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Armor is loosely defined as anything worn by a mob on a position other than WIELD and HELD (and sometimes in those positions!) There are a variety of subtypes of armor. Besides the standard items, the following Generic armors exist:
- GenArmor (GenBelt, GenCloak, GenDress, GenPants, GenShirt, GenShoes, GenThinArmor)
GenArmor is anything that is worn by a MOB or player as a type of clothing or protection. Clothing, Jewelry and Armor of all varieties fall within this category of item types. GenArmor does not HAVE to provide protective value (such as a blanket worn about the Body, or a necklace).
Armor Wear Locations
Items can cover a single wear location or multiple wear locations.
|Location||Description/Notes||Common worn items|
|Head||This generally refers to a cap, helmet or crown-type of item worn over the back of the skull, top of the head, or forehead.||Cap, Crown, Helmet, Halo|
|Eyes||This refers to anything worn in front of the eyes, and is assumed to be translucent/transparent. If you are attempting to make a blindfold, you will need to add prop_wearspellcast(spell_blindness).||Eyeglasses, Sunglasses, Monacles, Brow piercings|
|Ears||This generally refers to items worn on the earlobes. If you intend to make the item dampen sound, you may wish to add prop_wearspellcast(spell_deafness).||Earrings, Ear muffs, Headphones, Ear plugs|
|Nose||This generally refers to jewelry worn on the nose. If you intend to make the item dampen aromas, you may wish to add prop_wearspellcast(spell_deadensmell).||Nose Piercings|
|Mouth||This generally refers to items held by the mouth, tongue or lips. If you intend to make the item prevent speech, you may wish to add prop_wearspellcast(spell_mute). Note: Silence dampens all noise (such as footfalls, opening doors, etc), where as silence just prevents talking/spellcasting.||Lip rings, Tongue Rings, Cigarettes, Pipes, Gags|
|Neck||Items worn about the neck.||Necklaces, Gorgets, Collars|
|Arms||This location encompasses both upper arms and shoulders. There is one ARMS location per pair of arms.||Armbands, Spaulders, Sleeves|
|Wrists||There is one WRIST location per ARM that a MOB has (Left Wrist, Right Wrist, Left Wrist, Right Wrist, etc for multi-armed mobs). This covers items worn on the lower arm up to the base of the hand.||Bracelets, watches, bangles and bracers.|
|Hands||There is one HANDS location per PAIR of Arms.||Gloves, Hand jewelry|
|Finger||There is one finger per ARM that a MOB has that can wear magical jewelry.||Rings|
|Held||This location is assumed to be your off-hand, and is always the first hand you lose if amputated (doesn't matter if it is left or right hand).||Wood, waterskin, torch, bags, lanterns, or anything else that can be carried but not normally worn.|
|Torso||The chest or underbelly of the creature.||shirts, bras, and other similar garments.|
|Back||The back of the torso.||Backpacks and capes.|
|Body||This wear location includes large bulky garments that cover most of the body.||Bandolier, cloak, poncho, sleeping bag or other large garment.|
|Waist||This location is generally used for belts and girdles.||Belt, Girdle|
|Legs||There is one LEGS location per PAIR of legs. The Legs location includes the lower abdomen and must be uncovered in order to conceive birth during mating. This location covers items worn between the waist and the knee.||Pants, Skirts, Leggings, Peg Legs|
|Feet||There is one FEET location per pair of legs. This location covers everything worn below the knee, so includes shin-guards and greaves.||Greaves, Shoes, Boots, Sandals, Horseshoes|
|Floating Nearby||This location is reserved for items that hover near the character||Iouon Stones|
- Armor with protective values (non-zero values) should NOT have the multiwear flag set. Otherwise players will find a way to wear a bunch of these things to get to incredible armor values.
Special Armor types
- Bandoliers should be worn about the body, layer 2 (or higher), see-through, contents accessible, 50 lbs of capacity, and generally carry any contents.
- The name of the GenLimb reflects what body part it replaces, and always needs to be the last word in the name. For example, a replacement eye would need to have a name of Vecna's Eye, not Eye of Vecna.