StendhalRefactoringEquipment: Difference between revisions

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Created page with " <span style="color:darkred;">'''''this page is a work-in-progress'''''</span> == Explanation == Currently, the weapons & equipment system of Stendhal is somewhat random. It..."
 
imported>AntumDeluge
Leather & Wood: add some ideas for leather/wood armors
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=== Leather & Wood ===
=== Leather & Wood ===


This is the lowest class of materials & is optimal for players beginning at level 0. Weapons are made of wood. Defensive equipment is made of leather.
This is the lowest class of materials & is optimal for players beginning at level 0. Weapons are made of wood. Defensive equipment is made of leather or wood, as in the case of shields.


Min level: 0
Min level: 0
Line 54: Line 54:


{| class="wikitable"
{| class="wikitable"
|+ Leather Armors
|+ Leather/Wooden Armors
! Slot !! Build !! DEF
! Slot !! Build !! DEF
|-
| armor/chest || leather cuirass || 1
|-
| boots/feet || leather shoes || 1
|-
| boots/feet || leather boots || 2
|-
| cloak || leather cloak || 1
|-
| head || leather hat || 1
|-
| head || leather helmet || 2
|-
| l/r hand || wooden buckler || 1
|-
| l/r hand || wooden kite shield || 2
|-
| l/r hand || wooden tower shield || 3
|-
| legs || leather pants || 1
|}
|}



Revision as of 18:49, 24 June 2022

this page is a work-in-progress

Explanation

Currently, the weapons & equipment system of Stendhal is somewhat random. Items have been added as needed for different levels without the regard for a class system. Using a class system would help to keep track of which items are best at what levels. It may also be more fun for players working up to acquiring & being able to use those items.

Please remember that the propositions here are currently suggestions. More discussions is needed to properly determine equipment levels & effectiveness.

In a class system, there are two types of classes: material & build. 1) The material class is what the equipment is made out of & determines the base effectiveness of the item & the level at which the item can be equipped or used. 2) The build class determines the build type or build quality of the material (e.g. chain armor vs. plate armor or dagger vs. long sword) & determines supplemental effectiveness.

For weapons, material & build both determine the atk level & rate. Weapons of better quality material will have higher atk & lower rate relative to the weapon type. E.g., an iron dagger may have atk 2 with rate 3, while a mithril dagger may have atk 5 with rate 1. Weapons of heavier build but of the same material will have stronger atk & slower rate. E.g., an iron axe may have atk 5 with rate 9, while a mithril axe may have atk 10 with rate 7.

Defensive equipment is more simple: Material determines base def of item & build determines additional def. E.g., iron chainmail may have def 5 while iron plate armor may have def 7. Mithril chainmail may have def 10, while mithril plate armor has def 18. Same for shields & other equipment: Iron buckler shield vs. iron tower shield. Iron chain legs vs. iron plate legs. Etc.

Caveats

Established items: There are already plenty of weapons & defensive equipment implemented. Introducing new equipment has the potential to just make more of a mess. Most likely, we will need to update/convert many of the old items so players don't lose what they have worked for.

Overly complex: We will need to avoid overly complicating the system for both player & developer. We especially don't won't to overwhelm the development team with making a complex system that is hard to maintain. As mentioned before, we could implement a build class for each material class (e.g. buckler shield > kite shield > tower shield), but it may be better, at least in the case of defensive equipment, to have only one build type for each equipment class (e.g. 1 mithril shield, 1 mithril armor, 1 mithril boots, etc.). For weapons, we already have somewhat of an established build class of sorts (e.g. dagger/knife = fast & weaker atk, sword = mid speed & mid atk, axe/club = slower & strong atk) & would probably be best to keep it as this works well with the current ATK/DEF XP system.

Weapon Build Types

Currently, our weapons generally consist of knives or daggers, swords, axes, & clubs or hammers. This should be modified to follow a strict system where rate of attack rate is determined by weapon build type.

Rate determined by build type & material (better quality material means lower rate):

  • knives/daggers: 1-3
  • sword: 4-6
  • axe: 7-8
  • club/hammer: 9-10

Example: A wooden dagger may have rate 3, while a mithril dagger has rate 1.

Material Classes

Leather & Wood

This is the lowest class of materials & is optimal for players beginning at level 0. Weapons are made of wood. Defensive equipment is made of leather or wood, as in the case of shields.

Min level: 0

Wooden Weapons
Build ATK Rate
knife/dagger 1 3
sword 2 6
axe 3 9
club/hammer 4 12
Leather/Wooden Armors
Slot Build DEF
armor/chest leather cuirass 1
boots/feet leather shoes 1
boots/feet leather boots 2
cloak leather cloak 1
head leather hat 1
head leather helmet 2
l/r hand wooden buckler 1
l/r hand wooden kite shield 2
l/r hand wooden tower shield 3
legs leather pants 1

Iron

Min level: 5

Iron Weapons
Build ATK Rate
knife/dagger 2 3
sword 3 6
axe 4 9
club/hammer 5 12
Iron Armors
Slot Build DEF

Mithril

Min level ???

Mithril Weapons
Build ATK Rate
knife/dagger ??? 1
sword ??? 4
axe ??? 7
club/hammer ??? 9
Mithril Armors
Slot Build ATK Rate

See Also