Talk:Rules:Equipment Sets

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Revision as of 08:43, 23 March 2006 by Cptlogic (talk | contribs)
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So far we mainly worked out the background for our rules, characters, factions, etc ...

What we need to do sooner or later is to cast those things in listings and tables that provide all the information required for implementation and content creation. Things we will need are:

  • Factions
    • Name
    • Requirements (What are the requirements to enter the faction)
    • Stat-Modifiers (What effects does the faction have on its members, like alignment changes or benefits to certain skills)
  • Items
    • Name
    • Category (What kind of item. Items can fall into multiple categories. We also should have a list of allowed categories. Example categories are 'Weapon', 'Armour', 'Poisoned', 'Stolen', etc.)
    • Stackable (Whether several items of the same kind can be kept in the same inventory slot)
    • Mutable (Whether item can change its properties. Things like coins or books are immutable, weapons that can have runes inscribed mutable)
    • Value (Abstract worth of the item. Actual price when buying and selling will be determined by haggle skill, supply in shop, faction, etc ...)
    • Weight (Weight of item, used to limit amount of items characters can carry according to their carrying capacity)
    • Charges (Number of times an item can be used. Mainly used for potions, magic wands, torches, etc ...)
    • Weight/Charge (Weight of a single charge. Total item weight = weight + charges * weight/charge)
    • Category specific stats (depend on item templates, need be specified later)
  • Bestiary
    • todo
  • etc

--Ksterker 10:36, 22 Mar 2006 (CET)

I just had a question about a few of these categories. I think I understand, but I want to be quite sure. I can start adding faction stat modifiers immediately, but item attributes are less clear:

Is it safe to presume that Value is the market value of the item?

Does the Mutability attribute determine the destructability of an item or how it can be altered by magick, alchemy, or equipment improvements?

--Cptlogic 1540, 3/22/2006 CST

Sorry! I should have been more verbose, but time only allowed for a quick listing. I'll annotate it now ... basically I picked the stuff from the current implementation, so I am stuck where there is no implementation yet.

--Ksterker 23:10, 22 Mar 2006 (CET)

Danke schon. I understand about time limitations. I'll start with factions, then move on to Items.

--Cptlogic 1822, 3/22/2006 CST

I had a thought about how to implement Item mutability for Ranged Weapons - Do it in two stages. The ammunition would be mutable, but only take temporary modifications like spell effects or alchemical effects. The launcher - bow, sling, crossbow, or atlatl would be subject to more permament modification using spells, more powerful alchemies, runemarking, and weapon improvements.

--Cptlogic 0250 3/23/2006 cst