1072 lines (960 with data), 22.9 kB
/*
* 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