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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!