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:''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) | :''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) | ||
:''I guess 4 slots for | :''I guess 4 slots for jewlery is enough also for a king. And I was also tinking that maybe it could be better not toshow every equipment, such as earrings, they will probably be barely visible and not worth it. I guess we will evaluate this matter as soon as it will be necessary.'' --[[User:ElvenProgrammer|ElvenProgrammer]] 02:41, 3 Jul 2005 (PDT) | ||
=== Additional slots === | === Additional slots === |
Revision as of 05:16, 1 September 2005
Player equipment slots
Part of body | Item type |
---|---|
Head | Helmet, crown, hat, etc. |
Ear | Earring |
Neck | Necklace, amulet, muffler, scarf |
Upper body | Sweater |
Belt | Waist |
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)
- I guess 4 slots for jewlery is enough also for a king. And I was also tinking that maybe it could be better not toshow every equipment, such as earrings, they will probably be barely visible and not worth it. I guess we will evaluate this matter as soon as it will be necessary. --ElvenProgrammer 02:41, 3 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.
That sounds nice, but I have to think of an ElvenCloak. This piece of "armor" stealthes characters and what if we had one ingame and a lv10(expl) Player gets one as a gift/reward and he can't use the benefits? I think armor has a special power of its own, and equipment doesn't "decide" who is worthy of its protection. That includes things like absorption, missile deflection, better movement, maybe skill increase(expl gloves), etc. But maybe a character that is a skilled fighter(~) can use a good cape to catch arrows. Vamp. Cape's Absorb: That would be determined by the material/structure of the cape itself. But again a player that is experienced with dark magic could use it better and absorb even more. That leads me to a thought that this is Player related. A dark magician could possibly absorb b.mag. on his own.
Anyway, those were just ideas...
- I think the system presented above will allow for the things you describe, right? I think the system is fine, you seem more concerned about how we're going to use it. --Bjørn 13:03, 30 Jul 2005 (CEST)
See also
- Synthesis - Upgrading your items - See Equipment upgradability
- Get Equipped - See the Master equipment list and add to it!