/ circle3.1 / doc / OLD-DOCS / defs.doc
defs.doc
  1  /* ************************************************************************
  2  *  Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
  3  ************************************************************************* */
  4  
  5                     DIKUMUD DEFINITIONS AND STANDARDS TO OBEY
  6                                    "defs.doc"
  7  
  8  
  9  PC's  ~ Players
 10  NPC's ~ Non Players (Monsters)
 11  <name> is used for short names
 12  [x..y] is used to indicate min and max
 13  
 14  
 15  PC's level [0..20], level [21..24] is special, not useable in gameplay.
 16  NPC's level [0..30]
 17  
 18  All PC's and NPC's have following abilities <ABIL>:
 19  
 20    Strength     <STR>
 21      <PC>  [3..18/100]
 22      <NPC> [0..25]
 23  
 24    Dexterity    <DEX>
 25      <PC>  [3..18]
 26      <NPC> [0..25]
 27  
 28    Intelligence <INT>
 29      <PC>  [3..18]
 30      <NPC> [0..25]
 31  
 32    Wisdom       <WIS>
 33      <PC>  [3..18]
 34      <NPC> [0..25]
 35  
 36    Constitution <CON>
 37      <PC>  [3..18]
 38      <NPC> [0..25]
 39  
 40  
 41  
 42  All PC's must select one of four classes :
 43  
 44    Magic User <MU>
 45    Cleric     <CL>
 46    Thief      <TH>       
 47    Warrior    <WA>
 48  
 49  
 50  Every PC class have a Primary ability (requisite) <PR> :
 51  
 52    <MU> <INT>
 53    <CL> <WIS>
 54    <TH> <DEX>
 55    <WA> <STR>
 56  
 57  
 58  When creating a new <PC>, the <PC>'s <ABIL> are calculated as:
 59  
 60     NOTE: This is when being raised from level 0 to level 1!
 61  
 62     The size of the <ABIL> dice, is determined by rolling 4 1d6 dice,
 63     and adding the sum of the three largest dice.
 64     The <ABIL> is sorted and assigned a <PC> in descending order,
 65     depending on the class.
 66  
 67     <MU> == <INT> <WIS> <DEX> <STR> <CON>
 68     <CL> == <WIS> <INT> <STR> <DEX> <CON>
 69     <TH> == <DEX> <STR> <CON> <INT> <WIS>
 70     <WA> == <STR> <DEX> <CON> <WIS> <INT>
 71  
 72  
 73     <HP>   base is set as 10
 74     <MANA> is allways set to 100
 75     Set level as 1
 76     Set exp as 1
 77     Set theives abilities as basic.
 78  
 79     Call the "Advance Level" routines!
 80  
 81  
 82  Hitpoints:
 83    <HP> ~ Hitpoints
 84  
 85    <PC>'s gain in the following range when advancing a level.
 86      <WA> [10..15]  Average (12.5)
 87      <TH> [7..13]   Average (10.0)
 88      <CL> [5..10]   Average  (7.5)
 89      <MA> [3..8]    Average  (5.5)
 90  
 91  
 92  Advancing a level (<PC>'s only):
 93          <HP> is gained as above
 94          "Spells to learn" is increased by
 95            MIN(1, WIS_APPLY) for <WA> & <TH>
 96          else
 97            MIN(2, WIS_APPLY) for <MU> & <CL>
 98  
 99  <NPC> <ABIL> follow <PC>'s <ABIL> up to level 20, with the
100    exception that NPC may have 0 in abilities. Only unusual
101    <NPC>'s are assigned abilities.
102  
103    <PR> may be in 18/00..100 for Warriors ONLY!
104  
105        
106  ============================= MONSTER LOOKUP ==============================
107  
108  This is general guidelines for creating monsters. This is when creating
109  "S"impel monsters. Detailed monsters require a great deal of care when
110  designing, and it is not really worth it.
111  
112  The idea is that a X level fighter is equal to about a X level monster!
113  This implies that the <THAC0> ought to decrease by one every level
114  (starting at '20' on level 1 - minimum is '1' from level 20+). The damage
115  given by a monster is also important - average weapon damage is at the
116  moment 1d8.
117  
118  
119  Level    AVERAGE          AVERAGE  SUGGESTED  SUGGESTED  SUGGESTED
120            <HP>             <EXP>    <THAC0>     <AC>       <DAM>
121  
122    0    [001..010]           [25]       20        10        1d4+0 (2.5)
123  
124    1    [011..022]          [100]       20         9        1d5+0 (3.0)
125  
126    2    [023..035]          [200]       19         8        1d6+0 (3.5)
127  
128    3    [036..047]          [350]       18         7        1d7+0 (4.0)
129  
130    4    [048..060]          [600]       17         6        1d8+0 (4.5)
131  
132    5    [061..072]          [900]       16         5        2d4+0 (5.0)
133  
134    6    [073..085]         [1500]       15         4        1d8+1 (5.5)
135  
136    7    [086..097]         [2250]       14         4        2d4+1 (6.0)
137  
138    8    [098..110]         [3750]       13         3        2d5+1 (7.0)
139  
140    9    [111..122]         [6000]       12         3        2d5+1 (7.0)
141  
142   10    [123..135]         [9000]       11         2        2d6+1 (8.0)
143  
144   11    [136..147]        [11000]       10         2        2d6+1 (8.0)
145  
146   12    [148..160]        [13000]        9         2        2d7+1 (9.0)
147  
148   13    [161..172]        [16000]        8         2        2d7+1 (9.0)
149  
150   14    [173..185]        [18000]        7         1        2d8+1 (10.0)
151  
152   15    [186..197]        [21000]        6         1        2d8+2 (11.0)
153  
154   16    [198..210]        [24000]        5         1        2d8+2 (11.0)
155  
156   17    [211..222]        [28000]        4         1        3d6+2 (12.5)
157  
158   18    [223..235]        [30000]        3         0        3d6+2 (12.5)
159  
160   19    [236..247]        [35000]        2         0        3d6+3 (13.5)
161  
162   20    [248..260]        [40000]        1         0        3d6+4 (14.5) /* Minor Demons */
163  
164  
165  Above level 20 is for NPC's only
166  
167  
168   21    [261..350]        [50000]        0        -1        3d7+4 (16.0)
169  
170   22    [351..400]        [60000]        0        -1        3d8+4 (17.5)
171  
172   23    [401..450]        [80000]        0        -2        3d8+4 (17.5) /* Shopkeepers, Important Guards */
173  
174   24    [451..500]       [100000]        0        -3        3d8+4 (17.5) /* Guildmasters       */
175  
176   25    [501..550]       [130000]        0        -4        4d6+4 (18.0)
177  
178   26    [551..600]       [155000]        0        -6        4d6+4 (18.0) /* Major Demons/ Devils */
179  
180   27    [601..650]       [200000]        0        -7        4d6+4 (18.0) /* Demi Gods */
181  
182   28    [651..700]       [310000]        0        -8        4d6+5 (19.0) /* Lesser Gods */
183  
184   29    [701..900]       [450000]        0        -9        4d7+5 (21.0) /* Demon Lords/Arch Devils */
185  
186   30    [901..1000]      [600000]        0       -10        4d8+5 (23.0)/* Greater Gods       */
187  
188  
189  
190  ------------------------------ GUIDELINES ---------------------------------
191  
192  MAGICAL ITEMS:
193  --------------
194  
195  In DikuMud it is possible to create all kinds of Magic items - but to avoid
196  chaos (having 1st levels kill 20 level dragons) these rules for Magic must
197  be obeyed.
198  
199  It is possible to create almost any item. Items can (example) change the
200  <STR>, <DEX>, <WIS>, <INT>, <CON>, <HP>, Age, Weight, Height, XP,
201  etc. None of these changes are directly permanent in effetct, but may be
202  so indirectly - example:
203  
204    Iggy found a helmet of Increase Wisdom/Intelligence (some + modifier).
205    When Iggy wears this helmet - these abilities improve, when he removes
206    the helmet they return to their original state. Thus no direct change
207    has happened.  BUT if Iggy practices spells (upon which INT and WIS
208    determines the rate & success) he will learn them much faster than
209    normal.  This was an example of an indirect change.
210  
211  
212  Good ideas when making Magic Items:
213  
214  NEVER use large modifiers, exceptional items should modify at most by +3.
215    This includes, swords, armours, ability changes.
216  
217  Impose a penalty on the Item - for example make a helmet of wisdom may
218    at the same time reduce the constitution. Or maybe a ring of masochism -
219    when you wear it your MAX-HITPOINT increase by +200, when you remove it
220    they disappear again.  The ring likes to remove itself from the finger.
221  
222  
223  ============================================================================
224  
225  MONSTER CLASSIFICATIONS:
226  ------------------------
227  
228  Major Demon  == Balrog/etc.
229  Demon Lords  == Orcus/etc.
230  Demi Gods    == ??
231  Lesser Gods  == Heimdal/Sif/etc.
232  Greater Gods == Thor/Odin/etc.
233  Arch Devil   == Asmodeus/etc.
234  
235  When creating monsters pay attention to the table above.
236  
237  Example of Monsters:
238  --------------------
239  
240  ============================================================================
241  
242  
243  --------------------------------------------
244         CHARACTER & MONSTER ARMOR:
245  
246  <AC> range from [10..-10] this is what it means :
247  
248  AC  10 = Naked person
249  AC   0 = Very heavily armoured person (Full plate mail at *all* body parts)
250  AC -10 = Armored Tank (Hopefully impossible for players)
251  
252  --------------------------------------------
253       Percentwise Coverage of Armour
254          and allowed AC range
255  
256  Location  Protects   Range
257  --------  --------   -----
258  
259  Body        30%      [1..10]
260  Head        20%      [1..10]
261  Legs        20%      [1..10]
262  Feet        10%      [1..10]
263  Arms        10%      [1..10]
264  Hands       10%      [1..10]
265  
266  Shield      10%      [1..10]
267  Magic       10%      [1..10]
268  
269  --------------------------------------------
270               PRICE GUIDELINES
271  
272   AC     BODY    LEGS    HEAD    ARMS    FEET       ARMOUR
273  ----    ----    ----    ----    ----    ----       ------
274   +1      100      50      50      25      25       Cloth (Heavy)
275   +2      200     100     100      50      50       Soft Leather
276   +3      500     150     150      75      75       Studded Leather
277   +4    1,000     500     500     250     250       Scale Mail
278   +5    2,500   1,250   1,250     625     625       Chain Mail
279   +6    7,000   3,500   3,500   1,750   1,750       Bronze Plate Mail
280   +7   18,000   9,000   9,000   4,500   4,500       Plate Mail
281   +8   35,000  17,500  17,500   8,750   8,750       Field Plate Mail
282   +9   50,000  25,000  25,000  12,500  12,500       Full Plate
283  +10   75,000  37,500  37,500  18,750  18,750       Anti Bomb ShieldPlate
284  
285  *Hands and shields should be regarded as arms.
286  --------------------------------------------
287             IMPORTANT NOTICE
288  
289  Rare items may only exist in minimal quantities!
290  Especially you should limit the occurence of
291  magical protection, since it is easy to carry.
292  
293  ============================================================================
294  
295  Weapons & Carrying capacity
296  ---------------------------
297  
298  The weight of a weapon determines the strength needed to wield the weapon,
299  these values should be used:
300  
301  STR     Max. Weapon Weight    Carrying capacity
302  ---     ------------------    -----------------
303    0           0                      0
304    1           1                      3
305    2           2                      3
306    3           3                     10
307    4           4                     25
308    5           5                     55
309    6           6                     80
310    7           7                     90
311    8           8                    100
312    9           9                    100
313   10          10                    115
314   11          11                    115
315   12          12                    140
316   13          13                    140
317   14          14                    170
318   15          15                    170
319   16          16                    195
320   17          18                    220
321   18          20                    255
322   18/01..50   22                    280
323   18/51..75   24                    305
324   18/76..90   26                    330
325   18/91..99   28                    380
326   18/100      30                    480
327  
328  Strength above 18/100 is only used by NPC's - not used by players.
329  No weapon may ever exceed 30 pounds in weight.
330  
331  There are three kind of weapons :
332    (P)iercing
333    (S)lashing  (Not useable by Clerics)
334    (B)ludgeoning
335  
336  Backstabbing is only possible with piercing weapons.
337  
338  No weapon may ever exceed 4d6 damage (as total of magic bouns too)!
339     (4d6 is 14 damage as average since 4*((1+6)/2)==14)
340  No weapon may ever exceed 30 pounds in weight.
341  
342  No shop-produced weapon may exceed 2d8 in total damage or weigh more
343     than 20 pounds.
344  
345  Read notes regarding Magic before making a monster-slayer +50 +70 
346    with +800 to strength
347  
348  
349  PRIMARY BUYABLE WEAPONS <PBW>:
350  
351  Name               Damage    Type    Cost    Weight   Cost_pr_day     
352  ---------------    -----     ----    ----    ------   -----------
353  Dagger              1d4       P        10       1       Cost/3 
354  Small sword         1d6       P        60       3       Cost/3 
355  Long sword          1d8       S       600       8       Cost/3
356  Wooden Club         1d3       B        12       3       Cost/3
357  War hammer          1d5       B        50       6       Cost/3
358  
359  
360  
361  ===========================================================================
362  Notes:
363  
364  <THAC0> this is the number needed to roll on a 20-sided dice to hit
365          opponent <AC> equivalent of zero. A 20 is always considered
366          a hit, a 1 is always a miss. Example:
367  
368            Your <THAC0> is 14 (ei. level 7 fighter). You are fighting
369            an opponent with <AC> '3'. Thus to hit <AC> 0 you must
370            roll a 14 or greater. To hit <AC> 3 you must then roll
371            11 (14-3) or greater. If you had to hit <AC> '-3' you
372            would have to roll 17 (14-(-3)) or greater on a 20 sided
373            dice.