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