IceWind - Armourgenerator Help Page
The name of the armour. No long sentences, just a short name.
example: black platemail
The short description of the armour. The description you usually see.
example: a black platemail.
The description you will see if you look closely at
example: It's a black platemail. It will probably
protect you well in combat. It has scratches from countless
The id's of the armour seperated with commas. The id's are
the words that identify the armour.
example: platemail,plate mail,black platemail
The selling value of the armour.
Sets the weight of the armour. Just for the record, 10 is
a lot! ;)
The armour class of the armour. All armours except the
'armour' type have ac 1. The 'armour' type can have a max
ac value of 4.
The type of the armour.
armour=body, amulet=neck, boot=feet, cloak=back, glove=hands, helmet=head,
ring=finger, shield=shield ;)
Does the armour give off light?
example: no light
Some pieces of armour will only fit certain races. Specify
what races you want it to fit here, seperated by commas.
If you leave it blank the armour will fit all races.
The properties on the armour. If you want more than one property
hold CTRL down and choose the ones you want.
The modifiers you want on the armour is listed here.
The names of the different modifiers. Choose one and fill
out the value of the modifier in 'modifier:'
example: intelligence modifier
The value of the modifier. In the case of the stat modifiers,
use values from -2 to 3 (since higher or lower values probably
won't get through qc, trust me) the wear_msg and remove_msg is
a line of text the player will see when he/she wear/remove the
armour while wear_other_msg and remove_other_msg is the message
others will see when the player wear/remove the armour. The
rest are percentage values that specify the resistance, protection
or vulnerability for a certain damage type.
Remember: Skills starting with prot_ are skills that try to "block" some damage
totally. For instance prot_ of 10 will make it 10% chance that
the damage will not do any damage at all. Skills starting with
vuln_ will make the monster/player more vulunrable to the specified
damage type. A vuln_ of 10 will make it 10% chance that the damage
done to the monster/player will be doubled. The resist_ skills try to
reduce the damage done on the monster/player. A resist_ skill of 10
will make it 10% chance that the damage is reduced to 1/3.
example: The platemail feels like it's made just for you.