Building Guide
ARMOR
OLC: Down and Dirty in the MUD
Armor is created within OEDIT.
There are some special fields and properties to armor that will be explored below.
CREATING ARMOR FROM SCRATCH
As
with other object types, armor is created in OEDIT.
type:
edit obj create
(hit enter)
type:
type armor
this
will create an unspecific piece of armor without any specific stats
BECOMING A BLACKSMITH
I'll only go over the fields
that are imperative or specific for armor objects. The important fields are:
wear
- if you want the armor to be useful to anyone, you obviously have to first set
the armor with take then with the wear location of your choice, be it a
gauntlet, helm, cape or mask... whatever!
extra flags
- depending on the material, some of the extra flags accompany the material
type. Like, if your armor is steel, then it is going to be burnproof.
material
- be realistic when you set the materials. Some spells are affected by the
material types and conversely some material types are affected by spells.
(depending on the mud's code!)
weight
- if you make a steel breastplate, it isn't going to weigh 8 pounds unless it's
for a pixie. Make sure the weights match the material and size of the eq (within
reason of course)
cost
- of course gold, silver or precious metal eq is going to be worth lots more as
our illustrious steel breastplate isn't going to be worth much. Make common eq
worth pennies.. you don't want players collecting eq just to sell it to make
obscene amounts of $$$$!
[v0] pierce -
the armor rating against piercing weapons
[v1] bash -
the armor rating against bashing/blunt weapons and bash damage from the skill
[v2] slash -
the armor rating against slashing weapons
[v3] exotic
- the armor rating against exotic weapons and some skills
If
you want the armor to cover saves against spells you will have to add it
separately as an addaffect. Saves and savingspell should occur infrequently,
realistically to create armor that had these properties, it would have to be
enchanted and would not be common. So try to limit it's use and not go overboard
on the values you use with these affects.
ADDAFFECTS
Use
your head when adding affects to armor. Level 10 eq isn't going to have 5
billion addaffects (2 maybe, on the outside!) Leveling eq shouldn't be too
common (why train stats then?!?) Also, watch you addaffect values.. make sure
they aren't sky high! Here's a reference chart for addaffects and player levels.
|
LEVELS
|
max
#
of
affects
|
stat
bonus
max
|
move
bonus
max
|
mana
bonus
max
|
hp
bonus
max
|
move+
mana+hp
max
total
|
|
1
- 9
|
0
|
0
|
0
|
0
|
0
|
0
|
|
10
- 19
|
1
|
+2
total
|
+50
|
+20
|
+5
|
**
|
|
20
- 29
|
2
|
+3
to one affect
max
total of all +4
|
+70
|
+30
|
+10
|
+80
|
|
30
- 39
|
3
|
+3
to one affect
max
total of all +6
|
+100
|
+50
|
+50
|
+120
|
|
40
- 44
|
4
|
+
4 to one affect
max
total of all +8
|
+200
|
+75
|
+75
|
+200`
|
|
45
- 50
|
4
|
+5
to one affect
max
total of all +10
|
+200
|
+100
|
+100
|
+200
|
Movement,
Mana and Hit Point bonuses count as one affect each toward the maximum number of
affects to eq.
Movement,
Mana and Hit Point bonuses count as one affect each toward the maximum number of
affects to eq.
Make
sure that you balance out the number of 'special affect added' eq with normal
pieces of eq.. This doesn't mean a ratio of 1:1 .. something more like 1:8. Eq
with bonuses should be sought after and not made readily available. This will
also force players to explore areas more thoroughly, seek out people to stat eq
(giving mages yet another viable way to profit *L*) and makes players covet the
enhanced eq that they do find. It also can help enhance role play and pk!
|