage equipment, etc). The side effects should somehow be correlated to the amount of damage done, with negative damage, as that is used to handle potions and the like, always (or almost always?) performing the effect. pure - There should be some way to just do pure damage. This probably should never be handled in a complex way, and should just be taken out of the user's HP. piercing - This type of damange, normally done with certain kinds of melee weapons, along with most missle weapons and some spell effects, represents objects attempting to pierce the body. Piercing dmg can cause the effect of impaling. Impaling prevents regeneration while it is active, does extra damage when inflicted, may cause health loss, and may cause fainting. L1 Resistance: Prevents constitution loss and fainting from impaling, 20% damage reduction from piercing attacks L2 Resistance: Makes impaling less likely, 50% damage reduction from piercing attacks No immunity. slashing - This type of damage, normally done with certain kinds of melee weapons, represents attempts to cut one's opponent. Slashing damage can cause the effect of cuts. Cuts prevent regeneration while active, do some degree of damage each turn, and slow a character slightly. L1 Resistance: Cut damage per check is reduced from 10% of max HP to 2%, 25% damage reduction from slashing attacks L2 Resistance: Cut damage per turn is reduced to a constant 2 HP per check, slowing from cuts are eliminated, 40% damage reduction No immunity. bludgeoning - This type of damage, normally done with blunt objects (including some melee weapons and a few missle weapons like thrown rocks), represents attacks that bash blunt objects into one's opponent. Explosions are always at least partly bludgeoning. Bludgeoning damage can cause the effects of stunning, blindness, or confusion. L1 Resistance: 30% damage reduction, 30% reduced likelyhood of effects L2 Resistance: 65% damage reduction, 65% reduced likelyhood of effects. No immunity. cold - This type of damage represents extreme cold. Cold damage can cause the effects of agility loss, drain mana, temporary speed loss, and willpower loss L1 Resistance: 25% damage reduction, prevent agility loss and willpower loss L2 Resistance: 60% damage reduction, reduced mana loss Immunity: 95% damage reduction, no mana loss, reduced speed loss and likelihood heat - This type of damage represents extreme heat. Heat damage can cause the effects of strength loss, increase hunger, and create the status ablaze, which does some damage every check and presents a chance for continued strength loss and hunger increases. L1 Resistance: 20% damage reduction, being ablaze cannot create more heat side-effects L2 Resistance: 40% damage reduction, Strength loss prevented, being ablaze likelihood reduced greatly Immunity: 90% damage reduction, no ablaze possibility, hunger increases less likely poison - This type of damage represents foreign substances hostile to life entering one's body. This damage is often accompanied by light piercing damage. Poison damage can cause the status of poisoned or create the confused status L1 Resistance: 40% damage reduction, poisoning damage reduced from 25% of current HP to a flat 3HP per turn L2 Resistance: 60% damage reduction, no confusion effect, poisoning damage reduced to a flat 1HP per turn Immunity: 95% damage reduction, no poisoning effect acid - This type of damage represents foreign substances that burn or melt most kinds of solid matter through chemical composition. This Acid can cause blindness and reduce charisma L1 Resistance: 40% damage reduction, no blindness effect L2 Resistance: 70% damage reduction, no charisma loss No Immunity law - This type of damage represents effects that attempt to create a particular pattern in an area of space. Law can lock some temporary negative effects into permanency and increase the length of the others, and reduce intuition. L1 Resistance: 30% damage reduction, No intuition loss, locking probability reduced L2 Resistance: 50% damage reduction, no locking Immunity: 100% damage reduction chaos - This type of damage represents effects that attempt to unravel the order in an object (namely you). Chaos can create strange effects and reduce learning. L1 Resistance: 30% damage reduction, no learning loss L2 Resistance: 50% damage reduction, strange effects less likely Immunity: 95% damage reduction, no strange effects void - This type of damage represents effects that attempt to unravel the universe in a localized area. Void can reduce all stats and cause fainting. L1 Resistance: 20% damage resistance, no fainting L2 Resistance: 40% damage reduction, no stat reduction Immunity: 100% damage reduction Compounded attacks are handled by seperate passings of damage from each type. A fireball, being a firey explosion, is handled by two seperate damage passings, one for bludgeoning and one for heat. Side effects and status effects Side effects that are pure (e.g. not transmitted alongside damage) should just be passed using the general mechanism with a damage of -1. Drinking bad potions that don't do damage, curses, and things like that are examples of when this is desirable. We don't want to use 0 for this because if damage is reduced to zero through resistances and the like from an actual attack, the side effects should not happen. If we ever want to override this, we should apply 2 seperate damage effects.