wmud/old-codebase/doc/OLD-DOCS/defs.doc

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2012-03-03 20:35:30 +00:00
/* ************************************************************************
* Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
************************************************************************* */
DIKUMUD DEFINITIONS AND STANDARDS TO OBEY
"defs.doc"
PC's ~ Players
NPC's ~ Non Players (Monsters)
<name> is used for short names
[x..y] is used to indicate min and max
PC's level [0..20], level [21..24] is special, not useable in gameplay.
NPC's level [0..30]
All PC's and NPC's have following abilities <ABIL>:
Strength <STR>
<PC> [3..18/100]
<NPC> [0..25]
Dexterity <DEX>
<PC> [3..18]
<NPC> [0..25]
Intelligence <INT>
<PC> [3..18]
<NPC> [0..25]
Wisdom <WIS>
<PC> [3..18]
<NPC> [0..25]
Constitution <CON>
<PC> [3..18]
<NPC> [0..25]
All PC's must select one of four classes :
Magic User <MU>
Cleric <CL>
Thief <TH>
Warrior <WA>
Every PC class have a Primary ability (requisite) <PR> :
<MU> <INT>
<CL> <WIS>
<TH> <DEX>
<WA> <STR>
When creating a new <PC>, the <PC>'s <ABIL> are calculated as:
NOTE: This is when being raised from level 0 to level 1!
The size of the <ABIL> dice, is determined by rolling 4 1d6 dice,
and adding the sum of the three largest dice.
The <ABIL> is sorted and assigned a <PC> in descending order,
depending on the class.
<MU> == <INT> <WIS> <DEX> <STR> <CON>
<CL> == <WIS> <INT> <STR> <DEX> <CON>
<TH> == <DEX> <STR> <CON> <INT> <WIS>
<WA> == <STR> <DEX> <CON> <WIS> <INT>
<HP> base is set as 10
<MANA> is allways set to 100
Set level as 1
Set exp as 1
Set theives abilities as basic.
Call the "Advance Level" routines!
Hitpoints:
<HP> ~ Hitpoints
<PC>'s gain in the following range when advancing a level.
<WA> [10..15] Average (12.5)
<TH> [7..13] Average (10.0)
<CL> [5..10] Average (7.5)
<MA> [3..8] Average (5.5)
Advancing a level (<PC>'s only):
<HP> is gained as above
"Spells to learn" is increased by
MIN(1, WIS_APPLY) for <WA> & <TH>
else
MIN(2, WIS_APPLY) for <MU> & <CL>
<NPC> <ABIL> follow <PC>'s <ABIL> up to level 20, with the
exception that NPC may have 0 in abilities. Only unusual
<NPC>'s are assigned abilities.
<PR> may be in 18/00..100 for Warriors ONLY!
============================= MONSTER LOOKUP ==============================
This is general guidelines for creating monsters. This is when creating
"S"impel monsters. Detailed monsters require a great deal of care when
designing, and it is not really worth it.
The idea is that a X level fighter is equal to about a X level monster!
This implies that the <THAC0> ought to decrease by one every level
(starting at '20' on level 1 - minimum is '1' from level 20+). The damage
given by a monster is also important - average weapon damage is at the
moment 1d8.
Level AVERAGE AVERAGE SUGGESTED SUGGESTED SUGGESTED
<HP> <EXP> <THAC0> <AC> <DAM>
0 [001..010] [25] 20 10 1d4+0 (2.5)
1 [011..022] [100] 20 9 1d5+0 (3.0)
2 [023..035] [200] 19 8 1d6+0 (3.5)
3 [036..047] [350] 18 7 1d7+0 (4.0)
4 [048..060] [600] 17 6 1d8+0 (4.5)
5 [061..072] [900] 16 5 2d4+0 (5.0)
6 [073..085] [1500] 15 4 1d8+1 (5.5)
7 [086..097] [2250] 14 4 2d4+1 (6.0)
8 [098..110] [3750] 13 3 2d5+1 (7.0)
9 [111..122] [6000] 12 3 2d5+1 (7.0)
10 [123..135] [9000] 11 2 2d6+1 (8.0)
11 [136..147] [11000] 10 2 2d6+1 (8.0)
12 [148..160] [13000] 9 2 2d7+1 (9.0)
13 [161..172] [16000] 8 2 2d7+1 (9.0)
14 [173..185] [18000] 7 1 2d8+1 (10.0)
15 [186..197] [21000] 6 1 2d8+2 (11.0)
16 [198..210] [24000] 5 1 2d8+2 (11.0)
17 [211..222] [28000] 4 1 3d6+2 (12.5)
18 [223..235] [30000] 3 0 3d6+2 (12.5)
19 [236..247] [35000] 2 0 3d6+3 (13.5)
20 [248..260] [40000] 1 0 3d6+4 (14.5) /* Minor Demons */
Above level 20 is for NPC's only
21 [261..350] [50000] 0 -1 3d7+4 (16.0)
22 [351..400] [60000] 0 -1 3d8+4 (17.5)
23 [401..450] [80000] 0 -2 3d8+4 (17.5) /* Shopkeepers, Important Guards */
24 [451..500] [100000] 0 -3 3d8+4 (17.5) /* Guildmasters */
25 [501..550] [130000] 0 -4 4d6+4 (18.0)
26 [551..600] [155000] 0 -6 4d6+4 (18.0) /* Major Demons/ Devils */
27 [601..650] [200000] 0 -7 4d6+4 (18.0) /* Demi Gods */
28 [651..700] [310000] 0 -8 4d6+5 (19.0) /* Lesser Gods */
29 [701..900] [450000] 0 -9 4d7+5 (21.0) /* Demon Lords/Arch Devils */
30 [901..1000] [600000] 0 -10 4d8+5 (23.0)/* Greater Gods */
------------------------------ GUIDELINES ---------------------------------
MAGICAL ITEMS:
--------------
In DikuMud it is possible to create all kinds of Magic items - but to avoid
chaos (having 1st levels kill 20 level dragons) these rules for Magic must
be obeyed.
It is possible to create almost any item. Items can (example) change the
<STR>, <DEX>, <WIS>, <INT>, <CON>, <HP>, Age, Weight, Height, XP,
etc. None of these changes are directly permanent in effetct, but may be
so indirectly - example:
Iggy found a helmet of Increase Wisdom/Intelligence (some + modifier).
When Iggy wears this helmet - these abilities improve, when he removes
the helmet they return to their original state. Thus no direct change
has happened. BUT if Iggy practices spells (upon which INT and WIS
determines the rate & success) he will learn them much faster than
normal. This was an example of an indirect change.
Good ideas when making Magic Items:
NEVER use large modifiers, exceptional items should modify at most by +3.
This includes, swords, armours, ability changes.
Impose a penalty on the Item - for example make a helmet of wisdom may
at the same time reduce the constitution. Or maybe a ring of masochism -
when you wear it your MAX-HITPOINT increase by +200, when you remove it
they disappear again. The ring likes to remove itself from the finger.
============================================================================
MONSTER CLASSIFICATIONS:
------------------------
Major Demon == Balrog/etc.
Demon Lords == Orcus/etc.
Demi Gods == ??
Lesser Gods == Heimdal/Sif/etc.
Greater Gods == Thor/Odin/etc.
Arch Devil == Asmodeus/etc.
When creating monsters pay attention to the table above.
Example of Monsters:
--------------------
============================================================================
--------------------------------------------
CHARACTER & MONSTER ARMOR:
<AC> range from [10..-10] this is what it means :
AC 10 = Naked person
AC 0 = Very heavily armoured person (Full plate mail at *all* body parts)
AC -10 = Armored Tank (Hopefully impossible for players)
--------------------------------------------
Percentwise Coverage of Armour
and allowed AC range
Location Protects Range
-------- -------- -----
Body 30% [1..10]
Head 20% [1..10]
Legs 20% [1..10]
Feet 10% [1..10]
Arms 10% [1..10]
Hands 10% [1..10]
Shield 10% [1..10]
Magic 10% [1..10]
--------------------------------------------
PRICE GUIDELINES
AC BODY LEGS HEAD ARMS FEET ARMOUR
---- ---- ---- ---- ---- ---- ------
+1 100 50 50 25 25 Cloth (Heavy)
+2 200 100 100 50 50 Soft Leather
+3 500 150 150 75 75 Studded Leather
+4 1,000 500 500 250 250 Scale Mail
+5 2,500 1,250 1,250 625 625 Chain Mail
+6 7,000 3,500 3,500 1,750 1,750 Bronze Plate Mail
+7 18,000 9,000 9,000 4,500 4,500 Plate Mail
+8 35,000 17,500 17,500 8,750 8,750 Field Plate Mail
+9 50,000 25,000 25,000 12,500 12,500 Full Plate
+10 75,000 37,500 37,500 18,750 18,750 Anti Bomb ShieldPlate
*Hands and shields should be regarded as arms.
--------------------------------------------
IMPORTANT NOTICE
Rare items may only exist in minimal quantities!
Especially you should limit the occurence of
magical protection, since it is easy to carry.
============================================================================
Weapons & Carrying capacity
---------------------------
The weight of a weapon determines the strength needed to wield the weapon,
these values should be used:
STR Max. Weapon Weight Carrying capacity
--- ------------------ -----------------
0 0 0
1 1 3
2 2 3
3 3 10
4 4 25
5 5 55
6 6 80
7 7 90
8 8 100
9 9 100
10 10 115
11 11 115
12 12 140
13 13 140
14 14 170
15 15 170
16 16 195
17 18 220
18 20 255
18/01..50 22 280
18/51..75 24 305
18/76..90 26 330
18/91..99 28 380
18/100 30 480
Strength above 18/100 is only used by NPC's - not used by players.
No weapon may ever exceed 30 pounds in weight.
There are three kind of weapons :
(P)iercing
(S)lashing (Not useable by Clerics)
(B)ludgeoning
Backstabbing is only possible with piercing weapons.
No weapon may ever exceed 4d6 damage (as total of magic bouns too)!
(4d6 is 14 damage as average since 4*((1+6)/2)==14)
No weapon may ever exceed 30 pounds in weight.
No shop-produced weapon may exceed 2d8 in total damage or weigh more
than 20 pounds.
Read notes regarding Magic before making a monster-slayer +50 +70
with +800 to strength
PRIMARY BUYABLE WEAPONS <PBW>:
Name Damage Type Cost Weight Cost_pr_day
--------------- ----- ---- ---- ------ -----------
Dagger 1d4 P 10 1 Cost/3
Small sword 1d6 P 60 3 Cost/3
Long sword 1d8 S 600 8 Cost/3
Wooden Club 1d3 B 12 3 Cost/3
War hammer 1d5 B 50 6 Cost/3
===========================================================================
Notes:
<THAC0> this is the number needed to roll on a 20-sided dice to hit
opponent <AC> equivalent of zero. A 20 is always considered
a hit, a 1 is always a miss. Example:
Your <THAC0> is 14 (ei. level 7 fighter). You are fighting
an opponent with <AC> '3'. Thus to hit <AC> 0 you must
roll a 14 or greater. To hit <AC> 3 you must then roll
11 (14-3) or greater. If you had to hit <AC> '-3' you
would have to roll 17 (14-(-3)) or greater on a 20 sided
dice.