  			   Armor in ShadowGate
	This document will cover the armors/helms/shields allowed
	in the ShadowGate Mud. It will cover the basic settings for
	the basic armors, cost, weight, ac, types and limbs allowed 
	for the armors. It will also cover the magical properties 
	restrictions for the armors. Any armors not within these 
	guidelines will not be allowed into the ShadowGate Mud.

			Basic Armor Statistics
------------------------------------------------------------------------
Armors         Cost      Weight 	      *AC    **Type   ***Limb
------------------------------------------------------------------------
banded         200 gp      35           6        A         T
brigadine      120 gp      35           4        A         T
bronze         400 gp      45           6        A         T
chain           75 gp      40           5        A         T
field	        2000 gp      60           8        A         T
fullplate    10000 gp      70           9        A         T
hide            15 gp      30           4        A         T
leather          5 gp      15           2        L         T
padded           4 gp      10           2        L         T
plate	         600 gp      50           7        A         T
ring           100 gp      30           3        A         T
robe            10 gp      10           1        C         T
scale          120 gp      40           4        A         T
splint          80 gp      40           6        A         T
studded         20 gp      25           3        L         T
---------------------------------------------------------------------------
			Basic Helm statistics
---------------------------------------------------------------------------
Helms          Cost      Weight 	      *AC    **Type   ***Limb
---------------------------------------------------------------------------
basinet         15 gp       5           1        A         H
helm/coif       30 gp      10           1        A         H
---------------------------------------------------------------------------
			Basic Shield Statistics
---------------------------------------------------------------------------
Shields        Cost      Weight 	      *AC    **Type   ***Limb
---------------------------------------------------------------------------
buckler          1 gp       3           1        S         R
mshield          7 gp      10           1        S         R
sshield          3 gp       5           1        S         R
lshield         10 gp      15           1        S         R
---------------------------------------------------------------------------
			Misc Armors
---------------------------------------------------------------------------
Types          Cost      Weight 	      *AC    **Type   ***Limb
---------------------------------------------------------------------------
bracers        500 gp      10           0        B         T
---------------------------------------------------------------------------

Notes:
*AC: This number does *NOT* represent the actual armor class of the armor.
However, this is the number you must use for the set_ac() efun. Why, you 
are probably asking yourself. The efun needs to receive the actual AC - 10
so banded mail, ac 4, needs to have 10 - 4 = 6 so 6 needs to be in the 
set_ac() efun. It is simpler to reference it the way I have it listed,
than for you to remember to make the conversion your self.

**Types: There are 5 valid types of armor. The first has no bearing here
and it is the 'ring' type. This will be covered in another document.
The other 4 types are:
C = 'clothing'  --- can be worn by all.
L = 'leather'  ---- can be worn by all but mages.
A = 'armour'  ----- can be worn by all but mages and thieves.
S = 'shield'  ----- for shields only.
B = 'bracers' ----- for bracers only, can be used by mages, thieves, or rangers wearing leather armor
These types are used in the set_type() efun. 
IE: set_type("clothing");
These are the only types allowed!

***Limbs: There are only 3 valid limbs for standard armors:
T = 'torso' ------- armor, bracers
R = 'right hand' -- shields
H = 'head' -------- helms
These limbs are used in the set_limbs() efun. 
IE: set_limbs(({"torso"}));

An Example:
#include <std.h>
inherit "/std/armour";

void create() {
    ::create();
    set_name("banded");
    set_id(({ "banded", "armor", "banded armor" }));
    set_short("A suit of banded armor");
    set_long( 
	"This armor is made up of overlapping strips of metal "+
	"sewn to a backing of leather and chainmail. Generally "+
	"the strips cover only the vunerable ares, while the "+
	"chain and leather protect the joints, where freedom of "+
	"movement must be assured. Through straps and buckles, "+
	"the weight is more or less evenly distibuted."
    );
    set_weight(35);		      	// in encumberance pounds
    set_value(200);			// in gold coins
    set_type("armour");			// no mages or thief can wear this
    set_limbs(({ "torso" }));		// only valid limb for armor
    set_ac(6);
}

You can find more examples in /d/shadow/obj/armor

			-=-=-=-=-=-=-=-=-=-		

Part 2:			Magical properties:

This will be a difficult area to cover. 
First off, let me say that all magical armors will be based on the basic 
armors. No special armors, only enhanced basic armors.

I'll leave the types of enhancement to you. but you must follow these 
guidelines:

1) Magical armors are scarce. There should be very few of them, and they 
   should be hard to obtain. They shouldn't be replaced but once a day.

2) They should only have at most 2 properties of enhancement. Such as a +1
   chain mail that increases strength by 1.

3) They should be restrictive in their use. Such as only mages can wear
   a magic robe, or only good characters can wear magic chain mail, etc...

There is an example magic armor in /d/shadow/obj/magic.


			-=-=-=-=-=-=-=-=-=-=-


Please direct questions/comments to Melnmarn


