equipment

Implement the Oxidus equipment system for weapons, armour, and clothing.

8|3|Updated Sep 29, 2021
One-click install
npx skills add https://github.com/gesslar/oxidus-mudlib --skill equipment
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: equipment
Source: https://github.com/gesslar/oxidus-mudlib/tree/main/.claude/skills/equipment
Command: npx skills add https://github.com/gesslar/oxidus-mudlib --skill equipment

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Understand and work with the Oxidus equipment system. Covers weapons (hands, damage coefficient, damage type), armour (AC, defense mappings), clothing, body slots, the equip/unequip dispatch, combat integration, and creating new equipment items.

Core Features & Use Cases

  • Clear definitions for weapon and armour behavior
  • Body-slot management and the equipment dispatch
  • Guidance for creating new equipment items and testing in combat

Quick Start

Create a basic weapon and a basic armour item using the provided templates.

Frequently Asked Questions about equipment

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I define weapon slots and damage types for an LPC-like game?

You define weapon slots and damage types by specifying hands, damage coefficients, and damage type mappings within weapon definitions. This establishes how items behave during combat interactions in LPC-like environments.

How does armour defense mapping work with AC values?

Armour defense mapping works by linking Armour Class (AC) values to specific defense mappings. This configuration determines how equipped armour mitigates incoming damage types during combat encounters.

How do I implement the equip and unequip workflow for game characters?

Implementing the equip and unequip workflow involves using an equipment manager dispatch to handle body-slot assignments. This process manages fitting weapons, armour, and clothing onto character slots and triggering combat hooks.

Can I integrate custom equipment items with existing combat hooks?

Yes, integrating custom equipment items with combat hooks is supported through the equipment dispatch workflow. Creating new weapons and armour items connects them to combat via defined body-slot management.

What are the body slot limitations when assigning clothing and armour?

Body slot limitations dictate that clothing and armour must map to valid defense mappings and specific slot types. You must ensure items fit available slots to avoid equip/unequip dispatch conflicts.