Build readable item names from the bonuses an item rolled
A name such as Sturdy Sword of the Bear tells a player at a glance what they found, until an item has five bonuses and the name becomes a sentence, or two bonuses want the same place. This entry decides which bonuses are named and fixes small grammar slips.
Why this works
A name is a tiny summary, and it only works if it stays short. Letting the strongest bonus claim each naming place, with ties settled by a fixed rule, gives names that say what matters and do not change when the list is shuffled.
When not to use it
Don't build names from bonuses when items are few and handmade, where each deserves its own story and title, or when the bonuses change so often that a name would be wrong by the next minute. Write the name by hand, or show no name.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 23 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Build readable item names from the bonuses an item rolled" (read_entry item-names-built-from-bonuses-without-clutter) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP