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Sweatshop Coders
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Verbannon



Joined: 30 Sep 2013
Posts: 398

PostPosted: Fri Mar 17, 2017 2:33 am    Post subject: Sweatshop Coders Reply with quote

For the code that is time consuming but easy, can you just recruit volunteer players, tell them what to do then let them spend the hours necessary doing any of the code that is time consuming because it is repetitive?

Coder: Okay here is the directery with all the item source codes. Please examine and adjust the values of item numbers 4,567 through 86,789 to be in line with the current standards as explained. And flag any items that dont fall clearly within the standardization protocols.

Players: Okay!
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Ares
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Joined: 19 Dec 2006
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PostPosted: Fri Mar 17, 2017 11:05 am    Post subject: Code Reply with quote

If it were as simple as replacing values we could do that with a text editor with replace in files function.
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Lujke
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Joined: 18 Nov 2006
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PostPosted: Fri Mar 17, 2017 12:11 pm    Post subject: Reply with quote

It's a nice thought that I could just get someone else to do all the drudgery bits of my coding.

Unfortunately, I imagine that it wouldn't save me that much time, by the time I'd helped someone else understand enough of the labyrinthine workings of my lizardy mind to be able to do what I wanted.

And then, I really doubt anyone would *really* want the job of all the dull bits of coding with none of the fun...

That said, I'll be working on some reward items for my new area soon, and would welcome suggestions for bits of EQ that people would like to see available in the higher end of the game. Not so much style and descriptions - those will be linked to the area theme - more things like: "Clerics really need some +5 boots with a wisdom bonus!"
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Verbannon



Joined: 30 Sep 2013
Posts: 398

PostPosted: Sat Mar 18, 2017 2:02 am    Post subject: Reply with quote

I would be willing to do the dull bits if I knew how.
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Ares
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PostPosted: Tue Mar 28, 2017 9:40 pm    Post subject: Dull Bits Reply with quote

For anybody interested in doing some of the dull bits of coding.. I'm about to implement a large scale random item generator that makes all sorts of weapons and armor. So I could use some description fragments for weapons of all sorts, armors of all sorts, for special messages of all sorts for weapons and armor. Don't worry about color codes, I've created a daemon that can automatically color stuff for specifically this purpose.

So, you can either make descriptions for a whole item or just parts of a description, or however you want to do it. If you make descriptions for specials, keep in mind that each special requires 3 different descriptions. One for what the person using the item sees, one for what the target of the action sees, and one for what everybody else in the room sees. Please try to limit typos and spelling errors.

Also I suppose we could use lore as well.
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cyric
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Joined: 17 Nov 2006
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Location: Singapore

PostPosted: Wed Mar 29, 2017 12:54 am    Post subject: Re: Dull Bits Reply with quote

Ares wrote:
For anybody interested in doing some of the dull bits of coding.. I'm about to implement a large scale random item generator that makes all sorts of weapons and armor. So I could use some description fragments for weapons of all sorts, armors of all sorts, for special messages of all sorts for weapons and armor. Don't worry about color codes, I've created a daemon that can automatically color stuff for specifically this purpose.

So, you can either make descriptions for a whole item or just parts of a description, or however you want to do it. If you make descriptions for specials, keep in mind that each special requires 3 different descriptions. One for what the person using the item sees, one for what the target of the action sees, and one for what everybody else in the room sees. Please try to limit typos and spelling errors.

Also I suppose we could use lore as well.

Here's a template anyone can fill in:
Item common description (inventory view, not identified):
Item short description (inventory view, identified)
Item long description (what you get when you examine the item):
Item alternate IDs (other ids you can use to affect the item: i.e. Sword, weapon, two-handed sword, two-handed, two handed, beat stick):
Special user view (what the wielder/wearer sees when the special goes off)
Special target view (what the target sees when the special goes off)
Special bystander view (what someone else in the room sees when the special goes off)
Body slot/proficiency (body slot for armor, prof for weapon):
Lore:

Ares this was off the top of my head so feel free to modify or update and add more stuff like armor type and weapons type.
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Verbannon



Joined: 30 Sep 2013
Posts: 398

PostPosted: Wed Mar 29, 2017 4:34 am    Post subject: Reply with quote

Just weapons and armor? None of the other slots?
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Ares
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PostPosted: Wed Mar 29, 2017 2:21 pm    Post subject: Armor Reply with quote

By armor, I mean anything you might wear. With the possible exception of rings.
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Verbannon



Joined: 30 Sep 2013
Posts: 398

PostPosted: Wed Mar 29, 2017 9:00 pm    Post subject: Reply with quote

Oh good. I'll get right on it. And note I am willing to give help, even though I find the idea , at least my gut reaction to the idea, of a random item generator to be terrible, apocalyptically so.
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Ares
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PostPosted: Wed Mar 29, 2017 9:27 pm    Post subject: Items Reply with quote

I'm reasonably sure that I just saw a post from you a few days back, Verbannon, that mentioned scattering items that weren't super great throughout an area, instead of just having them at the end. At least I think that was your post.
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Verbannon



Joined: 30 Sep 2013
Posts: 398

PostPosted: Thu Mar 30, 2017 5:32 am    Post subject: Re: Items Reply with quote

Ares wrote:
I'm reasonably sure that I just saw a post from you a few days back, Verbannon, that mentioned scattering items that weren't super great throughout an area, instead of just having them at the end. At least I think that was your post.


Hey I dont want this to be an argument. I'll just try to clarify what I meant. I meant when equiping the dungeon mooks. Give them generic stuff, like the kind of stuff players could make for themselves with the magic item creation system. And just make good items for the end of the dungeon, the dungeon secret treasure room and one good item to be rarely found through constant searching.

INSTEAD of trying to give everything something special.

Now in regards to your system, my gut reaction, imagined that this was going to be used for the random treasure generator. Or something similar. Maybe as a,way to compketely replace dungeon loot.

But if you are going to use it as a way of quickly equiping mooks, maybe to help avatars along. Then my gut says tyats a good thing and fully supports.

And I do mean my gut literally. It tightens and hurts a bit when it disagrees wuth something and relaxes when it doesnt.

So you need mass produced magical equipment, simple enough. Also to help that along there are already a good deal of items in the game designed with a generic feel to them in case you dont know. Weapons in The Dark Forest dropped by the beetles, hats and helmets dropped all over the place, and the items in Kinarro And synwhatever given as a reward for their fetch quest.

And Ill go ahead and start generating magical equipment, with lore linkig it to various cities, races or old armies. To start with Ill generate one type of each weapon and equilment with each type of crafting material in the game
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Ares
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PostPosted: Thu Mar 30, 2017 6:35 am    Post subject: Item Generator Reply with quote

Random item generators are generally just used for filler items, maybe with oddball stat and bonus numbers generated for characters with weird class combinations so they might not otherwise find the sort of bonuses that they're looking for for their character. It's not meant to replace the loot that we create specific to an area.

Some of the existing random items are probably good enough to keep, description wise. Some of them need some work in the description department. All of them (along with about 90% of the total items) need updating to match the standards.

Also, don't feel obligated to write anything you don't want to write. This is strictly voluntary.
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Verbannon



Joined: 30 Sep 2013
Posts: 398

PostPosted: Thu Mar 30, 2017 7:41 pm    Post subject: Reply with quote

You should make a random equip command for avatar use with it
Anyway here is my first wave of items. These are steel and prismatic hide head slot items. Next I'll do steel and prismatic hide neck slot items.

Item common description (inventory view, not identified): A %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ open faced burgonet
Item short description (inventory view, identified): Omrick Wrought %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ open faced burgonet
Item long description (what you get when you examine the item): This helmet has a large peak projecting upwards at an angle from the opening to protect the eyes. Running back from that peak a simple crest splits the helmet that looks like it was made by simply hammering the two halves of the helmet together. A flange hangs from the helmet to protect the cheeks and neck. There is no visor. Just inside the helmet the symbol of Tempus is stamped as well as the text "Omrick XXXII"
Item alternate IDs (other ids you can use to affect the item: i.e. Sword, weapon, two-handed sword, two-handed, two handed, beat stick): helmet, steel helmet, burgonet, steel burgonet, a steel open faced burgonet, omrick wrought steel open faced burgonet
Special user view (what the wielder/wearer sees when the special goes off): Your opponent takes dead aim at your unprotected face! Miraculously his blow just scratches you!
Special target view (what the target sees when the special goes off): Something saps the power from your blow as you strike at your opponent's foolishly unprotected face!
Special bystander view (what someone else in the room sees when the special goes off): Attacker strikes what is sure to be a killing blow to the face of his opponent. A look of shock crosses attacker's face as he draws back leaving only a scratch.
Effect: Sometimes when an enemy rolls a crit, the helmet will turn it into a normal hit.
Body slot/proficiency (body slot for armor, prof for weapon): Medium Armor Head
Lore: The priesthood of Tempus foregoes the use of visors on their helmets because their god does use a visor. A courageous act of faith that leaves many of them dead with arrows in their face. To help remedy this, many an Omrick, through prayer or enchantment, have made helmets warded with invisible protection for the face.

Item common description (inventory view, not identified): A %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Barbute
Item short description (inventory view, identified)A Mastercrafted %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Barbute
Item long description (what you get when you examine the item):This helmet is extremely well crafted though not beautiful. Marks can be seen on the helmet where flaws were painstakingly worked out. If your imagination isn't playing tricks with you it seems is is also both harder and lighter than it should be. It is a close fitting %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ helmet with only a T Shaped opening in its front to allow sight and breathing.
Item alternate IDs (other ids you can use to affect the item: i.e. Sword, weapon, two-handed sword, two-handed, two handed, beat stick):helmet, steel helmet, steel barbute, barbute, A Mastercrafted Steel Barbute
Effect: Some random bonus.
Body slot/proficiency (body slot for armor, prof for weapon):Heavy Armor Head
Lore: Steel is most commonly worked by human smiths. Human craft lacks the depth of skill of the dwarves and the elegant beauty of the elves. But the Arms and Armor of a human mastersmith are made with a passionate love for their craft that even the dwarves may rarely match. This love and passion and the pouring of their soul into every piece they make, often grants their equipment a magical power all of its own. This is a known fact and has creates a lesser known religious conflict between the human smiths of the land. For although steel is blessed by Tempus, Passion is driven by Kossuth. And when it comes time to have the arms blessed it is common to see three priests called, A Grumbarite and either a Kossuth or a Tempusian Priest are called. For to call both would be to guarantee violence, but to call only one would be seen as an insult to the other.


Item common description (inventory view, not identified): A %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Coif
Item short description (inventory view, identified)A Mastercrafted %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Coif
Item long description (what you get when you examine the item):This helmet is extremely well crafted though not beautiful. Marks can be seen on the helmet where flaws were painstakingly worked out. If your imagination isn't playing tricks with you it seems is is also both harder and lighter than it should be. It is a coif made of riveted %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ rings.
Item alternate IDs (other ids you can use to affect the item: i.e. Sword, weapon, two-handed sword, two-handed, two handed, beat stick):helmet, steel helmet, steel coif, coif, A Mastercrafted Steel Coif
Effect: Some random bonus.
Body slot/proficiency (body slot for armor, prof for weapon):Medium Armor Head
Lore: Steel is most commonly worked by human smiths. Human craft lacks the depth of skill of the dwarves and the elegant beauty of the elves. But the Arms and Armor of a human mastersmith are made with a passionate love for their craft that even the dwarves may rarely match. This love and passion and the pouring of their soul into every piece they make, often grants their equipment a magical power all of its own. This is a known fact and has created a lesser known religious conflict between the human smiths of the land. For although steel is blessed by Tempus, Passion is driven by Kossuth. And when it comes time to have the arms blessed it is common to see three priests called, A Grumbarite and either a Kossuth or a Tempusian Priest are called. For to call both would be to guarantee violence, but to call only one would be seen as an insult to the other.


Item common description (inventory view, not identified): A %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Nasal Helmet
Item short description (inventory view, identified)A Mastercrafted %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Nasal Helmet
Item long description (what you get when you examine the item):This helmet is extremely well crafted though not beautiful. Marks can be seen on the helmet where flaws were painstakingly worked out. If your imagination isn't playing tricks with you it seems is is also both harder and lighter than it should be. This is a conical %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ cap with a single strip of metal dropping in its front to protect the nose.
Item alternate IDs (other ids you can use to affect the item: i.e. Sword, weapon, two-handed sword, two-handed, two handed, beat stick):helmet, steel helmet, steel nasal helmet, nasal helmet, A Mastercrafted Steel Nasal Helmet, Nasal,
Effect: Some random bonus.
Body slot/proficiency (body slot for armor, prof for weapon):Heavy Armor Head
Lore: Steel is most commonly worked by human smiths. Human craft lacks the depth of skill of the dwarves and the elegant beauty of the elves. But the Arms and Armor of a human mastersmith are made with a passionate love for their craft that even the dwarves may rarely match. This love and passion and the pouring of their soul into every piece they make, often grants their equipment a magical power all of its own. This is a known fact and has created a lesser known religious conflict between the human smiths of the land. For although steel is blessed by Tempus, Passion is driven by Kossuth. And when it comes time to have the arms blessed it is common to see three priests called, A Grumbarite and either a Kossuth or a Tempusian Priest are called. For to call both would be to guarantee violence, but to call only one would be seen as an insult to the other.


Item common description (inventory view, not identified): A Steel Cervelliere
Item short description (inventory view, identified)A Mastercrafted %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Cervelliere
Item long description (what you get when you examine the item):This helmet is extremely well crafted though not beautiful. Marks can be seen on the helmet where flaws were painstakingly worked out. If your imagination isn't playing tricks with you it seems is is also both harder and lighter than it should be. It is a bowl like %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ cap held on by two chin straps.
Item alternate IDs (other ids you can use to affect the item: i.e. Sword, weapon, two-handed sword, two-handed, two handed, beat stick):helmet, steel helmet, steel Cervelliere, Cervelliere, A Mastercrafted Steel Cervelliere
Effect: Some random bonus.
Body slot/proficiency (body slot for armor, prof for weapon):Medium Armor Head
Lore: Steel is most commonly worked by human smiths. Human craft lacks the depth of skill of the dwarves and the elegant beauty of the elves. But the Arms and Armor of a human mastersmith are made with a passionate love for their craft that even the dwarves may rarely match. This love and passion and the pouring of their soul into every piece they make, often grants their equipment a magical power all of its own. This is a known fact and has created a lesser known religious conflict between the human smiths of the land. For although steel is blessed by Tempus, Passion is driven by Kossuth. And when it comes time to have the arms blessed it is common to see three priests called, A Grumbarite and either a Kossuth or a Tempusian Priest are called. For to call both would be to guarantee violence, but to call only one would be seen as an insult to the other.

Item common description (inventory view, not identified): A %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Great helm
Item short description (inventory view, identified)A Mastercrafted %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Great helm
Item long description (what you get when you examine the item):This helmet is extremely well crafted though not beautiful. Marks can be seen on the helmet where flaws were painstakingly worked out. If your imagination isn't playing tricks with you it seems is is also both harder and lighter than it should be. A very large and heavy %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ helmet that covers the entire head with only a single slit for vision and some holes punched into the bottom portion for ventilation.
Item alternate IDs (other ids you can use to affect the item: i.e. Sword, weapon, two-handed sword, two-handed, two handed, beat stick):helmet, steel helmet, steel Great helm, Great helm, A Mastercrafted Steel Great helm
Effect: Some random bonus.
Body slot/proficiency (body slot for armor, prof for weapon):Heavy Armor Head
Lore: Steel is most commonly worked by human smiths. Human craft lacks the depth of skill of the dwarves and the elegant beauty of the elves. But the Arms and Armor of a human mastersmith are made with a passionate love for their craft that even the dwarves may rarely match. This love and passion and the pouring of their soul into every piece they make, often grants their equipment a magical power all of its own. This is a known fact and has created a lesser known religious conflict between the human smiths of the land. For although steel is blessed by Tempus, Passion is driven by Kossuth. And when it comes time to have the arms blessed it is common to see three priests called, A Grumbarite and either a Kossuth or a Tempusian Priest are called. For to call both would be to guarantee violence, but to call only one would be seen as an insult to the other.


Item common description (inventory view, not identified): A %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Bassinet
Item short description (inventory view, identified)A Mastercrafted %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Bassinet
Item long description (what you get when you examine the item):This helmet is extremely well crafted though not beautiful. Marks can be seen on the helmet where flaws were painstakingly worked out. If your imagination isn't playing tricks with you it seems is is also both harder and lighter than it should be. A very large and heavy %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ helmet that covers the entire head. The back portion rises back off the head in a kind of egg like cone and the visor resembles a basket like beak.
Item alternate IDs (other ids you can use to affect the item: i.e. Sword, weapon, two-handed sword, two-handed, two handed, beat stick):helmet, steel helmet, steel Bassinet, Bassinet, A Mastercrafted Steel Bassinet
Effect: Some random bonus.
Body slot/proficiency (body slot for armor, prof for weapon):Heavy Armor Head
Lore: Steel is most commonly worked by human smiths. Human craft lacks the depth of skill of the dwarves and the elegant beauty of the elves. But the Arms and Armor of a human mastersmith are made with a passionate love for their craft that even the dwarves may rarely match. This love and passion and the pouring of their soul into every piece they make, often grants their equipment a magical power all of its own. This is a known fact and has created a lesser known religious conflict between the human smiths of the land. For although steel is blessed by Tempus, Passion is driven by Kossuth. And when it comes time to have the arms blessed it is common to see three priests called, A Grumbarite and either a Kossuth or a Tempusian Priest are called. For to call both would be to guarantee violence, but to call only one would be seen as an insult to the other.

Item common description (inventory view, not identified): A %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Sallet
Item short description (inventory view, identified)A Mastercrafted %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Sallet
Item long description (what you get when you examine the item):This helmet is extremely well crafted though not beautiful. Marks can be seen on the helmet where flaws were painstakingly worked out. If your imagination isn't playing tricks with you it seems is is also both harder and lighter than it should be. It is a rounded %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ helmet that leaves the lower half of the face exposed but covers the eyes with a narrow slit for vision. A small tail in the back ofthe helmet protects the neck.
Item alternate IDs (other ids you can use to affect the item: i.e. Sword, weapon, two-handed sword, two-handed, two handed, beat stick):helmet, steel helmet, steel Sallet, Sallet, A Mastercrafted Steel Sallet
Effect: Some random bonus.
Body slot/proficiency (body slot for armor, prof for weapon):Medium Armor Head
Lore: Steel is most commonly worked by human smiths. Human craft lacks the depth of skill of the dwarves and the elegant beauty of the elves. But the Arms and Armor of a human mastersmith are made with a passionate love for their craft that even the dwarves may rarely match. This love and passion and the pouring of their soul into every piece they make, often grants their equipment a magical power all of its own. This is a known fact and has created a lesser known religious conflict between the human smiths of the land. For although steel is blessed by Tempus, Passion is driven by Kossuth. And when it comes time to have the arms blessed it is common to see three priests called, A Grumbarite and either a Kossuth or a Tempusian Priest are called. For to call both would be to guarantee violence, but to call only one would be seen as an insult to the other.

Item common description (inventory view, not identified): A %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Armet
Item short description (inventory view, identified)A Mastercrafted %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Armet
Item long description (what you get when you examine the item):This helmet is extremely well crafted though not beautiful. Marks can be seen on the helmet where flaws were painstakingly worked out. If your imagination isn't playing tricks with you it seems is is also both harder and lighter than it should be. A very large and heavy %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ helmet that covers the entire head. It is a crested helmet with a built in slit into the visor which is a solid piece that angles upwards at an angle away from the face. Hinges allow it to be raised up off the face.
Item alternate IDs (other ids you can use to affect the item: i.e. Sword, weapon, two-handed sword, two-handed, two handed, beat stick):helmet, steel helmet, steel Armet, Armet, A Mastercrafted Steel Armet
Effect: Some random bonus.
Body slot/proficiency (body slot for armor, prof for weapon):Heavy Armor Head
Lore: Steel is most commonly worked by human smiths. Human craft lacks the depth of skill of the dwarves and the elegant beauty of the elves. But the Arms and Armor of a human mastersmith are made with a passionate love for their craft that even the dwarves may rarely match. This love and passion and the pouring of their soul into every piece they make, often grants their equipment a magical power all of its own. This is a known fact and has created a lesser known religious conflict between the human smiths of the land. For although steel is blessed by Tempus, Passion is driven by Kossuth. And when it comes time to have the arms blessed it is common to see three priests called, A Grumbarite and either a Kossuth or a Tempusian Priest are called. For to call both would be to guarantee violence, but to call only one would be seen as an insult to the other.

Item common description (inventory view, not identified): A %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Burgonet
Item short description (inventory view, identified)A Mastercrafted %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Burgonet
Item long description (what you get when you examine the item):This helmet is extremely well crafted though not beautiful. Marks can be seen on the helmet where flaws were painstakingly worked out. If your imagination isn't playing tricks with you it seems is is also both harder and lighter than it should be. This %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ helmet has a large peak projecting upwards at an angle from the opening to protect the eyes. Running back from that peak a simple crest splits the helmet that looks like it was made by simply hammering the two halves of the helmet together. A flange hangs from the helmet to protect the cheeks and neck It has a slitted visor with ventilation holes that is completely removed when unneeded rather than raised or lowered.
Item alternate IDs (other ids you can use to affect the item: i.e. Sword, weapon, two-handed sword, two-handed, two handed, beat stick):helmet, steel helmet, steel Burgonet, Burgonet, A Mastercrafted Steel Burgonet
Effect: Some random bonus.
Body slot/proficiency (body slot for armor, prof for weapon):Medium Armor Head
Lore: Steel is most commonly worked by human smiths. Human craft lacks the depth of skill of the dwarves and the elegant beauty of the elves. But the Arms and Armor of a human mastersmith are made with a passionate love for their craft that even the dwarves may rarely match. This love and passion and the pouring of their soul into every piece they make, often grants their equipment a magical power all of its own. This is a known fact and has created a lesser known religious conflict between the human smiths of the land. For although steel is blessed by Tempus, Passion is driven by Kossuth. And when it comes time to have the arms blessed it is common to see three priests called, A Grumbarite and either a Kossuth or a Tempusian Priest are called. For to call both would be to guarantee violence, but to call only one would be seen as an insult to the other.


Item common description (inventory view, not identified): A %^BOLD%^%^RED%^Pr%^ORANGE%^is%^GREEN%^ma%^BLUE%^ti%^MAGENTA%^c%^RESET%^ Leather Nasal Helmet
Item short description (inventory view, identified) A Mastercrafted %^BOLD%^%^RED%^Pr%^ORANGE%^is%^GREEN%^ma%^BLUE%^ti%^MAGENTA%^c%^RESET%^ Leather Nasal Helmet
Item long description (what you get when you examine the item): This is a conical leather cap with a single strip of leather dropping in its front to protect the nose. The leather is of a strange shimmering %^BOLD%^%^RED%^Pr%^ORANGE%^is%^GREEN%^ma%^BLUE%^ti%^MAGENTA%^c%^RESET%^ quality, when worn or touched, instead of a texture, it feels like touching something in a dream. Where its more like a remembered sense of what it should feel like then what it actually does.
Item alternate IDs (other ids you can use to affect the item: i.e. Sword, weapon, two-handed sword, two-handed, two handed, beat stick):helmet, leather helmet, leather nasal helmet, nasal helmet, A Mastercrafted Prismatic Leather Nasal Helmet, Prismatic Leather Nasal Helmet, prismatic leather helmet
Special user view (what the wielder/wearer sees when the special goes off): When your opponent strikes your helmet, it doesn't hurt anymore than being struck in a dream hurts.
Special target view (what the target sees when the special goes off): Your strike to your opponent's helmeted head fails to even wiggle him.
Special bystander view (what someone else in the room sees when the special goes off): Defender takes a direct blow to the head which seems to have LITERALLY no effect at all!
Effect:Occassionally evades an attack.
Body slot/proficiency (body slot for armor, prof for weapon):Light Armor, Head
Lore: The Hide of a Prismatic dragon is not easy to use, for it usually vanishes once removed from the world of dreams where Prismatic dragons live. To fashion armor from their hide, one must work it right there in Dream. And when finished it must then be summoned then bound to the natural world in a manner similar to how one would summon and bind a creature from Dream. But once done you have a material with many unique and wondrous traits.


Item common description (inventory view, not identified): A %^BOLD%^%^RED%^Pr%^ORANGE%^is%^GREEN%^ma%^BLUE%^ti%^MAGENTA%^c%^RESET%^ Leather Coif
Item short description (inventory view, identified) A Mastercrafted %^BOLD%^%^RED%^Pr%^ORANGE%^is%^GREEN%^ma%^BLUE%^ti%^MAGENTA%^c%^RESET%^ Leather Coif
Item long description (what you get when you examine the item): This is a shapeless leather coif that lays on the lead protectively. The leather is of a strange shimmering %^BOLD%^%^RED%^Pr%^ORANGE%^is%^GREEN%^ma%^BLUE%^ti%^MAGENTA%^c%^RESET%^ quality, when worn or touched, instead of a texture, it feels like touching something in a dream. Where its more like a remembered sense of what it should feel like then what it actually does.
Item alternate IDs (other ids you can use to affect the item: i.e. Sword, weapon, two-handed sword, two-handed, two handed, beat stick):helmet, leather helmet, leather coif, coif, A Mastercrafted Prismatic Leather Coif, Prismatic Leather Coif, prismatic leather helmet
Special user view (what the wielder/wearer sees when the special goes off): When your opponent strikes your helmet, it doesn't hurt anymore than being struck in a dream hurts.
Special target view (what the target sees when the special goes off): Your strike to your opponent's helmeted head fails to even wiggle him.
Special bystander view (what someone else in the room sees when the special goes off): Defender takes a direct blow to the head which seems to have LITERALLY no effect at all!
Effect:Occasionally evades an attack.
Body slot/proficiency (body slot for armor, prof for weapon):Light Armor, Head
Lore: The Hide of a Prismatic dragon is not easy to use, for it usually vanishes once removed from the world of dreams where Prismatic dragons live. To fashion armor from their hide, one must work it right there in Dream. And when finished it must then be summoned then bound to the natural world in a manner similar to how one would summon and bind a creature from Dream. But once done you have a material with many unique and wondrous traits.
_________________
PM me in the forum here when you want me on to RP or dungeon dive. The forum will automatically notify me by e-mail. Then my e-mail will send me a text message. Then I will get on likely within minutes.


Last edited by Verbannon on Wed Apr 12, 2017 5:40 am; edited 1 time in total
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Ares
Immortal


Joined: 19 Dec 2006
Posts: 1006

PostPosted: Sat Apr 01, 2017 6:31 pm    Post subject: Helms Reply with quote

These are really good, thanks.
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Verbannon



Joined: 30 Sep 2013
Posts: 398

PostPosted: Mon Apr 03, 2017 4:11 am    Post subject: Reply with quote

Next will be Torso. I spent a long time trying to think of more neck options then collar, cloak and cape. But couldn't. Most neck armor is just a part of a larger suit of armor.

tem common description (inventory view, not identified): A %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ collar
Item short description (inventory view, identified)A Mastercrafted%^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ Collar
Item long description (what you get when you examine the item): This is a simple but well forged ring of %^BOLD%^%^BLACK%^st%^RESET%^ee%^BOLD%^%^BLACK%^l%^RESET%^ that fits around the neck. The collar are actually eight quarter rings of steel attached to each other with rivets so that the collar can bend and twist adequately along with the neck. The rivet at the back of the neck can be unclasped to allow the collar to open.
Item alternate IDs (other ids you can use to affect the item: i.e. Sword, weapon, two-handed sword, two-handed, two handed, beat stick): steel collar, collar, A Masterworked Steel Collar, Masterworked Steel Collar, Masterworked Collar
Effect: +1 armor and a it gives damage resist against stabs that scales up as the item itself gets stronger. Not sure what would be balanced numbers there.
Body slot/proficiency (body slot for armor, prof for weapon): Neck
Lore: Steel is most commonly worked by human smiths. Human craft lacks the depth of skill of the dwarves and the elegant beauty of the elves. But the Arms and Armor of a human mastersmith are made with a passionate love for their craft that even the dwarves may rarely match. This love and passion and the pouring of their soul into every piece they make, often grants their equipment a magical power all of its own. This is a known fact and has creates a lesser known religious conflict between the human smiths of the land. For although steel is blessed by Tempus, Passion is driven by Kossuth. And when it comes time to have the arms blessed it is common to see three priests called, A Grumbarite and either a Kossuth or a Tempusian Priest are called. For to call both would be to guarantee violence, but to call only one would be seen as an insult to the other.

Item common description (inventory view, not identified): A %^BOLD%^%^RED%^Pr%^ORANGE%^is%^GREEN%^ma%^BLUE%^ti%^MAGENTA%^c%^RESET%^ Leather Cape
Item short description (inventory view, identified)A Mastercrafted ):%^BOLD%^%^RED%^Pr%^ORANGE%^is%^GREEN%^ma%^BLUE%^ti%^MAGENTA%^c%^RESET%^ Leather Cape
Item long description (what you get when you examine the item): This is a %^BOLD%^%^RED%^Pr%^ORANGE%^is%^GREEN%^ma%^BLUE%^ti%^MAGENTA%^c%^RESET%^ leather cape that flows down to cover the back and flares out to either side dramatically. The leather is of a strange shimmering %^BOLD%^%^RED%^Pr%^ORANGE%^is%^GREEN%^ma%^BLUE%^ti%^MAGENTA%^c%^RESET%^ quality, when worn or touched, instead of a texture, it feels like touching something in a dream. Where its more like a remembered sense of what it should feel like then what it actually does. When you move, the fabric flows and flares sometimes in a delayed fashion and sometimes accelerated.
Item alternate IDs (other ids you can use to affect the item: i.e. Sword, weapon, two-handed sword, two-handed, two handed, beat stick):cape, leather cape, A Mastercrafted Prismatic Leather cape, Prismatic Leather cape, prismatic leather cape
Special user view (what the wielder/wearer sees when the special goes off) (Attacker) seems distracted by your cape.
Special target view (what the target sees when the special goes off) (Defender's) cape flares and a long forgotten terrifying nightmare or wonderous dream flashes within its prismatic folds. You are lost for a moment as memories of the dream/nightmare consume you/you push aside such distractions and focus on your task.
Special bystander view (what someone else in the room sees when the special goes off) Defender's cape flares and (Attacker) seems distracted.
Effect: Occassionally the cape will force an easy dc will save, if the save is failed the targetted enemy will be stunned for a round.
Body slot/proficiency (body slot for armor, prof for weapon): Neck
Lore: The Hide of a Prismatic dragon is not easy to use, for it usually vanishes once removed from the world of dreams where Prismatic dragons live. To fashion armor from their hide, one must work it right there in Dream. And when finished it must then be summoned then bound to the natural world in a manner similar to how one would summon and bind a creature from Dream. But once done you have a material with many unique and wonderous traits.

Item common description (inventory view, not identified): A %^BOLD%^%^RED%^Pr%^ORANGE%^is%^GREEN%^ma%^BLUE%^ti%^MAGENTA%^c%^RESET%^ Leather Cloak
Item short description (inventory view, identified)A Mastercrafted %^BOLD%^%^RED%^Pr%^ORANGE%^is%^GREEN%^ma%^BLUE%^ti%^MAGENTA%^c%^RESET%^ Leather Cloak
Item long description (what you get when you examine the item): This is a %^BOLD%^%^RED%^Pr%^ORANGE%^is%^GREEN%^ma%^BLUE%^ti%^MAGENTA%^c%^RESET%^ leather cloak with a neck strap but otherwise hangs loosely on the shoulders and flows down to cover the entiere body. The leather is of a strange shimmering %^BOLD%^%^RED%^Pr%^ORANGE%^is%^GREEN%^ma%^BLUE%^ti%^MAGENTA%^c%^RESET%^ quality, when worn or touched, instead of a texture, it feels like touching something in a dream. Where its more like a remembered sense of what it should feel like then what it actually does. When you move, the fabric flows and flares sometimes in a delayed fashion and sometimes accelerated.
Item alternate IDs (other ids you can use to affect the item: i.e. Sword, weapon, two-handed sword, two-handed, two handed, beat stick):cape, leather cape, A Mastercrafted Prismatic Leather cape, Prismatic Leather cape, prismatic leather cape
Special user view (what the wielder/wearer sees when the special goes off) (Attacker) seems distracted by your cloal.
Special target view (what the target sees when the special goes off) (Defender's) cloak flares and a long forgotten terrifying nightmare or wonderous dream flashes within its prismatic folds. You are lost for a moment as memories of the dream/nightmare consume you/you push aside such distractions and focus on your task.
Special bystander view (what someone else in the room sees when the special goes off) Defender's cloak flares and (Attacker) seems distracted.
Effect: Occasionally the cape will force an easy dc will save, if the save is failed the targetted enemy will be stunned for a round.
Body slot/proficiency (body slot for armor, prof for weapon): Neck
Lore: The Hide of a Prismatic dragon is not easy to use, for it usually vanishes once removed from the world of dreams where Prismatic dragons live. To fashion armor from their hide, one must work it right there in Dream. And when finished it must then be summoned then bound to the natural world in a manner similar to how one would summon and bind a creature from Dream. But once done you have a material with many unique and wonderous traits.
_________________
PM me in the forum here when you want me on to RP or dungeon dive. The forum will automatically notify me by e-mail. Then my e-mail will send me a text message. Then I will get on likely within minutes.


Last edited by Verbannon on Wed Apr 12, 2017 5:32 am; edited 1 time in total
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