# Items quality grades

**URL:** <https://discourse.cataclysmdda.org/t/items-quality-grades/27523>\
**Category:** The Drawing Board\
**Created:** [January 21, 2022, 8:29pm UTC](https://discourse.cataclysmdda.org/t/items-quality-grades/27523 "2022-01-21T20:29:08Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Sanarr89](https://avatars.discourse-cdn.com/v4/letter/s/3bc359/32.png) [@Sanarr89](https://discourse.cataclysmdda.org/u/Sanarr89)\
**Post date:** [January 21, 2022, 8:29pm UTC](https://discourse.cataclysmdda.org/t/items-quality-grades/27523/1 "2022-01-21T20:29:08Z")

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Good day to everyone.

I think it would be cool (and maybe not too hard to implement) if we could differentiate items into quality grades. I mean you could find some cheap no-name sneakers or top-notch hi-tech Asics/Adidas/Nike sneakers to really boost your running experience. It might be a simple steel bike without any good parts or ‘Specialized Carbon Zzupah Gravel Bike with hidraulic brakes lots-o-gears’ and so on.

Items grade could be marked ad (for example):  
-sneakers- for low quality items  
knife for standard item  
\*\* bike \*\* for really good and ones.

Items with above or below standard quality could give a buff/debuff for their characteristics.

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**Author:** ![NetSysFire](https://avatars.discourse-cdn.com/v4/letter/n/97f17d/32.png) [@NetSysFire](https://discourse.cataclysmdda.org/u/NetSysFire)\
**Post date:** [January 21, 2022, 11:08pm UTC](https://discourse.cataclysmdda.org/t/items-quality-grades/27523/2 "2022-01-21T23:08:01Z")

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I thought about something similar, too. Since there are e.g myriads of different candy or soup brands. This would also be a good opportunity for more ingame lore (mostly on flyers and posters) and more hilarious company names. “Try the new fat-reduced Barn Homestead™ Milk®”

This will probably be a pretty big and tedious change, but it will bring more variety and breathe more life into the world.

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**Author:** ![anothersimulacrum](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/anothersimulacrum/32/10770_2.png) [@anothersimulacrum](https://discourse.cataclysmdda.org/u/anothersimulacrum)\
**Post date:** [January 21, 2022, 11:16pm UTC](https://discourse.cataclysmdda.org/t/items-quality-grades/27523/3 "2022-01-21T23:16:28Z")

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> <https://github.com/CleverRaven/Cataclysm-DDA/pull/51613>
>
> \#### Summary
> Features "Allow all items to specify cosmetic variants, optionally… changing the name and description of the item"
> 
> \#### Purpose of change
> https://github.com/CleverRaven/Cataclysm-DDA/pull/50247
> All items should be able to specify variants.
> 
> \#### Describe the solution
> Rename \`gun\_variant\_data\` to \`itype\_variant\_data\` and move it to \`itype\`, instead of \`islots\`. Rename relevant functions and adjust loading code.
> 
> Add \`itype\_variant\_type\` to items to allow specifying what type of variants they are, for option-based tuning (e.g. turn on/off gun variants or book variants, etc).  
> 
> \#### Testing
> Add variant data to a non-gun item, see that variants for that item are displayed.
> See existing guns with variants can have their variants toggled separately with the appropriate option.
> 
> \#### Additional context
> I have not added more variant types (than \`gun\`) and relevant options, but that will likely be something we want.

Not too bad, depending on objectives.
