Re: Material Types and Weapon types (was Upcoming Patch)

From: Edward Glamkowski (EGlamkowski@MATHEMATICA-MPR.COM)
Date: 02/06/98


>[Hey!  How about making "Quality flags?"]
>> >Anybody have suggestions for types?
>>
>> EDGED and IRON are a good start.
>> [UN]HOLY and BLESSED might be worth something (especially if you
>> have undead in your world ;)
>>
>> How about other material descriptions, like PAPER or MITHRIL?
>> I have actually made a unique bitvector for materials for objects.
>
>A material byte is useful on objects.  It doesn't need to be a bitvector,
>though, unless you'd like to support items made out of multiple types of
>materials, which although an interesting idea, not one that I personally
>think is worth limiting yourself to only 32 types of materials. ;)

I made it bitvector so I could use multiple types without having to
create a zillion new types.
For example, a spear might be define as MAT_WOOD | MAT_STONE instead
of MAT_WOOD_AND_STONE.  The combo int definition would lead to a large
number of probably unique or seldom used materials, and I wanted to
avoid that.  A few base materials which comprise most things.
And while I might have a MAT_GOLD, MAT_SILVER, MAT_MITHRIL, MAT_IRON,
obivously, a bitvector can't support every metal you want to use, so
I created a generic MAT_METAL.
>
>Also having material types be defined separately allows you to implement
>blacksmithing easier.  (an item can be scrapped at a forge to produce
>basically a lump of whatever type of material it was made of, these
>"lumps" can be forged into things depending upon your skill and the
>material type.)
>
>You can determine whether or not a weapon is "edged" by its damage message
>("pierces","slashes", etc are edged, "pounds","hits","smashes",etc are
>bludgeoning)

Actually, there is an array, er... *was* an array in patch level 11,
but I can't seem to find it in 12, which indicated which damage types
were piercing (for purposes of backstabing).  It was just 1 (if
piercing) and 0 (if not), but could easily have been expanded such
that 1 = pierce, 2 = slash, 3 = bludgeon.

Is that array still in there?

> Splitting weapon "types" into slashing, piercing, and
>bludgeoning makes more sense to me then adding what seems to amount to a
>duplicate flag.  This weapon type can be used for such things as
>determing whether it can be used by a particular class, whether or not it
>can be used to backstab, and the effectiveness of armor against different
>types of weapons.  You could even link this to the material thing if you
>wished, making, for example, crystalline armor less effective against
>bludgeoning weapons and more against piercing, or something.  There are
>quite a few nifty things you could do with this.
>


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