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HR-Trevor
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Joined: 04 Oct 2002
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 Post Posted: Mon Mar 19, 2007 10:42 am    Post subject: Magic Items
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I've been working on code for magic items in Live, and I thought I'd explain how it's going to work. By this, I mean the active, ongoing effects that items have and how much of this you can have going at any given time.

Firstly, magic items you hold will always be in effect.

Secondly, there will only be certain item wear slots that can have magic effects. This is subject to change as needed but currently it looks like this: finger (4 max), neck (2), wrist (2), head (1), hands (1), nose (1), legs (1), torso (1), shoulders (1), feet (1), ear (2), waist (1), and non-slot/misc (2). These reflect max items per each slot, not max wearable items. For instance, you might be able to wear a lot more than 4 rings on the fingers, but only 4 magic rings will do anything at once.

Now, in addition to this, there's a maximum amount of magic equipment you can harness, as determined by your level, skill, and charisma. The maximum total is 20 magic items in effect, and by the calculations I've written up (also subject to change as needed), you'd need to be about level 200, with 500 skill and 100 charisma to max out at the 20 items.

So, you might be wearing 6 magic rings, but only 4 can take effect. Then your skill, level, charisma all work into a formula to determine how many of those 4 actually take effect.

Finally, note that you're always permitted to have at least 1 magic item in effect, regardless of level, charisma, and skill.

The system is fully aware, in that if you have more magic rings on than you can harness and you remove one of the active ones, it will immediately bring one of the dormant items into effect (which might be a ring, or it might be something else you have dormant that's eligible to activate now.)

On top of this is the fact that each individual item can potentially have multiple effects. A ring could provide several bonuses. However, magic items with more than one bonus will be the exception, not the norm.

Eventually, you can have a completely macked out character with 20 very powerful magic items in effect, but this is at the point you are essentially an epic level character.
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soundless
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 Post Posted: Mon Mar 19, 2007 11:19 am    Post subject:
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initial feedback blitz!

so it'll take as much skill to use a +100 pants +100 umbrella pin as a +3 doorknob broach?

what about penalizing items (aka: something that just gives a penalty)?

magical light sources?

hiephared items?

level 200? we're going to 200 now?
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Tao



Joined: 19 Nov 2002
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 Post Posted: Mon Mar 19, 2007 11:21 am    Post subject:
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Will there be magic items that one would need to harness in order to evoke its power? Or maybe store extra "mana" (sorry couldnt come up with another word for it) into an item to later use to magnify a spell?
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HR-Trevor
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 Post Posted: Mon Mar 19, 2007 11:37 am    Post subject:
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soundless wrote:
so it'll take as much skill to use a +100 pants +100 umbrella pin as a +3 doorknob broach?


Sort of. There may still be other requirements to use a specific item, such as a certain level, skill ranks, etc. Many pieces of equipment will have minimum levels, skill ranks and so on to use them. This includes mundane weapons and armor, too.

soundless wrote:
what about penalizing items (aka: something that just gives a penalty)?


Something that we want to make sure always takes effect would not use the Magic Equipment (aka MEQ) system.

soundless wrote:
magical light sources?


If the light source is from magical equipment, it falls under MEQ. For instance, a mundane torch that happens to have a magical enhancement to perception would shed light regardless because the ligbt is coming from a non magical source. However, a magical torch that has its light created by magic would fall under MEQ and therefore, it may or may not shed light depending on whether the torch is active per the rules of MEQ.

soundless wrote:
hiephared items?


First, hiepahred may be going away or changing a lot. One goal we have is to make it much harder to create items with several bonuses. That aside, right now only weapons can have hiepahred. Since weapons must be held to have any special effect, and since held items are always active, this is a moot question. If we add the ability to use hiepahred on non-weapons, then they'd likely fall under the rules of MEQ.

soundless wrote:
level 200? we're going to 200 now?


It would be naive to casually say we're going to make all game content scale into eternity, but we're going to attempt to do so as much as possible. Rather that encouraging the creation of lots of alts, we're encouraging a prolonged life for individual characters and continual achievement.
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HR-Trevor
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 Post Posted: Mon Mar 19, 2007 11:40 am    Post subject:
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Tao wrote:
Will there be magic items that one would need to harness in order to evoke its power? Or maybe store extra "mana" (sorry couldnt come up with another word for it) into an item to later use to magnify a spell?


Sure. Activated items are different and don't fall under MEQ. Now, that's not to say you'll be able to run a billion effects at once by just using a billion activation items, but the difficulty in obtaining lots of activated items and a limited number of charges per item will probably be sufficient to keep this in check. MEQ only affects non-held always-on magical equipment items.

If an item is made dormant by MEQ because you're maxed out on that slot or max active items, it could still be activated since that part of the item doesn't fall under MEQ.

As for items that store focus, if such an item were to be available, its focus storing aspect would not be affected by MEQ in any way.
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Brokyn
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 Post Posted: Mon Mar 19, 2007 2:39 pm    Post subject:
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Surprisingly, the only thing I care about is that there's a command to check for any and all currently active magic items on your character.

--William
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HR-Trevor
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 Post Posted: Mon Mar 19, 2007 2:47 pm    Post subject:
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It would be very easy to create a command to list active and dormant magic items (seperated of course.)
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Brokyn
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 Post Posted: Mon Mar 19, 2007 4:09 pm    Post subject:
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Are you still planning on taking out the bonused total in the INFO and SKILLS screens? E.g.,

Code:
>SKILLS
...
Fishing 50 (64)
...


--William
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HR-Trevor
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 Post Posted: Mon Mar 19, 2007 5:29 pm    Post subject:
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In Live? Yep.
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soundless
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 Post Posted: Mon Mar 19, 2007 5:32 pm    Post subject:
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HR-Trevor wrote:
In Live? Yep.


but we'll be able to find out what it does (and at least assess a range of how much it does it by), right?
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HR-Trevor
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 Post Posted: Mon Mar 19, 2007 5:35 pm    Post subject:
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Yes, of course. Stuff like SENSE will still exist.
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zamde
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 Post Posted: Mon Mar 19, 2007 9:30 pm    Post subject:
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And is the intended goal [please please please] still that enhancement effects won't stack?

Otherwise, kickass on the absolute magic item limit. I'm all for that.
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tygerwulf
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 Post Posted: Mon Mar 19, 2007 10:46 pm    Post subject:
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How will choosing what items are active, and what items aren't active work when wearing multiple magic items? It would suck if you had to take stuff off and rearrange inventory and stupid junk like that to do that. Maybe with the (not sure what the skill is and to lazy to look) arcane artifacts thing, you could learn something that lets you "connect" with a magical item, have a small round time. Like your wearing 5 magical rings, you connect with 4, those are active. You want activate ring 5, you can "disconnect" from a ring (no rt for cutting connection), then connect to another, (small rt for connecting)
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HR-Trevor
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 Post Posted: Tue Mar 20, 2007 6:49 am    Post subject:
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zamde wrote:
And is the intended goal [please please please] still that enhancement effects won't stack?

Yes, but there might be some layer of stacking permitted. So, you could get the benefit of several items that boost XYZ, but not blow XYZ out of the water with 10 or 20 items that boost it.

tygerwulf wrote:
How will choosing what items are active, and what items aren't active work when wearing multiple magic items?

With how the system is set up, it would be easy to alter it to allow you to choose to activate a dormant item while deactivating an active one in exchange.
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Morgana



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 Post Posted: Tue Mar 20, 2007 11:02 am    Post subject:
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erm...
What about piercing spots, I've designed some items that are bonused with the bonus in mind.
Mr. Green
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