> Valhalla MUD - LIMITS - the Builder Guidelines

LIMITS - the Builder Guidelines

Version 4.1 (May 8th, 1997)


Author: Palio [Kathy Perry]

HTML by Eirinn

Quick Reference Index

  1. Introduction
  2. Document History
  3. Craftsmanship and Magical Modifiers
  4. Ability Bonuses
  5. Skill Bonuses
  6. Item Restrictions
  7. Equipment Rent
  8. Money, and its use for Mobs and Items
  9. Slayer and weapon types
  10. Exceptions and other considerations
  11. Dil Damage
  12. Zone levels and mobiles
  13. More or less Experience (exp)
NOTE: If there is something you feel is missing in these docs feel free to email palio@blinksoft.com and I will see about including it.

And if you see a hiccup in the HTML, please scream at Eirinn. I recommend Netscape 3+ for viewing this document, but MSIE 3+ should also handle it adequately.


1. Introduction

The following is a set of guidelines for zone builders on allocating equipment bonuses. Remember it is your responsibility as a builder for the balance of the mud. What balance is, is open to interpretation by each individual person. That is why these guide lines where made. To bring the balance into some sort of standard. There guide lines are not perfect, we are working every day to make them better. But remember some important points about the game and balance.

  • Most of the time players do not like to be given hordes of high powered stuff with no challenge to getting them. That is why they are here playing, for the challenge.
  • Players do not like to go to a zone intended for their levels and find it filled with mobiles so high they can't fight there, or such a diverse level of mobiles that there is no level they can kill in your zone and ever really feel safe. If your zone is intended for levels 20-30 don't put in a bunch of level 199 mobiles.
  • Players like to earn stuff they can use in the level they are fighting in. If your zone is level 20-30 make stuff a level 20-30 can use. All too many builders want the very best in the game and the players loose out.
  • Each zone must be balanced to the rest of the game. Every builder wants people to come to their zone (after all thats why you built it) and tend to make their rewards and items bigger, better and stronger than the rest. This creates a 'my stuff is better than your stuff' war and the whole mud loses.
  • A zone should be built with balance in mind from the start. It is not a good idea to put in over powered items and see how players do with them. When they have to be slimed and reinstated into the game. The players get angry that the item was 'weakened' and/or taken away from them. Where as it is looked upon happily if an item is raised in stats.
  • A zone should be built to the regulations in this file and not based on other items on the mud. If you find something on the mud you do not feel is within these guide lines please inform an admin.
  • Please note that Valhalla likes to have UNIQUE zones. If the zone is on another mud please do not submit it here. When you create an area for use with Valhalla, you give to us the right to use it and modify it on a permanent basis, because of the large effort required by us to help you build the zone. We retain the right to use (or not use) any such area; you naturally retain the copyright. We will not give your area away without your permission first and we kindly ask that you do the same for us. You should be aware that the zones are used on a 'pay mud' in Denmark. If and when the pay mud makes money we may offer you a payment for your zone.
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2. Document History

  • (May 8th, 1997) - Added the Money section from money.txt and this history section.
  • (May 7th, 1997) - Converted the new limits.txt to HTML.
  • (May 1st, 1997) - Major revision of limits.txt from version 3.1 - introduction of zone maxes on bonuses, and an overall reduction of allowed bonuses by 2/3.
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3. Craftsmanship [-25..+25] and Magical Modifiers [-25..+25]

Below is a table showing the MAXIMUM craftsmanship permitted for zones of various level. You are allowed a zone max and you may distribute this in any way you choose in the zone. For example if your zone max is 20. You may give 20 items a +1 craftsmanship or 1 item a +20 craftsmanship or 2 items a +10 craftsmanship and so on. It is up to you how you distribute the modifier in your zone but the zone total may never go over your max. If your zone is an odd number (ie level 7-17) round it DOWN to fit into one of the following categories.

Craftsmanship is how well an item is made. Consider the lives of the occupants of your zone. If they are supposed to be good working in one medium (i.e. leather) give that medium a little higher of a craftsmanship bonus. If they tend to be sloppy and/or not to bright in working with their hands, etc, give them a lower craftsmanship. Please use logic when assigning this value. You will be asked to explain why you gave the modifier when your zone is checked.

Zone/Mob Level Craftsmanship
1 - 10
10 - 30
30 - 40
40 - 50
50 - 60
60 - 70
70 - 80
80 - 90
90 - 100
100 - 110
110 - 120
120 - 130
130 - 140
140 - 150
150 - 160
160 - 170
170 - 180
180 - 190
190 - 199
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
Take note that armor type and material must also be taken into consideration. As spelled out in objects.txt, craftsmanship is a function of workmanship and material of the item. Material rating for wood is -15, and even with good workmanship (of +5) its craftsmanship can be only -10. A wooden sword of -5/0 is thus considered a RARE item for its excellent workmanship!

Armor can be divided into 5 categories: cloth, leather, hard leather, chain and plate. A low level mobile, for instance should not be wearing a plate, no matter what its craftsmanship.

The following tables apply:

Level Armor no better than
1 - 10
10 - 25
25 - 40
40 and up
leather
hard leather
chain
plate
Material Quality
Wood
Bone
Ebony
Gold
Stone
Silver
Bronze
Iron
Steel
Mithril
Diamond
-15%
-14%
-13%
-11%
-8%
-10%
-5%
0%
5%
10%
15%
Weapons and armors having magical modifiers greater than 0 are considered magical items. Magical modifiers for a zone are give in a max for the zone. For example if your zone max is 20. You may give 20 items a +1 magical modifier or 1 item a +20 magical modifier or 2 items a +10 magical modifier and so on. It is up to you how you distribute the modifier in your zone but the zone total may never go over your max.
Zone Level Magical Modifier
1 - 10
10 - 30
30 - 40
40 - 50
50 - 60
60 - 70
70 - 80
80 - 90
90 - 100
100 - 110
110 - 120
120 - 130
130 - 140
140 - 150
150 - 160
160 - 170
170 - 180
180 - 190
190 - 199
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19

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4. Ability Bonuses

The maximum ability bonus on any magical equipment is limited according to the tables below. There is a max number of abilities that you may have in a zone and the max number of abilities you may have on an item.
  1. Note exceptions listed below. Each item that gives a penalty MUST have a drawback of some form. If you give a bonus to Str then you should give a detriment to Dex or something similar.
Mob Max Total Ability Bonus
0 - 10
11 - 20
21 - 30
31 - 40
41 - 50
51 - 60
61 - 70
71 - 80
81 - 90
91 - 100
101 - 125
126 - 150
151 - 175
176 - 199
+1
+1
+2
+2
+2
+2
+2
+3
+3
+3
+4
+4
+4
+4
Zone Max Total Ability Bonus
1 - 10
10 - 30
30 - 40
40 - 50
50 - 60
60 - 70
70 - 80
80 - 90
90 - 100
100 - 110
110 - 120
120 - 130
130 - 140
140 - 150
150 - 160
160 - 170
170 - 180
180 - 190
190 - 199
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
Please note that ability penalties DO NOT offset the maximum ability bonus. A magical ring eligible for a +3 STR bonus, cannot be allocated more than +3 even if penalties are imposed.

[Historical note: Stormbringer (noop) always loved to make items that were both good and bad. For example, he made the healing potion contain a poison spell too.]

Cursed Items
For item with a greater negative then -10
STR and DEX must take at a min 80% of its negative off of CON
MAG and DIV must take at a min 80% of its negative off of CHA

EG An item that give -100 STR must also give -80 CON
or An item that give -100 DIV must also give -80 CHA

Because an item has the cursed flag on it does not mean you can make it better then normally allowed. Remove curse easily takes away this flag.

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5. Skill Bonuses

This applies to weapons, spells and skills bonuses. Skill bonuses for a zone are given a max for the zone. For example if your zone max is 20. You may give 20 items a +1 skill bonus, 1 item a +20 skill bonus, 2 items a +10 skill bonus, and so on. It is up to you how you distribute the modifier in your zone but the zone total may never go over your max.
Zone Level Skill Max
1 - 10
10 - 30
30 - 40
40 - 50
50 - 60
60 - 70
70 - 80
80 - 90
90 - 100
100 - 110
110 - 120
120 - 130
130 - 140
140 - 150
150 - 160
160 - 170
170 - 180
180 - 190
190 - 199
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21

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6. Item Restrictions

All magical equipment *MUST* be restricted. Magical items should be given ability restrictions as much as possible. Where restricting through abilities is inappropriate, level restrictions can be applied instead (i.e. you see a level 30 wearing a ring you intended for level 45+).

A good example is magical armor where STR restriction best applies. This has the effect of allowing fighting-type classes to use the armor at a lower level than a spell-casting type. As a rule, restrictions on abilities should be made equal to 3/4 the mob's level. Thus a magical helmet with +3 ability bonus (level 100-124) on a level 100 mobile should be restricted with at least 75 STR.

Level restrictions can be made in a similar way. The only difference being that restrictions imposed are at 3/4 the item's level (To a max of 50). In other words, a level 50 item should be restricted as level 37.

If an item is specifically being made for a group of players lower then the what would normally kill the mob (i.e. a sword meant for players level 1-20 and on a level 80 mob) the item should be given the stats relevant of the level of the players the item is intended for. In all other instances the level of the mob or zone will be used to determine stats.

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7. Equipment Rent

All magical equipment must be accompanied by rent. Weapons and armor having no statistical bonuses are considered magical if they have a magical modifier greater than 0.

Here are the guidelines for rent determination:

Bonuses
Ability Bonus
Skill/Spl/Wpn Bonus
Allows Detection
Allows hide/sneak, etc
Slayer properties
Does DIL damage
Other DIL effects
Base rent
25 ip/point
8 ip/point
25 ip/detect
25 ip/type
50 ip
variable (50-500 ip)
variable (25-100 ip)
Magical Modifier (1 - 6)
(6 -10)
(11-15)
(16-20)
(21-25)
4 ip/point
8 ip/point
12 ip/point
16 ip/point
20 ip/point
Please note rent and cost can be put into the zones solely in iron pieces. The game will convert it when doing rent and selling/buying the item.

Cost of a magical item is computed as 2 times its rent.


EXAMPLE

slayer
names {"sword named slayer","sword","slayer"}
title "A sword named 'Slayer'"
descr "A very evil looking sword has been dropped on the ground."
flags {UNIT_FL_MAGIC}
manipulate {MANIPULATE_TAKE,MANIPULATE_WIELD}
WEAPON_DEF(WPN_LONG_SWORD, +16, +23)
WEAPON_SLAYER(RACE_HUMAN)
STR_TRANSFER(+4)
DEX_TRANSFER(+2)
WEAPON_TRANSFER(WPN_LONG_SWORD, +15)
cost 15 PLATINUM_PIECE 1 GOLD_PIECE, 7 COPPER_PIECE
rent 1 PLATINUM_PIECE 4 GOLD_PIECE, 1 SILVER_PIECE, 4 COPPER_PIECE
weight 20
special SFUN_OBJ_EVIL_ONLY
special SFUN_RESTRICT_OBJ "Level = 33 Dex = 20"
end

Sword Named Slayer Rent

Ability Bonus
Ability Bonus
Skill/Spl/Wpn Bonus
Allows Detection
(such as detect invisible)
Allows hide/sneak, etc
Slayer properties
Does DIL damage
Other DIL effects
Magical Modifier (21-25)

Total Rent Due
Cost

25 * 2
25 * 4
8 * 15

25 * 0
25 * 0
50 * 1
50-500
25-100
20 * 23


2 * rent

50
100
120

0
0
50
0
0
460

780 Iron Pieces
1560 Iron Pieces

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8. Money - Mobs, Items and Conversion

Money on Mobs/Items

The max allowed on mobs is listed below please ensure your mobs have the correct amount of money on them and remember not every mob in your zone needs money on it. As it stands now the compiler will now complain if you let mobiles have too much money on them. The following maxes are listed out in iron pieces we ask you to use the table below this to convert it to the appropriate money value.

The follow is the max allowed on the mobs for money:

Levels Iron Pieces
1 - 20
21 - 100
101 - 150
151 - 200
5 per level
10 per level
15 per level
20 per level
Thus a level 200 with a max amount of coins should have 4000 iron pieces or 6.25 gold. There should never be a mob with a platinum piece on it without permission of the game administrators.

If the mobs in the game continue to have too much money on them we will handle it in a couple of ways:

  1. Mobs with excess money on them will be slimed.
  2. We will see about having the compiler reject files with excess money. We would prefer to not do this because with everything exceptions may be allowed to the money max with admin approval.

When items have money in them the max allowed should be based on the max allowed to the highest natural mob in your zone (In other words do not include mobs made for quests, etc, that you have given extra levels to. For example, you have a zone with mobs level 20-30 and you have a level 199 mob that is used for quests. You would base your item max money on the level 30 not the level 199.

When loading money into an object such as a chest or bowl you must create a money object in your zone then load the object into the item you want the money in.

The object would be as follows.

coins

MONEY(IRON_PIECE, 40)
end

When writing a zone please make sure you are using the most current money system.
The following are out of date and should be changed as soon as possible:

cost 10
cost 12*SILVER_MULT

When using money in your zones please use the following:

1 IRON_PIECE
1 COPPER_PIECE
1 GOLD_PIECE
1 PLATINUM_PIECE

Here are the conversion values for currency:
10 old gold
8 iron
8 copper
8 silver
8 gold
=
=
=
=
=
1 iron
1 copper
1 silver
1 gold
1 plat

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9. Slayer and weapon types

Weapons deemed to be 'too strong' for the mud include ones with super strong dil hits, more then one slayer type on a single weapon, or a weapon that changes from one powerful weapon to another. Weapons that change from one type of weapon to another or from one slayer race to another on command are strongly discouraged and will not be allowed in the game.

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10. Exceptions and other considerations

  1. Quest items

    Quest items or rewards can be slightly better than what the general rule permits. Exceptions such as +4 ability bonus given to it instead of a +3 are allowed provided the difficultly of the quest justifies it. As a rule of thumb, a quest item given in a zone can be treated as 15% above its level. Quest items will be examined on a case by case basis. All quest items shall be restricted to those with the quest flag. Quest items are not counted into your zone max but MUST be OK-ed by the admin of game.

  2. Guild items

    Guild items that are given free and without restriction on levels should be designed to outlive their usefulness as the player advances in level. It ends the player's quest to find better equipment for him/herself. Guild items that are meant for all levels should perform differently on every player depending on their levels and skills. They should not be designed as the best item of its kind in the game.

    Bonuses for guild items should be awarded as appropriate to the lowest level character using them.

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11. Dil Damage

When using cast_spell the following limitations will be in effect.

Dil Damage Rules

  1. Only single wielded weapons may have dil damage.
    *NO* dil damage on the following:
    • Items held
    • Dual wielded weapons (unless the dil does not work in the 2nd position)
    • Worn Items (plate, boots, sleeves etc)
  2. Dil damage will trigger on a keyword or event and have charges.
    • The charges should not be unlimited. This means they should be able to run out of energy at some stage and force the player to either wait or do some task to help their weapon charge.
  3. Limitations on different types of weapons made with dil.

    1. First level spells (i.e cause_wounds_1)

      • Weapons having a first level spell have a max of 12 charges total. The weapon can have no more than 12 charges per 12 mud hours. This means you can charge a weapon once every 12 hours for 10 charge or you could charge the weapon 12 times over 12 mud hours for 1 charge each time.
      • Spell power should be set according to level of player intended to use the weapon the following is the levels and the spell power allowed:
        level (1-20) 1-25

        level (21-45) 26-50

        level (45-up) 50-75 max

      • Should activate only on command. For example thunder hammer might activate when wielder types crack.
      • Can have more than one level one spell but must not cast more than one at once and has to take one charge per spell cast. Therefore if you had a sword that both healed and harmed the player might have to type "salomyheal" for the heal and salomy harm for the harm and both would take a charge.
    2. Second level spell damage maxes (i. e. cause_wounds_2)

      • These weapons are going to be only very special and very rare.
        Can only have a max of 1 charge.
        Can only charge once per mud day.
      • Spell power should be set according to level of player intended to use the weapon the following is the levels and the spell power allowed:
        level (1-20) 1-10

        level (20-40) 10-22

        level (45-50) -25% max spell power

      • Should activate only on command. For example thunder hammer might activate when wielder types crack.
      • Can only have 1 spell on the weapon no more.
    3. Third level spell damage max

      • max charges 1.
      • max charge 1 per mud week.
      • The following is the level and the max spell power.
        level (1-20) 1-4

        level (20-45) 4-8

        level (45-50) up to 10 max spell power

      • Should activate only on command. For example thunder hammer might activate when wielder types crack.
      • can only have one spell on the weapon.
      • These might even be a one time use weapon.
    4. Meleeattack

      • This weapons are complicated to make and should have a lot of thought put into them. The Meleeatack requires the builder to set the attack type of the wielder of the weapon and set it back after the attack. For example if you have a mace that has a spring loaded dagger that jumps out when it hits its opponent you would set the attack type to dagger from mace and then called the meleeattack function. After that you would return the type to the mace. The following are the guidelines that have been thought up these could change as builders use meleeattack more.
      • When using melee attack on weapons only one shot of equal attack type extra per combat. For example if you have a war hammer you can only do a melee attack with war hammer once max per combat. And it should take one of the hammers charges.
      • If your melee attack is less than your normal weapon then you may have a max of 12 charges per 12 hours as in spells. For example If your main weapon is long sword and your meleeattack is dagger you can have it work 12 times per 12 mud hours.
      • A command word should be used to cause the damage for example if you wanted a wood pecker to pop out of your hammer the command might be "peck him".
      • These weapons like spell weapons must be approved by admin and will be watched since the true power of this function is not known yet.
    5. Setting hit points and dil slayers

      • Setting hit points and/or slaying players or mobs in dil is not allowed except in the case when an victim is already below 10 hit points. This allows you to put in special death acts like "You smash his head through the ground."
    6. All dil weapons will have to be OK-ed by admin before going into the mud.
    7. Dil damage on items you can wear or hold

      • These are very limited and will have to be dealt with on a per item basis. On dil damage items such as staves that you can hold, dil wands or orbs should use the staff and wand functions
    8. Dil defensive items

      • These are items include armor/items that heal a player or items that cure players. Such as cure blind gloves or breast plate of protection.
      • Due to the power of these spells when used on objects the max you will be allowed to use is first level spells with a max spell power of 50. The following are the guidelines:
        • Max of 12 charges on the item.
        • Max of 12 recharges per 12 mud hours. These charges are not accumulative.
        • Spell power should be set one per level of the player using the item. for example a an item with a level 50 restriction would be allowed spell 50.
        • Item may have more than one cure or remove type spell but each must take 1 charge from the item.
    9. Cursed weapons and items in dil

      Cursed weapons and armor and even items fall under these rules. You are allowed to do anything to the wielder or user that you want to do to hurt them. This means setting hit points on the user is allowed to hurt them but not to help them a good example would be The helmet in hades6 that crushes your head or the sword in garden that takes your hit points and gives it to your opponent. Also death rooms and death items are allowed and we do not have a problem with killing of players. It is nice however to leave them with some of their equipment except in extreme death traps.


Thank you I realise these are tough guidelines to follow and still be creative but it is the only way the mud can retain its balance. Remember the alternative to following these guidelines is you don't need dil weapons or items in your zone that do damage. While a dil quest is required for your zone a dil item or weapon is not. You may feel free to make items that ACT but do *NO* DAMAGE, in fact it is highly encouraged that for each dil damage item you made that you make 1 or more non-damage dil item.

Rules for dil/slay weapons

  • Spells that raise a players stats while in battle will not be allowed (i.e. raise str, raise dex).
  • If an item does dil damage It will NOT have a race slayer.
  • There should not be a kill all weapon. We will not allow weapons that change race slayers.
  • Dil slayers will only be allowed if the slay activates on the enemies hit points. And the slay may never activate if the enemy has more then 10 hit points. We suggest the following wait statement to activate the slay.

    wait(SFB_COM, command(CMD_AUTO_COMBAT) and

    (self.equip == WEAR_WIELD) and

    (self.outside.fighting.hp < 10));

  • Weapons may NOT change types if it is say a long sword it may never change to another type of weapon.

Quest Items may be chosen but it must be a one time choice. Ie the quest items in tower.zon where the quester must choice between leggings, pendant, sleeves. The choice is made before the item is given. Old flame tongue change dil is illegal and will be changed.

Quest items may be re-gotten but We highly suggest you do this through another quest. For armor and weapons we insist that a second quest be required to replace the item.

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12. Zone levels and mobiles

Builder will assign their zones a 10 level span and all items will be with in that level. A bases of 10 level span per zone will be used unless special permission is given. Zones over level 100 may have a wider spread of levels.

Note: Zones may if the builder desires have other higher level mobs but their weapon and armor will have the stats of the zone level not the mob.

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13. More or less Experience (exp)

By default a monster gives the amount of experience it is worth (which depends on the level of the monster). If you create a particular powerful monster or a very weak monster, you may wish to raise or lower the amount of experience given to the player. This can be done by specifying an experience percentage modification. You may want to modify the standard amount (of 100) when you create non-standard monsters. The default amount is not always the correct amount, for example an aggressive invisible 10th level dragon with breath weapon and spells, should give more exp than a blind, thieves-friendly dragon. The way I suggest you to calculate the monsters experience value should be adding the following amplifiers: Note that if the monster is using wands, scrolls, staffs or magical items this should not increase the exp amount, since the item value should be more than enough reward for the players! See example application later in this document.

Amplifiers:

Ability / Skill Bonus Examples
Breath weapon +50 Usually a Dragon or Gorgon
Special fighting routine +20 Example : The Evil Iggy remembers who he is fighting with. When he gets below 50% hits he casts "random teleport". Later (when he has full hp) he summons the player he has been fighting with and THEN tries to kill the player. This routine is highly dangerous for groups.
Monster stings (poison) +20 Player can die even after a successful kill
Monster is invisible +15 Players can not attack, and player's group will not be able to help, unless they can see invisible.
Monster is hiding +5 A thief.
Monster can see invisible +5 This is only dangerous if the monster is aggressive, and this amplifier should only be used in such a case.
Monster is team working +5 The guards helps the Captain and each other.
Monster is being rescued +5 The king is hard to kill, you have to kill his lifeguards first.
Monster is aggressive +5 Monster will hit first and increase chance of a kill.
Monster is ambushing +10 The monster is using the special function SFUN_RAN_ATTACK

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