CONCEPT
weapon class
LAST UPDATE
Analena, 24-Feb-97 21:00 MET
DESCRIPTION
This document explains restrictions dealing with the weapon class
(WC) of weapons in OSB.
- Max weapon class for all weapons in OSB is 20, and this is definitely
nothing new, and is not static either. It is, however, only special
weapons that are allowed above 16. Max weapon class for one-handed
weapons is 12.
- weapons above the maximum weapon types of 12/16 have to be
checked with the department of defence before making them available
to players. Those weapons should be very hard to get and have
serious drawbacks in other areas like a low ResetQuality or a low
WPperQP.
- There are several different weapon types (with their respective
damage types) to choose from:
WT_SWORD (DT_SLASH)
WT_AXE (DT_SLASH)
WT_WHIP (DT_SLASH)
WT_KNIFE (DT_PIERCE)
WT_SPEAR (DT_PIERCE)
WT_INFANTRY (DT_PIERCE)
WT_STAFF (DT_BLUDGEON)
WT_CLUB (DT_BLUDGEON)
WT_CHAIN (DT_BLUDGEON)
Please do not set the damage type manually. It is automatically
set when setting the weapon type. If you feel the need for a
specific combination of WC, damage type and weapon type that
is not met here, contact the archwizards of defence, it might
be that including a new weapon type is a better solution than
just changing the damage type.
- Each weapon should be initialized by a call to SetStandard
with weapon type, WC and size as parameters. This call may
be done in the form of SetStandard(type,wc,size) or
Set(P_STANDARD,({type,wc,size})), thus allowing for
calling SetStandard in AddItem, too.
- Whenever a weapon is made available to players, mail should be
sent to the archwizards of defence. Alternately, weapons can
also be registered at the registration machine in the defence
store (east of the defence department's office) with a line
of text describing their use etc.
- Weight and Value of the weapon should stay somewhere along
the lines set by SetStandard. Please don't make powerful
weapons too light or weapons sold in shops too cheap.
- weapons that in any way modify the weaponclass or damage done
by overloading QueryDamage/CalcDamage, setting of HitObjects,
allowing to set a new weaponclass at runtime or similar effects
have to follow all rules, too. Furthermore, they have to take
care not to offend the guildrules for maximum WC (and damage).
Weapon Types:
-------------
- WT_SWORD :
Description: anything bladed from shortsword to
2-handed sword
Max WC: (see sword type chart)
Damage Type: DT_SLASH
type Max WC
-------------------------------
short sword 8
long sword 12
two-handed sword 16
- WT_AXE :
Description: any axe-type weapon
Max WC: (see type chart)
Damage Type: DT_SLASH
type Max WC
-------------------------------
hand axe 5
wood axe 3
battle axe 8
two-handed battle axe 14
- WT_WHIP:
Description: whips of any kind
Max WC: 10
Damage Type: DT_SLASH
- WT_KNIFE :
Description: anything smaller than a shortsword
Max WC: 4
Damage Type: DT_PIERCE
- WT_SPEAR:
Description: any long poking weapons
Max WC: 12
Damage Type: DT_PIERCE
- WT_INFANTRY:
Description: halberds etc.
Max WC: 16
Damage Type: DT_PIERCE
- WT_STAFF:
Description: slender bludgeoning weapons like long
sticks
Max WC: (see material chart)
Damage Type: DT_BLUDGEON
material Max WC
---------------------
bone 6
wood 8
metal 12
- WT_CLUB :
Description: heavy dull bludgeoning weapon like
stone clubs
Max WC: (see material chart)
Damage Type: DT_BLUDGEON
material Max WC
---------------------
bone 8
wood 10
stone 15
steel 16
Steel shods on non-steel clubs adds another 1 WC
- WT_CHAIN:
Description: morningstars and the like
Max WC: 12
Damage Type: DT_BLUDGEON
NPC Level vs WC:
----------------
Please don't make your npcs too easy, they should put up
a fight for their equipment as well as for their XP.
SEE ALSO:
weapon(S), ac(C), combat(C)