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Subject: "New equipment function: Movement regeneration" Previous topic | Next topic
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Top General Discussions Announcements Topic #348
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ValguarneraTue 27-Jul-04 10:11 PM
Member since 04th Mar 2003
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#348, "New equipment function: Movement regeneration"


          

This has been added to a few items at first, and we'll be phasing in more items of this type as time goes by:

lore boots
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This armor, a pair of soft padded boots, can be referred to as 'soft padded boots'.
It is worth 200 copper, and is of the 10th level of power.
When worn, it protects you against piercing for 4,
bashing for 4, slashing for 7 and magic for 0 points each.
When worn, it affects your fatigue regeneration by 3%.


Unlike items which affect your maximum movement, these instead change your rate of recovery. They'll be primarily confined to boots (as well as Lower Extremity-Wear For The Differently Anatomied), leggings, and wings. Rumors persist of other types of regeneration-affecting items, but I will neither confirm nor deny their existence.

These currently work while shifted, but that will change as soon as I stop eating and get back to coding.

valguarnera@carrionfields.com

  

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incognitoWed 28-Jul-04 05:41 PM
Member since 04th Mar 2003
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#349, "good idea. CAn I make another suggestion?"
In response to Reply #0


          

Since this change has now made boots actually ueful for walking (as opposed to being just like any other gear but worn on feet, could we perhaps expand that to other wear slots? So that you wear something to achieve what it might be expected to achieve?

For example, cloaks (or is it capes?) can already catch poison darts. Perhaps certain cloaks might be able to catch hurled daggers too.

Certain hats might protect from the sun (or veils maybe). I think they already have some use against cranial though.

Certain veils might give limited protection from dirt kicks and from the sun. (So someone who spends time in deserts might actually dress for it.)

Certain rings might increase punch damage a little.

Certain glasses might increase / decrease scanning range.

Certain items of neckware might give some protection from strangling and choking whilst others might make you more vulnerable.

This list isn't as good as I hoped it would be, but you get the idea.

  

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ValguarneraWed 28-Jul-04 10:46 PM
Member since 04th Mar 2003
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#350, "RE: Other suggestions:"
In response to Reply #1


          

Some of those things are fairly easy to do with existing tools. Others would require clunky hard-coded checks.

Basically, we're most interested in broad uses- protecting from Strangle only effects one skill in the whole game, but everyone has to recover movement. That's going to impact how much code we're willing to invest in it.

valguarnera@carrionfields.com

  

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