Merth's Builders Guide
INTRODUCTION
One of my major peeves with the mud is that
everyone wears the same eq. As we journey towards our new mud, there is a
simple way to correct this. Builders, make equipment and items that can't be
used by everyone. Make eq class and race specific. A Rodian smuggler should be
wearing different eq than a Rodian jedi. And similarly a Gotal smuggler should
be wearing different eq than a Rodian smuggler etc... All races come from
different planets and galaxies. They have different customs, so lets act like
it.
MOB DESIGN:
Mobile edit is an invaluable portion of the mud building
experience. Mobiles are what makes the mud worth playing or just plain suck.
One way to help the mud balance and overall via-ability of the mobs os to
make them uniform. One level 5mob should baiscally be the same as any other
level 5mob. How you can increase a mobs power and the differences come in is
with armor, mobprogs, and its other capabilites.
Rules For Mobs:
- Hit Points = level*10
- Hit Roll = level/5
- Damroll = level/5
- Number of Hit Dice = level/10
- Size of Hit Dice = level
- Number of Damage Dice = level/10
- Size of Damage Dice = level/2
- Number of Attacks = level/20
- Maximum Credits = level*5
- Plus Damage = level/2
- Armor Class = 100 - level*2
Object Documentation
This is the NEW object documentation. These guidelines were last
updated 0n 10-15-97. This documentation represents 100 level system. This
documentation should be considered law. Straying from these guidelines will
not be tolerated. These guidelines have been created to give the mud a sense
of balance. Straying from the guidelines only makes the mud suck. If you
repeatedly stray from this documentation action will be taken. No excuses.
OBJECTS (Not including weapons)
Objects help give the mud a sense of
direction. Players seek to find the specific objects that will make their
characters the best they can possibly be. We as builders, should provide them
with a broad variety of objects, each one unique in its own special way. But
we must also have a sense of direction in order to keep the mud balanced, and
the players content. The following guidelines are additonal building
specifications that we must follow, but it leaves room for the builder to
create a broad variety of things within the mud. Also note, that the value of
said objects will also vary from shop to shop.
This is the format that the
document will follow:
- between * and * is the subject of discussion
-
between [ and ] is the objects value guidelines
- note... value guidelines
are for minimum value of object. Objects value
cannot be a negative
number, nor fall below the minimum. You may, however,
raise the value
above the minimum's total.
- MAY NOT ALTER A PLAYER'S CLASS, LEVEL, GOLD
OR EXPERIENCE WITH THE USE OF
OEDIT!
- +/- means plus or minus.
-
c stands for credits.
- (+) stands for positive increment, (-) stands for
negative increment.
OBJECT EDIT FORMAT
!ATTRIBUTES! (Sections
beginning with ! follow Attribute rules)
- A total of +2 attributes must
be +30 Level only
- A total of +3 attributes must be +50 Level only
-
A total of +4 attributes must be +80 Level only
- No total of +5
attributes, (NO EXCEPTIONS)
!*(int,wis,con,cha,dex,and str)*
![500 c per (+) / -50 c
per (-)]
!*Hitroll & Damroll*
![1000 c per (+) / -100 c per
(-)]
!- A total of +2 combined must be +25 Level only
!- A total of +3
combined must be +50 Level only
!- A total of +4 combined must be +75
Level only
!- No total of +5 combined
!*MAXHIT,MAXMANA, and MAXMOVE*
![20 c per (+) / -5 c per
(-)]
!- increments occur at +/- 5
!*All SAVING_x*
![20 c per (-) / -5 c per (+)]
!-
increments occur at +/- 20
{The following are non-attribute rules that
apply to most objects, but not all}
*!RACE,!CLASS,!GOOD,!NEUTRAL,!EVIL,!DROP,BURIED,NEWBIE,!REMOVE*
[-25 c
per omission]
*CHAR_WEIGHT & CHAR_HEIGHT*
[20 c per (-) / -5 c per
(+)]
- increments occur at +/- 5
*Spell Effects (Scrolls, Potions, Wands, and Staffs)*
[100
c per level of spell / 500 c per spell used]
-No more than 10 charges
*Armor (Includes ac in an Armors values.)*
[500 c per (+)
/ -50 c per (-)]
- increments of +/- 1
- no object may add ac higher
than level of mob wearing it
*Container*
[100 c for 1-5 lbs / 250 c for 1-20 lbs / 600
c for 1-100 lbs / 1500 c for more]
*Light*
[100 c per hour of light]
- if infinite (-1),
much cost at least 50k
*!INVISIBLE,INVISIBLE,BLESS,!BREAK,ENGRAVED,AUTOENGRAVED,REINFORCED*
[500
c]
*Wearable locations*
[50 c per location on body]
*Objects weight*
[1-5 lbs -100 c / 6-10 lbs -200 c / 11-20
lbs -300 c / 20-up lbs -400 c]
*Objects availability*
[1-10 max on mud 10,000 c / 11-100
max on mud 3,000]
[101-500 max on mud 1,500 c / 501-up max on mud 1,000]
{The following do NOT have Availablity or Weight figured into price.}
*Liquid Container*
[5 c per drink unit / 20 c per max.
drink unit allowed]
*Food*
{The following are excluded from above rules.}
*Keys*
*Objects with !TAKE enabled*
*Objects weighing over
1000 lbs.*
*Max Damage Hits*
Nearly every item should be breakable.
Limit yourself to no more than 1 unbreakble item per zone. The average
durability of an item is 5. As of 7/23/97 there isn't a hit-to-cost ratio.
That may change in the future. Use common sense. Do not make an item with a
durability higher than 10. An item that has great stats should be balanced by
being easily broken, and likewise an item whose stats basically suck should be
more durable.
Rules for Weapons:
- Number of Damage Dice = level/20
- Size of Damage Dice = level/10
- Plus Damage = level/10
- Cost = 100*level
- Hit/Damroll for Weapons:
- level 0 to 30: no more than +1 combined cost +1000
- level 31 to 70: no more than +2 combined cost +2000
- level 71 to 100: no more than +3 combined cost +3000
Rules For Armor:
- AC (ARMOR) = level/10 +/- 5
- Cost = 200*ac
- Hit/Damroll for Armor:
- level 0 to 50: no more than +1 combined cost +1000
- level 51 to 100: no more than +2 combined cost +2000
Return to index