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Building Guide

WEAPONS

OLC: Down and Dirty in the MUD
So, you wanna make some pointy ouch sticks?
Oedit is once again the only mode of choice.

MAKING A WEAPON FROM SCRATCH
type: edit obj create (hit enter)
type: type weapon
this will create a weapon that is without specifics.

WEAPON FIELDS
There are quite a few different fields that need to be delt with when creating weapons. Here are the details of the weapon fields:
type - weapon (of course!)
wear - take and wield (this will enable players to pick up and wield the weapon you are creating
material - important for the material has bearing on some spells
condition - always 100 unless the mud has a degeneration / repair code
cost - relative to the material and how easily and prolific the weapon is on the mud
[v0] weapon class - type ? wclass for the list of the different kinds (classes) of weapons available. This field will designate what kind (class) of weapon it is. Default is exotic.
[v1] number of dice - the # of dice rolled to determine hit damage (see table below)
[v2] type of dice - the kind of dice rolled to determine hit damage (see table below)
[v3] type - the damage type, type ? damlist to see a list of hit types and what the messages will read
a hit message is ' Your scratches .'
[v4] special type - type ? wtype to see the list of special weapon flags. USE THESE SPARINGLY!!!
weapons with special flags and addaffects should be rare!

WEAPON DICE TABLE

weapon level

[v1] field / # of dice

[v2] field / type of dice

1

1

8

2 - 4

2

5

5 - 7

2

6

8 - 10

3

5

11 - 15

4

5

16 - 20

5

5

21 - 25

5

6

26 - 30

5

7

31 - 40

5

9

41 - 50

5

11

These values are the values that are 'stock' merc values. Treat them as the average damage of what normal weapon would do when it hits. The numbers, when put into a formula come out to be [v1]d[v2] (example: 1d8, this would mean one 8 sided dice would be rolled to determine the hit value for this weapon. The damage could range from 1 to 8 hps a hit.) If you decide to tweak the values, remember that the more dice thrown gives the weapon less of a variance in damage delt.

These values are the values that are 'stock' merc values. Treat them as the average damage of what normal weapon would do when it hits. The numbers, when put into a formula come out to be [v1]d[v2] (example: 1d8, this would mean one 8 sided dice would be rolled to determine the hit value for this weapon. The damage could range from 1 to 8 hps a hit.) If you decide to tweak the values, remember that the more dice thrown gives the weapon less of a variance in damage delt.
A natural dice bonus does not exist for weapon dice.

ADDAFFECT AND YOUR WEAPONS
As far as addaffect goes, check out the addaffect table on the armor page for the info regarding the amount and parameters for juicing up the weapons you are createing (or have created.) USE YOUR HEAD! Don't make god awful - world devistating - instakill weapons. If you make one of these power monger-brat beaters, more than likely your head builder or IMP is going to change 'em so they are nearly mortal and not god smashing weapons. So don't waste your time..


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