From The Mana World
 
(Attempt to solidify equipment slots →‎Slots)
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== Slots ==
== Player equipment slots ==


<b>Players have slots for equipment as follows</b>
[[Image:Equip layout.png|thumb|192px|{{Image:Equip layout.png}}]]


* Head          (helmet, crown, hat, etc.) ***
{| cellspacing="0" cellpadding="3" width="400" style="border: 1px solid rgb(200,200,200);"
* Left hand    (weapon/shield) */*
! style="text-align: left; border-bottom: 1px solid rgb(200,200,200);" |Part&nbsp;of&nbsp;body
* Right hand    (weapon/shield) */*
! style="text-align: left; border-bottom: 1px solid rgb(200,200,200);" |Item&nbsp;type
* Upper body    (sweater) ***
|-
* Lower body    (trousers) */*
|Head
* Feet          (shoes, boots)
|Helmet, crown, hat, etc.
* Arm Accessory (ring, gauntlet, bracelet)
|-
* Neck         (amulet, muffler, scarf) */*
|Ear
* Misc Accessory(earring, belt, etc.)
|Earring
|-
|Neck
|Necklace, amulet, muffler, scarf
|-
|Upper body
|Sweater
|-
|Waist
|Belt
|-
|Lower body
|Trousers
|-
|Feet
|Shoes, boots
|-
|Left hand
|Weapon/shield
|-
|Right hand
|Weapon/shield
|-
|Hands
|Gloves, gauntlets
|-
|Wrist
|Bracelet
|-
|Finger
|Ring
|}


<b>Non-Alterable slots</b>
The above list features 12 equipments slots. 4 of these are jewelry, with 1 slot for necklace, 1 for bracelet, 1 for a ring and 1 for an earring. The two hands work together and are used for a one handed weapon with shield, a two handed weapon, or a projectile weapon with ammo.


* Hair - the player's hair graphic and color
:''Other options have been discussed to allow 2, 4 or even 10 rings. Possibly that would also mean 2 bracelets and 2 earrings. Personally I think we're getting too much jewelry that way. This would make equipping more complicated as the player would need to choose which slot to unequip from (while otherwise slot can be selected automatically, as it is now). Also it would mean we can't make jewelry very powerful as a player can wear so many of it.'' --[[User:Bjørn|Bjørn]] 15:35, 2 Jul 2005 (PDT)
* Face - the player's face graphic and color


Items with *** will affect the player's appearance items with */* affect the player's appearance under certain conditions
=== Additional slots ===


Left/Right Hand only affect appearance if the character is equipped with a separate weapon and shield. Because of the graphics system, 2 weapon fighting will be difficult to express on screen, so I'll say no for the moment.
There will be at least one additional slot that cannot be altered by the player directly, which will contain the player's hair. An additional slot for the player face is also discussed.


Lower Body only shows up if the upper body is not full armor or a robe. Full armor and robes are considered to fill both of these slots.
=== Altering player appearance ===


Neck Accessory may be displayed if it is a larger item, such as a scarf or muffler. Pendants will probably not be displayed.
Any of these items will be able to alter the appearance of the player. For the engine to be able to determine the order in which to draw the equipment on the player, each slot has an associated <tt>xOrder</tt> and <tt>yOrder</tt> value. The <tt>yOrder</tt> determines the height: the higher the <tt>yOrder</tt>, the later the equipment will be drawn. The <tt>xOrder</tt> determines whether the item is to the left or right of the middle, and is used when the player faces sideways. A negative value means right where a positive value means left.
 
Equipment can be obtained through stores and such, as per most RPGs.


== Multiple use equipment ==
== Multiple use equipment ==

Revision as of 22:35, 2 July 2005

Player equipment slots

Potential layout of equipment slots.
Part of body Item type
Head Helmet, crown, hat, etc.
Ear Earring
Neck Necklace, amulet, muffler, scarf
Upper body Sweater
Waist Belt
Lower body Trousers
Feet Shoes, boots
Left hand Weapon/shield
Right hand Weapon/shield
Hands Gloves, gauntlets
Wrist Bracelet
Finger Ring

The above list features 12 equipments slots. 4 of these are jewelry, with 1 slot for necklace, 1 for bracelet, 1 for a ring and 1 for an earring. The two hands work together and are used for a one handed weapon with shield, a two handed weapon, or a projectile weapon with ammo.

Other options have been discussed to allow 2, 4 or even 10 rings. Possibly that would also mean 2 bracelets and 2 earrings. Personally I think we're getting too much jewelry that way. This would make equipping more complicated as the player would need to choose which slot to unequip from (while otherwise slot can be selected automatically, as it is now). Also it would mean we can't make jewelry very powerful as a player can wear so many of it. --Bjørn 15:35, 2 Jul 2005 (PDT)

Additional slots

There will be at least one additional slot that cannot be altered by the player directly, which will contain the player's hair. An additional slot for the player face is also discussed.

Altering player appearance

Any of these items will be able to alter the appearance of the player. For the engine to be able to determine the order in which to draw the equipment on the player, each slot has an associated xOrder and yOrder value. The yOrder determines the height: the higher the yOrder, the later the equipment will be drawn. The xOrder determines whether the item is to the left or right of the middle, and is used when the player faces sideways. A negative value means right where a positive value means left.

Multiple use equipment

Since we are working off of a system plan that doesn't include character levels, the question is bound to come up sooner or later: "What if a new player can just strap on the ultimate armor and kill monsters 5 times his level with ease?" I think I have a solution to this:

Each equipment item would have a list of bonuses, each with a condition attached. See the following example:

  • Vampire Cape
    • (No condition) Defense + 12
    • (Dark Magic Skill 50+) Absorb Dark Magic
    • (Vitality Skill 30+) HP drain 20% effect on attacks
    • (Vitality Skill 30+) Halt skill growth - Vitality

So equipping the vampire cape would give any player +12 defense. Also, if his dark magic skill is high, it allows him to absorb dark magic. If he has a high enough HP, he is able to drain HP with attacks, however, his HP skill cannot increase as long as he wears the cape. In this way, we can reserve powerful equipment effects for experienced players, or at least only for players with certain specialties.

See also