| Subject: | variables in AR |
| Author: | Tony A. Rowe <trowe--sparkunlimited.com> |
| Date: | 21-Sep-2003 18:43:49 |
According to Dan Pinal in the new AR: Dungeon FAQ and my old notes,
weapons (and shields) have the following variables:
Damage: (Blunt, Sharp, Earth, Air, Fire, Water, Power, Magic, Good,
Evil, and Cold)
2-handed/1-handed
Bonus to hit
Minimum Strength required
Minimum Dexterity required
Parrying ability
Weight
Current Hit Points
Max. Hit Points
(This is just a guess, but I would assume that HP=255 means that the
weapon is unbreakable. Also, all enchanted weapons are unbreakable.)
Armor has variables for protection against each of the damage types
(Blunt, Sharp, Earth, Air, Fire, Water, Power, Magic, Good, Evil, and
Cold).
Tony
-----Original Message-----
From: Eric Koh [erickoh--jobsfactory.com]
Sent: Thursday, September 18, 2003 7:31 PM
To: <Address Masked>
Subject: Re: FW: variables in AR
> noticeability (chance for encounter)
> luck (chance for good treasure after encounter)
> surprise (chance to surprise someone during an encounter)
> mood (ever get nightmares when sleeping?)
> reputation (ever kill a pauper or healer? the whole dungeon will find
out
about it.)
> alignment (do you do good or bad deeds?)
And that is why AR is such an amazing game.... it's a pity modern RPGs
do
not
track interesting statistics like the above...
Some more variables: Encumbrance, Thirst, Hunger, Drunkness (my
favourite!)
Even weapons have many associated stats... AR was indeed way ahead of
its
time
Eric
> There are many more variables than these.. location is stored in a
variable, what guilds / people you're at war with, whether or not you
have a
light source, how much clothing you have on - whether or not it's nice,
or
shabby, warm or not, protects from disease or not, etc. etc.
>
> read my section of the FAQ on hacking stats, or check it out on my
website
http://www.markzilla.com/ar/articles/StatsIntheDungeon.txt
>
> Mark
> http://www.markzilla.com/ar/
>
> From Listmaster on 18 Sep 2003:
>
> >
> >
> > -----Original Message-----
> > From: Konrad Black [PhilliKon--btintenret.com]
> > Sent: Thursday, September 18, 2003 5:01 PM
> > > > Subject: RE: variables in AR
> >
> >
> >
> >
> >
> > Poison
> >
> > Cold
> >
> > Hot
> >
> > Hungry
> >
> > Famished
> >
> > Starving
> >
> > Thirsty
> >
> > Parched
> >
> >
> >
> > Regards Konrad
> >
> >
> >
> > -----Original Message-----
> > From: carl sankey [carl.sankey--btinternet.com]
> > Sent: 18 September 2003 20:46
> > > > Subject: variables in AR
> >
> >
> >
> > What are the variables in AR
> >
> >
> >
> > Stamina
> >
> > Charisma
> >
> > Strength
> >
> > Intelligence
> >
> > Wisdom
> >
> > Skill
> >
> > Speed
> >
> > Gold
> >
> > Silver
> >
> > Copper
> >
> > Water Flasks
> >
> > Food packets
> >
> > Gems
> >
> > Jewels
> >
> > Crystals
> >
> > Keys
> >
> > Compasses
> >
> > Timepieces
> >
> > Curses
> >
> > Diseases
> >
> >
> >
> > but what else?
> >
> > If you can help add other variables then let me know, or if I could
add
> > new
> > variables eg Awareness(how visible you are to encounters)
> >
> >
> >
> > Thanks
> >
> > Carl
> >
> >
>
> === message truncated ===
>
>
>
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