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Re: [Adonthell-devel] Shield and Armor Rules


From: Kai Sterker
Subject: Re: [Adonthell-devel] Shield and Armor Rules
Date: Thu, 16 Mar 2006 09:37:30 +0100

On 3/13/06, Andrew Phillips <address@hidden> wrote:

> I wonder if the coverage modifier for a full set of armour should come
> out to a whole number (either 1 or 2, perhaps?)

1 would be a good choice, I think.

> Also, should individual parts of paired armour be individually
> equipped? For example, bracers and gloves come in twos. It makes no
> sense to split up greaves or boots, but sometimes gloves or greaves
> don't come in pairs and don't even -need- to come in pairs. For
> example, why wear a bracer on your shield arm?

That's true, but I'm not sure whether we should go into such detail. I
would add one equipment slot for each of these items, and wouldn't
distinguish between ones and pairs.

> This gives us either 1.8 or 2.3 for the total coverage modifer,
> assuming the player finds and equips one of everything, which seems a
> bit silly.

I agree.

> A more reasonable approach might be to think of armour in sets. I
> don't know how implement this yet, but that will follow.

Basically, it could be done by having more or less equipment slots
available. If we tie the modifier directly to the equipment slot, we
are pretty flexible. We could even have class-specific armour-sets.

To explain this idea a little more: a inventory is a list of slots.
For equipping items, each character will have a special inventory that
holds a list of slots named after the type of equipment that fits into
this slot. What slots this equipment inventory contains can (easily)
be changed at runtime, if necessary. I might have to refine the code a
little that is already in place, but the implementation of armour sets
based upon this shouldn't pose a big problem.

Kai




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