/* The armour_table * Started by Dank, completed by Baldrick. * Added more types, dec '95, Baldrick. */ int *lookup_armour_data(string name) { int i; int *armour_data; /* armour data are of form: * 0: gp cost (use negative integer if cost is in silver, i.e. -5 = 5 silver. * 1: gp cost of enchanted +1 item, * 2: weight in standard game units (tenths of pounds), * 3: Size, an int, 1 is xxs (ring and such) and 20 is XXL (full plate) * 4: Armor class * 5: Type: 1 = bodyarmour, 2 = shield, 3 = helmet, 4 = boots, 5 = amulet, * 6 = cloak, 7 = ring, 8 = gloves, 9 = belt, 10 = backpack * 11 = trousers * 6: Material: 1 = wood, 2 = metal, 3 = leather, 4 = cloth * * Have to add these to the table !!!!! lazy right now. * * 7: Holdable. 1 if it is, 0 if it's not. If it's holdable, it's not wearable.. * 8: 1 if it is of a type that won't give the player a dex modifier on ac. * (like plate armour) */ switch(name) { case "banded mail": case "banded": /* Added size on this one already! Baldrick. */ armour_data=({ 200, 4000, 350, 18, 60, 1, 2, 0, 0 }); break; case "bracers": armour_data=({ 7, 2000, 5, 2, 0, 8, 2, 0, 0 }); break; case "brigandine": armour_data=({ 120, 3500, 350, 17, 40, 1, 3, 0, 0 }); break; /* The material is leather becuase it's the weakest component.--AKK */ case "chain mail": case "chain": case "chainmail": armour_data=({ 75, 3500, 400, 17, 50, 1, 2, 0, 0 }); break; case "bronze plate": armour_data=({ 400, 10000, 450, 20, 60, 1, 2, 0, 1 }); break; case "elfin chain": armour_data=({5000, 20000, 150, 17, 50, 1, 2, 0, 0 }); break; case "field plate": armour_data=({2000, 15000, 600, 20, 80, 1, 2, 0, 1 }); break; case "full plate": armour_data=({8000, 30000, 700, 20, 90, 1, 2, 0, 1 }); break; case "hide": armour_data=({ 15, 2500, 300, 17, 30, 1, 3, 0, 0 }); break; case "leather": armour_data=({ 5, 2000, 150, 15, 20, 1, 3, 0, 0 }); break; case "padded leather": case "padded": armour_data=({ 4, 2000, 100, 18, 20, 1, 3, 0, 0 }); break; case "heavy hide": armour_data=({ 1000, 4000, 600, 20, 60, 1, 3, 0, 1 }); break; case "plate mail": case "plate": armour_data=({ 600, 5000, 500, 20, 70, 1, 2, 0, 1 }); break; case "ring mail": armour_data=({ 100, 3000, 300, 17, 30, 1, 3, 0, 0 }); break; /* As with Brigandine, it's leather becuase the leather is the weakest * part of the armor. --AKK */ case "scale mail": case "scale": armour_data=({ 120, 3500, 400, 17, 40, 1, 3, 0, 0 }); break; /* In this case, although leather is the weakest material, the metal scales * cover it too well for things to effect the leather. --AKK */ case "splint mail": case "splint": armour_data=({ 80, 3500, 400, 17, 60, 1, 3, 0, 0 }); break; /* Another leather-backed armor.... --AKK */ case "studded": case "studded leather": armour_data=({ 20, 2000, 250, 15, 30, 1, 3, 0, 0 }); break; /* Shields: */ case "buckler": armour_data=({ 1, 1500, 30, 5, 10, 2, 2, 1, 0 }); break; case "shield": case "medium shield": armour_data=({ 7, 2500, 100, 6, 20, 2, 2, 1, 0 }); break; case "large shield": armour_data=({ 10, 3000, 150, 8, 30, 2, 2, 1, 0 }); break; case "small shield": armour_data=({ 3, 2000, 120, 5, 15, 2, 2, 1, 0 }); break; case "wooden shield": armour_data=({ 1, 1000, 40, 5, 10, 2, 1, 1, 0 }); break; /* head-wear */ case "helm": case "helmet": case "basinet": armour_data=({ 8, 1500, 50, 1, 10, 3, 2, 0, 0 }); break; case "cowl": armour_data=({ 4, 1500, 10, 1, 10, 3, 2, 0, 0 }); break; case "great helm": case "full helm": case "visored helm": armour_data=({ 30, 2500, 100, 2, 20, 3, 2, 0, 0 }); break; case "shoes": case "boots": armour_data=({ 1, 1500, 10, 3, 0, 4, 3, 0, 0 }); break; case "slippers": armour_data=({ 1, 1500, 10, 2, 0, 4, 4, 0, 0 }); break; case "amulet": case "pendant": case "necklace": armour_data=({ 10, 4000, 2, 1, 0, 5, 2, 0, 0 }); break; case "cape": case "cloak": armour_data=({ 1, 1500, 10, 10, 0, 6, 4, 0, 0 }); break; case "ring": armour_data=({ 1, 4000, 1, 1, 0, 7, 2, 0, 0 }); break; case "gauntlets": armour_data=({ 3, 2000, 3, 2, 0, 8, 2, 0, 0 }); break; case "gloves": armour_data=({ 3, 2000, 3, 2, 0, 8, 3, 0, 0 }); break; case "belt": armour_data=({ 7, 2000, 5, 2, 0, 9, 2, 0, 0 }); break; case "trousers": armour_data=({ -5, 500, 2, 6, 0, 11, 4, 0, 0 }); break; case "shirt": armour_data=({ -5, 500, 2, 6, 0, 12, 4, 0, 0 }); break; default: break; } return armour_data; }