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Slots

Players have slots for equipment as follows

  • Head (helmet, crown, hat, etc.) ***
  • Left hand (weapon/shield) */*
  • Right hand (weapon/shield) */*
  • Upper body (sweater) ***
  • Lower body (trousers) */*
  • Feet (shoes, boots)
  • Arm Accessory (ring, gauntlet, bracelet)
  • Neck (amulet, muffler, scarf) */*
  • Misc Accessory(earring, belt, etc.)

Non-Alterable slots

  • Hair - the player's hair graphic and color
  • 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

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.

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.

Neck Accessory may be displayed if it is a larger item, such as a scarf or muffler. Pendants will probably not be displayed.

Equipment can be obtained through stores and such, as per most RPGs.

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