CONCEPT
armour class
LAST UPDATE
Analena, 24-Feb-97 21:00 MET
DESCRIPTION
This document explains restrictions on dealing with armour class
(AC) of armour in OSB.
- The Max armour class for the different armour types are:
AT_MAIL: AC 5 (depending on material, see material
chart below)
Description: anything from full plate to hide armour
worn on the body (not appendages)
Material/type Max AC
-----------------------------
hide *
leather 2
studded leather 3
chain mail 4
plate mail 4
full plate 5
* Dependent on which animal the hide came from
AT_TROUSERS: AC 2 (depending on material, see material
chart below)
Material/type Max AC
-----------------------------
hide *
leather 1
studded leather 1
chain mail 2 (with a -1 defence offset for
piercing attacks)
plate mail 2
full plate 2
AT_BOOTS: AC 1
Description: anything worn on the feet for protection
AT_HELMET: AC 1
Description: any armour worn on the head
AT_CLOAK: AC 1
Description: anything less than armour draped over the
torso area
AT_GLOVES: AC 1
Description: anything worn on the hands for protection
AT_RING: AC 0
Description: anything worn on the fingers
AT_AMULET: AC 0
Description: anything from a brooch to a necklace
Rings and amulets may have selected magic defences, but
should never give protection against conventional damage
(DT_SLASH, DT_PIERCE, DT_BLUDGEON) unless they are
highly magical (and extremely hard to get).
AT_SHIELD: AC 1 (if one-handed)
AC 2 (if two-handed)
Description: any object held to protect against attack
- Armours with AC above these rules are possible but should
be very hard to get and should have serious drawbacks in other
areas like a low ResetQuality or a low APperQP. These armours
have to be checked with the defence department before making
them available to players.
- To make sure that the AC actually is the property describing
the protection the armour offers, additional defences (that
is anything appearing in the defences-array on array index 1
or above) have to add up to an average of 0 or below. This
rule goes especially for the three conventional defences
(DT_PIERCE, DT_SLASH, DT_BLUDGEON).
For armours staying below the maximum AC as described above,
as well as for rings and amulets, this rule is negotionable
for magical defences, but those objects have to be checked
with the department of defence first.
- Armours that in any way modify the armour class or the
protection given by either overloading QueryDefend or Defend,
setting of DefendObject, resetting the AC at runtime, or
anything else you might think of still have to follow these
rules. Above that, they have to make sure that they don't
offend the guild rules of max AC which usually are only
checked when wearing the armour
- Non-magical items should be priced according to the rules
set with SetStandard. Any addon decorations can also be charged
for. Rings and amulets should be priced based on their jewelry
value and any magic.
- Don't make your armours too light. Especially those of high
AC should have a considerable weight.
- Each armour should be initialized by a call to SetStandard
with armour type, AC and size as parameters. This call may
be done in the form of SetStandard(type,ac,size) or
Set(P_STANDARD,({type,ac,size})), thus allowing for
calling SetStandard in AddItem, too.
- Armours need to be worn on their appropriate body parts to protect
the living. Shields also need to be wielded in at least one hand.
NPC Level vs AC:
----------------
Just be realistic. You wouldn't see a rabbit with plate mail or a
Giant wearing a gwillytrilly fur so please dont code them; or if you
code a decent NPC and give them good armour and a helm, then there is
no reason to give them gloves, rings, gauntlets, boots, or cloaks.
SEE ALSO:
armour(S), wc(C), combat(C)