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/*
 * FORMAT OF THIS FILE:
 *    This is the basic weapon/armour definitions file.  It is read by 'awk'
 * to create a number of definition headers and files.
 */

#FILENAME	Weapon_Defs

/* Give them the comments */

#COPYCODE

/*
 * New physical weapon definition file.  Weapons are either hand
 * weapons (swords, clubs) or projectile weapons (arrows, rocks),
 * or projectors (bows, slings).  Functions are included here to
 * create a basic weapon type and return a pointer to the new object.
 * THIS FILE SHOULD NOT BE CLONED!  It is used as a server to create
 * weapons on demand.
 */

/*
 * HAND WEAPON TYPE FLAGS (NOT bows/missiles).
 *
 * NOTE: fist, kick, etc are not defined here.  Ego weapons use these basic
 * classes, but may have extra capabilities.
 * TIMES: for convenience, are in 1/10 seconds (this is because, eg, a skilled
 * martial artist might get in 3 solid kicks/sec or 6 good punches).
 *
 * WS = player's weapon skill for that weapon, or half their skill for that
 * class of weapons.
 *
 *      Material: - MAT_...
 *	    Wood, Iron, Steel, Tempered Steel, Rock, Copper, Bronze.
 *	    Determines (among other things) brittleness.
 *
 *	Hand Weapons: (attributes) 
 *	    Point sharpness modifier	(integer - lunging WC)
 *	    Edge sharpness modifier	(integer - important for poisons)
 *	    Weight damage modifier	(This + edge sharpness = striking WC)
 *	    Parry effectiveness		(Parry AC)
 *	    Strike range (length)	(longer weapons hit first; centimetres)
 *	    Robustness			(constitution; takes cumulative damage)
 *	    Carry weight
 *	    Carry encumberance		(also used on impalements)
 *	    Draw time			(Time to get from normal storage place
 *					 and ready it for use)
 *	(flags and usage modes)
 *	    Curved edge weapon		(High skill allows faster attacks)
 *	    Cutting weapon		(straight edged; modifies cut not hit)
 *	    Smashing weapon		(modifies hit, not cut)
 *	    One handed weapon		(One handed use is possible)
 *	    Two handed weapon		(Two handed use is possible)
 *	    Thrusting weapon		(Impalement is possible)
 *	    Throwing weapon		(Impalement is possible)
 *	    Long hafted weapon		(Takes no damage from opposing parries)
 *	    Non-Parry weapon		(small daggers, etc)
 *
 *	(skill modifiers):
 *	    A list of subarrays of required skills for different modes of
 *		attack - each subarray consists of:
 *	    The attack mode string (lunge, hit, slice, parry, ...)
 *	    A skills requirement	(an integer, 5-95)
 *	    A list of player skill names and percentages to multiply them by.
 *	    The sum of these, divided by the number of skills listed and the
 *	    total skills requirement, is used for your effectiveness modifier
 *	    for the weapon (both hit chance and effective damage - i.e. it
 * 	    has a squared effect - this is intentional, as a low-skilled
 *	    blow may both miss or be landed poorly, *and* the lack of technique
 *	    to put real power behind the blow affects it again).
 */

/* THROWING HAND WEAPONS:
 *   When a hand weapon is thrown, assuming it hits, the percentage of
 * the weight damage you get is dependant on your strength and throwing skill,
 * and the percentage of point damage you get depends on your dex and throwing
 * skill (hand thrown).
 */

/*
 * SKILL CLASSES:
 *
 *   General:
 *	These can be used for giving limited effectiveness to use of similar
 * classes of modes of weapons - i.e. an experienced 2 handed broadsworder
 * should get a bonus for 2-handed longsword use.  These skills will
 * automatically increase as particular weapon skills increase; It'll need
 * tuning, but *for the same attack* (lunge, parry, ...), skills in the stats
 * for attacking with the same handedness will increase by 1/4 of the weapon
 * skill increase, and for the other handedness (1/2 hands), by 1/12.
 *
 * thrust-1H, thrust-2H, cut-1H, cut-2H, hit-1H, hit-2H, parry-1H, parry-2H
 * slice-1H, slice-2H, hand-1H
 *
 * (hand-1H is things with no length and little mass - daggers, brass knuckles)
 *
 *   Specific:
 *	In addition to the general skills modifiers, one can get experience
 * in specific weapon classes.  The divisions here are somewhat arbitrary,
 * but any 'cross-referencing' should effectively be done by the 'general'
 * skills above (a 1/3 modifier is applied to the 2H Vs 1H cases here).
 * Note that every class here has 2 subclasses - 1H and 2H.
 * The base classes are (cf runequest 1, 2; moria):
 *	Axes:	(short, long), (1H, 2H)
 *	Dagger:	(stiletto, knives)	(1H only!)
 *	Flails:	(two-piece smashing weapons - ball & chain, morningstar; whips)
 *	Maces:	1H/2H	(2H use is quite different - like staffs)
 *	Staffs:	1-H and 2-H (generally non-weighted)
 *	Spears:	1-H and 2-H
 *	pointswords:	Light thrusting swords (rapier).  Generally 1H.
 *	Swords: Non bendable, straight swords; subcategories:
 *		(short, medium, long), (light, heavy), (1H, 2H)
 *	Hafted:	Long hafted weapons (not flails, maces, staffs) (1H, 2H)
 *	Curved: curved swords, all types (basically just katana and scimitar).
 *	
 */

/*
 * Notes on combat system:
 *
 * Slicing and dicing: Every body part has its own intrinsic HP (relative
 * to total constitution).  Its radius is defined to be the intrinsic HP
 * relative to size.  Limbs are made useless by subtracting large HP from
 * them; limbs are severed by the same calculation done in relation to size.
 * 
 * Slicing attacks: people with a curved weapon and the appropriate skills
 * can do a different type of damage - slicing damage.  These halve the weight
 * of the applied weapon, and double its sharpness against 'soft'
 * targets - flesh, leather, linen.  The weapon thus takes less damage.
 * Slicing attacks are also much faster (think: katana).
 *	
 * Wielding a new weapon in combat quickly means dropping the old one.
 * Sheathing a weapon always takes ~6 seconds (remember, you are dodging
 * blows at the time); no parries are allowed, though agility based dodge
 * is ok.
 * Parries are modified by skills, 
 * Weapon breakage: A single blow to a weapon (cf parry) of more than the
 * weapon's (robustness/brittleness) will shatter it.  Cumulative damage of
 * more than its robustness will break it.  Weapons take damage from parries
 * (by the amount of the hit absorbed by the weapon; double for critical hits,
 * zero for critical parries).  Weapons blunt by a percentage (hence an axe
 * will blunt less than a rapier) depending on how they are used and how hard
 * they hit, and divided by their brittleness.  'Pointiness' doesn't blunt.  
 * Rounds: if an opponent (or their weapon arm) is disabled before he hits,
 * we ignore their hit (and discard momentum - sorry).
 * Dropped weapons: if barehanded and there is a weapon on the floor that
 * was not dropped deliberately, time to recover it should be modified (down)
 * by dex, agi, chu, pow, weapon size, and up by siz.  6->30 seconds.
 */

#ENDCOPY

/* Start hand weapon definitions */

#COPYCODE

weapon_list = ({

#ENDCOPY

#NEWARRAY HW handle short skillclass material pointsharp edgesharp weightdam parry length robust weight encumber drawtime flags str dex

#handle:	HW_KNIFE
#short:		"small knife"
#skillclass:	"daggers-edged"
#material:	MAT_STEEL
#pointsharp:	0
#edgesharp:	"1d10"
#weightdam:	0
#parry:		"1d4"
#length:	20
#robust:	10
#weight:	200
#encumber:	5
#drawtime:	1
#flags: hand 1H throw
#str:		1
#dex:		40

#handle:	HW_DAGGER
#short:		"stiletto"
#skillclass:	"daggers-stiletto"
#material:	MAT_IRON
#pointsharp:	"1d18"
#edgesharp:	0
#weightdam:	0
#parry:		"1d2"
#length:	30
#robust:	6
#weight:	200
#encumber:	50
#drawtime:	1
#flags: hand 1H throw
#str:		5
#dex:		15

#handle:	HW_HATCHET
#short:		"hatchet"
#skillclass:	"axes-short"
#material:	MAT_IRON
#pointsharp:	0
#edgesharp:	"1d4"
#weightdam:	"2d8"
#parry:		"2d4"
#length:	50
#robust:	60
#weight:	2000
#encumber:	50
#drawtime:	2
#flags: smash 1H throw
#str:		20
#dex:		20

#handle:	HW_CLUB
#short:		"club"
#skillclass:	"maces"
#material:	MAT_WOOD
#pointsharp:	0
#edgesharp:	0
#weightdam:	"3d5"
#parry:		"3d3"
#length:	60
#robust:	60
#weight:	3000
#encumber:	50
#drawtime:	2
#flags: smash 1H throw
#str:		50
#dex:		10

#handle:	HW_RAPIER
#short:		"rapier"
#skillclass:	"swords-medium-light"
#material:	MAT_STEEL
#pointsharp:	"1d24"
#edgesharp:	0
#weightdam:	0
#parry:		"1d8"
#length:	100
#robust:	8
#weight:	1200
#encumber:	90
#drawtime:	2
#flags: thrust 1H
#str:		20
#dex:		60

#handle:	HW_LIGHT_MACE
#short:		"light mace"
#skillclass:	"maces"
#material:	MAT_IRON
#pointsharp:	0
#edgesharp:	0
#weightdam:	"3d8"
#parry:		"2d8"
#length:	60
#robust:	50
#weight:	2000
#encumber:	80
#drawtime:	2
#flags:		hit 1H
#str:		30
#dex:		30

#handle:	HW_SHORTSWORD
#short:		"shortsword"
#skillclass:	"swords-short-medium"
#material:	MAT_IRON
#pointsharp:	"2d11"
#edgesharp:	"2d8"
#weightdam:	"2d3"
#parry:		"2d6"
#length:	70
#robust:	60
#weight:	6000
#encumber:	80
#drawtime:	2
#flags:		cut 1H 2H
#str:		35
#dex:		30

#handle:	HW_BROADSWORD
#short:		"broadsword"
#skillclass:	"swords-medium-medium"
#material:	MAT_IRON
#pointsharp:	"1d3"
#edgesharp:	"2d10"
#weightdam:	"2d4"
#parry:		"2d7"
#length:	80
#robust:	120
#weight:	8000
#encumber:	100
#drawtime:	3
#flags: cut 1H 2H
#str:		40
#dex:		50

#handle:	HW_WARHAMMER
#short:		"warhammer"
#skillclass:	"maces"
#material:	MAT_IRON
#pointsharp:	0
#edgesharp:	0
#weightdam:	"3d10"
#parry:		"1d5"
#length:	60
#robust:	150
#weight:	6000
#encumber:	120
#drawtime:	3
#flags: hit 1H
#str:		70
#dex:		50

#handle:	HW_SCIMITAR
#short:		"scimitar"
#skillclass:	"swords-curved"
#material:	MAT_TEMPERED
#pointsharp:	0
#edgesharp:	"3d10"
#weightdam:	"1d2"
#parry:		"2d5"
#length:	60
#robust:	90
#weight:	5000
#encumber:	100
#drawtime:	3
#flags: cut 1H 2H
#str:		40
#dex:		60

#handle:	HW_HEAVY_MACE
#short:		"heavy mace"
#skillclass:	"maces"
#material:	MAT_IRON
#pointsharp:	0
#edgesharp:	0
#weightdam:	"2d16"
#parry:		"2d11"
#length:	80
#robust:	200
#weight:	12000
#encumber:	130
#drawtime:	4
#flags: hit 1H 2H
#str:		65
#dex:		40

#handle:	HW_BATTLEAXE
#short:		"battleaxe"
#skillclass:	"axes-medium"
#material:	MAT_IRON
#pointsharp:	0
#edgesharp:	"3d2"
#weightdam:	"3d10"
#parry:		"2d6"
#length:	130
#robust:	120
#weight:	12000
#encumber:	120
#drawtime:	4
#flags: hit 1H 2H
#str:		65
#dex:		65

#handle:	HW_GREAT_HAMMER
#short:		"great hammer"
#skillclass:	"maces"
#material:	MAT_IRON
#pointsharp:	0
#edgesharp:	0
#weightdam:	"4d10"
#parry:		"2d10"
#length:	150
#robust:	200
#weight:	15000
#encumber:	150
#drawtime:	4
#flags: hit 1H 2H
#str:		75
#dex:		60

#handle:	HW_NAGINATA
#short:		"naginata"
#skillclass:	"spears"
#material:	MAT_STEEL
#pointsharp:	"4d9"
#edgesharp:	0
#weightdam:	"4d2"
#parry:		"1d10"
#length:	200
#robust:	100
#weight:	5000
#encumber:	100
#drawtime:	3
#flags: thrust 2H
#str:		40
#dex:		90

#handle:	HW_GREAT_SWORD
#short:		"great sword"
#skillclass:	"swords-long-heavy"
#material:	MAT_IRON
#pointsharp:	"4d3"
#edgesharp:	"3d9"
#weightdam:	"2d9"
#parry:		"2d10"
#length:	150
#robust:	300
#weight:	15000
#encumber:	170
#drawtime:	5
#flags: cut 1H 2H
#str:		75
#dex:		60

#handle:	HW_GREAT_AXE
#short:		"great axe"
#skillclass:	"axes-long"
#material:	MAT_IRON
#pointsharp:	0
#edgesharp:	"5d2"
#weightdam:	"4d10"
#parry:		"3d8"
#length:	180
#robust:	300
#weight:	15000
#encumber:	150
#drawtime:	5
#flags: hit 1H 2H Hafted
#str:		90
#dex:		40

#handle:	HW_HALBERD
#short:		"halberd"
#skillclass:	"axes-long"
#material:	MAT_IRON
#pointsharp:	0
#edgesharp:	"2d3"
#weightdam:	"2d27"
#parry:		"1d14"
#length:	220
#robust:	250
#weight:	18000
#encumber:	200
#drawtime:	6
#flags: hit 1H 2H Hafted
#str:		90
#dex:		75

#handle:	HW_POLEAXE
#short:		"poleaxe"
#skillclass:	"axes-long"
#material:	MAT_IRON
#pointsharp:	0
#edgesharp:	"2d3"
#weightdam:	"2d29"
#parry:		"2d9"
#length:	230
#robust:	400
#weight:	21000
#encumber:	210
#drawtime:	6
#flags: hit 1H 2H
#str:		90
#dex:		85

#COPYCODE

/*
 * Bow definition list.
 *
 * drawstr: the amount of str required to get 100% of the power of the bow
 * drawtime: is divided by the player's strength!  in (strength seconds).
 * firedex: dexterity modifier, as for hand weapons
 * Flags: handedness to load, fire; skill class affected.
 * Rounds: # of rounds it can hold without you holding the bow drawn.
 * Power: When fully drawn, will impart this much energy to the bolt;
 *    this is used with 'bolt power' like strength to determine the power
 *    behind the bolt (normal curve), which is then used to modify the damage
 *    it can do if it hits.
 */

#ENDCOPY

#SAMEARRAY BOW handle short arrowclass material drawstr drawtime firedex flags weight encumber power rounds

#handle:	BOW_SMALL_SLING
#short:		"small sling"
#arrowclass:	"slung"
#material:	MAT_WOOD
#drawstr:	10
#drawtime:	10
#firedex:	30
#flags:		2Hload 2Hfire
#rounds:	0
#weight:	500
#encumber:	30
#power:		10

#handle:	BOW_SLING
#short:		"sling"
#arrowclass:	"slung"
#material:	MAT_WOOD
#drawstr:	40
#drawtime:	40
#firedex:	30
#flags:		2Hload 2Hfire
#rounds:	0
#weight:	1000
#encumber:	80
#power:		35

#handle:	BOW_HEAVY_SLING
#short:		"large sling"
#arrowclass:	"slung"
#material:	MAT_WOOD
#drawstr:	70
#drawtime:	100
#firedex:	50
#flags:		2Hload 2Hfire
#rounds:	0
#weight:	1500
#encumber:	130
#power:		60

#handle:	BOW_SMALL_BOW
#short:		"small wooden bow"
#arrowclass:	"arrow"
#material:	MAT_WOOD
#drawstr:	20
#drawtime:	20
#dex:		40
#flags:		2Hload 2Hfire
#rounds:	0
#weight:	1100
#encumber:	80
#power:		18

#handle:	BOW_BOW
#short:		"wooden bow"
#arrowclass:	"arrow"
#material:	MAT_WOOD
#drawstr:	40
#drawtime:	50
#dex:		40
#flags:		2Hload 2Hfire
#rounds:	0
#weight:	1500
#encumber:	100
#power:		40

#handle:	BOW_LONG_BOW
#short:		"longbow"
#arrowclass:	"arrow"
#material:	MAT_WOOD
#drawstr:	75
#drawtime:	100
#dex:		60
#flags:		2Hload 2Hfire
#rounds:	0
#weight:	3000
#encumber:	150
#power:		80

#handle:	BOW_CROSSBOW
#short:		"crossbow"
#arrowclass:	"bolt"
#material:	MAT_STEEL
#drawstr:	45
#drawtime:	200
#dex:		30
#flags:		2Hload 2Hfire
#rounds:	1
#weight:	3000
#encumber:	100
#power:		50

#handle:	BOW_HEAVY_CROSSBOW
#short:		"heavy crossbow"
#arrowclass:	"bolt"
#material:	MAT_STEEL
#drawstr:	65
#drawtime:	400
#dex:		30
#flags:		2Hload 2Hfire
#rounds:	1
#weight:	6000
#encumber:	120
#power:		80

#handle:	BOW_ARABLEST
#short:		"arablest"
#arrowclass:	"bolt"
#material:	MAT_STEEL
#drawstr:	95
#drawtime:	900
#dex:		30
#flags:		2Hload 2Hfire
#rounds:	1
#weight:	9000
#encumber:	150
#power:		130

#handle:	BOW_GUN
#short:		"handgun"
#arrowclass:	"bullet"
#material:	MAT_STEEL
#drawstr:	1
#drawtime:	15
#dex:		20
#flags:		2Hload
#rounds:	11
#weight:	1000
#encumber:	40
#power:		90

#COPYCODE

/* giggle - no bullets available in the world */

/* projectiles */

/*
 * power is the median bow power required to get the designated performance.
 * When thrown, the throw power corresponds to the thrower's str+dex/8, if
 * the weapon can be thrown.
 */

#ENDCOPY

#SAMEARRAY PROJ handle short arrowclass material flags weight encumber power damage

#handle:	PROJ_PEBBLE
#short:		"pebble"
#arrowclass:	"slung"
#material:	MAT_ROCK
#flags:		Throw_OK
#weight:	100
#encumber:	5
#power:		5
#damage:	"1d2"

#handle:	PROJ_SMALL_ROCK
#short:		"small rock"
#arrowclass:	"slung"
#material:	MAT_ROCK
#flags:		Throw_OK
#weight:	200
#encumber:	7
#power:		10
#damage:	"1d4"


#handle:	PROJ_ROCK
#short:		"rock"
#arrowclass:	"slung"
#material:	MAT_ROCK
#flags:		Throw_OK
#weight:	500
#encumber:	12
#power:		20
#damage:	"1d7"

#handle:	PROJ_LARGE_ROCK
#short:		"large rock"
#arrowclass:	"slung"
#material:	MAT_ROCK
#flags:		Throw_OK
#weight:	1000
#encumber:	35
#power:		40
#damage:	"3d4"

#handle:	PROJ_V_LARGE_ROCK
#short:		"very large rock"
#arrowclass:	"slung"
#material:	MAT_ROCK
#flags:		Throw_OK
#weight:	5000
#encumber:	90
#power:		90
#damage:	"4d5"

#handle:	PROJ_HUGE_ROCK
#short:		"huge rock"
#arrowclass:	"slung"
#material:	MAT_ROCK
#flags:		Throw_OK
#weight:	10000
#encumber:	130
#power:		130
#damage:	"4d9"


#handle:	PROJ_SMALL_BOULDER
#short:		"small boulder"
#arrowclass:	"slung"
#material:	MAT_ROCK
#flags:		Throw_OK
#weight:	20000
#encumber:	200
#power:		170
#damage:	"5d10"

#handle:	PROJ_BOULDER
#short:		"boulder"
#arrowclass:	"slung"
#material:	MAT_ROCK
#flags:		Throw_OK
#weight:	50000
#encumber:	250
#power:		220
#damage:	"6d12"

#handle:	PROJ_LARGE_BOULDER
#short:		"large boulder"
#arrowclass:	"slung"
#material:	MAT_ROCK
#flags:		Throw_OK
#weight:	100000
#encumber:	350
#power:		250
#damage:	"10d10"

#handle:	PROJ_SMALL_ARROW
#short:		"small arrow"
#arrowclass:	"arrow"
#material:	MAT_WOOD
#flags:		Pointed
#weight:	80
#encumber:	10
#power:		15
#damage:	"1d6"

#handle:	PROJ_ARROW
#short:		"arrow"
#arrowclass:	"arrow"
#material:	MAT_WOOD
#flags:		Pointed
#weight:	120
#encumber:	15
#power:		35
#damage:	"4d3"

#handle:	PROJ_LONG_ARROW
#short:		"long arrow"
#arrowclass:	"arrow"
#material:	MAT_WOOD
#flags:		Pointed
#weight:	180
#encumber:	20
#power:		70
#damage:	"6d3"

#handle:	PROJ_BOLT
#short:		"crossbow bolt"
#arrowclass:	"bolt"
#material:	MAT_IRON
#flags:		Pointed
#weight:	350
#encumber:	20
#power:		55
#damage:	"4d4"

#handle:	PROJ_HEAVY_BOLT
#short:		"heavy crossbow bolt"
#arrowclass:	"bolt"
#material:	MAT_IRON
#flags:		Pointed
#weight:	600
#encumber:	30
#power:		90
#damage:	"8d5"

#COPYCODE

0 });

#ENDCOPY

#FILENAME	Armor_Defs

/*
 * Give them the comments
 */

#COPYCODE

/*
 * ARMOUR DEFINITIONS
 *
 * Armor is rather important :-).
 * The construction of your armour determines how well it resists piercing
 * and slicing attacks, as well as its basic weight and armour class.
 * Shields are listed under weapons.
 *
 * Values:
 *	ac_pierce - how well it absorbs piercing damage.
 *	blunt_mod - % multiplier for absorbtion of attacks by blunt weapons
 *	(armour will deform on being hit - For leather/chainmail, blunt_mod
 *	is 50%, for plate, perhaps 130%, as it spreads the load better)
 *	Construction: material type or armour construction type.
 *	Note: abdomen is counted under chest.
 *
 * WEAR possibilities:
 *	Area	type		desc
 *	hands	gloves		1 layer only
 *	arms	sleeves		inner layer; soft materials only
 *	arms	vambrace	outer layer; may be jointed
 *	legs	pants		inner - soft
 *	legs	greaves		outer - hard should only cover half
 *	feet	boots
 *	head	hood		may be worn inside helmet (padding)
 *	head	helmet
 *	chest	shirt		innermost layer; must be soft
 *	chest	
 */

/*
 * List of armour locations and basic modifiers (AC mods, etc).
 *    Carry encumberance of soft, unworn armour is the same as its wear enc.
 * For hard armour, carry enc is doubled.
 *    weight, enc are for the full body suit for a size 100; for
 *    individual pieces you have to divide them down (see armour_locations).
 * AC is for damage absorbed by armour covering a particular hit location; since
 * the best (wieldable) weapons can deal out max 60, av 30 HP, a max AC of
 * about 30-40 is not unreasonable (you'll need more than this to take on
 * the dragons!)  Costs should, however, be *huge* (n squared per ACi comes
 * to mind).
 * short:		an adjective for the construction type.
 * folds:		stored folded in pack - same enc as when worn.
 * under:		can be worn under other armour
 * slices:		not resistant to slicing attack
 * weight:		grams, whole body suit (not unders)
 * enc:			whole suit, worn.  If carried, double enc if not folded.
 * ac:			per location.  some locs can wear undergarments.
 * blunt_mod:		percentage of AC used against blunt attacks.
 */

armour_construction_materials = ({

#ENDCOPY

#NEWARRAY ATYPE handle short folds under slices weight enc ac blunt_mod flags

#handle:	ATYPE_LEATHER
#short:		"leather"
#folds:		1
#under:		1
#slices:	1
#weight:	3000
#enc:		300
#ac:		3
#blunt_mod:	50
#flags:	0

#handle:	ATYPE_HARD_LEATHER
#short:		"hard leather"
#folds:		1
#under:		0
#slices:	1
#weight:	5000
#enc:		400
#ac:		6
#blunt_mod:	60
#flags:	0

#handle:	ATYPE_CUIRBOLLI
#short:		"cuirbolli"
#folds:		0
#under:		0
#slices:	1
#weight:	6000
#enc:		600
#ac:		9
#blunt_mod:	90
#flags:	0

#handle:	ATYPE_BEZANTINE
#short:		"bezantine"
#folds:		1
#under:		0
#slices:	0
#weight:	9000
#enc:		800
#ac:		13
#blunt_mod:	70
#flags:	0

#handle:	ATYPE_RINGMAIL
#short:		"ringmail"
#folds:		1
#under:		1
#slices:	0
#weight:	12000
#enc:		1000
#ac:		14
#blunt_mod:	80
#flags:	0

#handle:	ATYPE_LAMELLAR
#short:		"lamellar"
#folds:		1
#under:		0
#slices:	0
#weight:	21500
#enc:		1500
#ac:		16
#blunt_mod:	110
#flags:	0

#handle:	ATYPE_SCALE
#short:		"scalemail"
#folds:		0
#under:		0
#slices:	0
#weight:	24000
#enc:		1800
#ac:		17
#blunt_mod:	100
#flags:	0

#handle:	ATYPE_CHAIN
#short:		"chainmail"
#folds:		1
#under:		1
#slices:	0
#weight:	24000
#enc:		1500
#ac:		19
#blunt_mod:	85
#flags:	0

#handle:	ATYPE_BRIGADINE
#short:		"brigadine"
#folds:		0
#under:		0
#slices:	0
#weight:	26500
#enc:		1600
#ac:		20
#blunt_mod:	110
#flags:	0

#handle:	ATYPE_PLATE
#short:		"plate"
#folds:		0
#under:		0
#slices:	0
#weight:	30000
#enc:		2000
#ac:		22
#blunt_mod:	130
#flags:	0

#COPYCODE

0 });

/*
 * List of armour locations - names, body wear positions, whether they have to
 * be soft (i.e. an inner layer), % enc from a full suit of armour (covering
 * hands, feet, legs, arms, chest, head, abdomen - one piece for each).
 * Overlapping armour:  It is ok to wear an armour classified as 'under' under
 * an armour not classified as 'under' - only one undergarment may be covering
 * any hit location.  It is ok to overlap non-under pieces, as long as there
 * are never more than 2 layers on any hit location, including undergarments;
 * overlapping non-under pieces results in an encumberance hit (we double
 * the enc of the lesser enc piece).
 */

armour_locations = ({

#ENDCOPY

#NEWARRAY ALOC handle short bodyloc1 bodyloc2 under enc_perc weight_perc

#handle:	ALOC_SHIRT
#short:		"shirt"
#bodyloc1:	"chest"
#under:		1
#enc_perc:	8
#weight_perc:	8

#handle:	ALOC_PANTS
#short:		"pants"
#bodyloc1:	"legs"
#bodyloc2:	"abdomen"
#under:		1
#enc_perc:	10
#weight_perc:	10

#handle:	ALOC_SLEEVES
#short:		"sleeves"
#bodyloc1:	"arms"
#under:		1
#enc_perc:	5
#weight_perc:	5

#handle:	ALOC_COIF
#short:		"coif"
#bodyloc1:	"head"
#under:		1
#enc_perc:	5
#weight_perc:	5

#handle:	ALOC_GLOVES
#short:		"gauntlets"
#bodyloc1:	"hands"
#under:		0
#enc_perc:	5
#weight_perc:	5

#handle:	ALOC_BOOTS
#short:		"boots"
#bodyloc1:	"feet"
#under:		0
#enc_perc:	7
#weight_perc:	7

#handle:	ALOC_GREAVES
#short:		"greaves"
#bodyloc1:	"legs"
#under:		0
#enc_perc:	15
#weight_perc:	15

#handle:	ALOC_SKIRT
#short:		"skirt"
#bodyloc1:	"abdomen"
#under:		0
#enc_perc:	15
#weight_perc:	15

#handle:	ALOC_HAUBERK
#short:		"hauberk"
#bodyloc1:	"chest"
#bodyloc2:	"abdomen"
#under:		0
#enc_perc:	28
#weight_perc:	28

#handle:	ALOC_HELM
#short:		"helm"
#bodyloc1:	"head"
#under:		0
#enc_perc:	10
#weight_perc:	10

#handle:	ALOC_CUIRASS
#short:		"cuirass"
#bodyloc1:	"chest"
#under:		0
#enc_perc:	20
#weight_perc:	20

#handle:	ALOC_VAMBRACES
#short:		"vambraces"
#bodyloc1:	"arms"
#under:		0
#enc_perc:	10
#weight_perc:	10

#COPYCODE

0 });

#ENDCOPY