Inventory

A character's inventory is the cornerstone of any good RPG. It allows a user more freedom to express their character's personality by giving them multiple options with regards to how they solve obstacles. With VEA, MD plans to expand the old inventory system and take it to new heights, basically giving people even more playstyles, and more mechanics to mess around with in order to express the way their character might react to certain problems. We have made an inventory system with a never-before-seen level of complexity in a realistic medieval setting. We have managed to take what makes fantasy roleplay fun and transform that into a functional system for MD's userbase.

Used to check your inventory
r!inventory

Every character in MD has their own inventory that is limited by its weight capacity and number of equip slots. Your inventory is visible only to you and is the place where the items your character has crafted, purchased, traded for, looted, or earned will be stored. What you can do with those items depends on what they are generally used for, which you can find out more about HERE.

Carry Weight

Most items in MD have their own weight that contributes to your weight total if they are present in your inventory, or if they are equipped. If an item does not have durability, then it will be stackable. Stackable items will, as the name suggests, stack in your inventory, meaning there is no difference between individual items of the same stack, whereas unstackable items will have their unique durabilities. Additionally, whereas you can have as many unstackable items as your weight limit allows you, you can only have 10 individual instances of the same item in your inventory at the same time.

Naturally, since items now have a set weight, characters also have their own Weight Capacity that is defined by their stats. If the total weight of all your items equals or exceeds 4/5 of your Weight Capacity, you will get the Encumbered role that restricts certain commands and mechanics and gives a negative modifier during combat. You will stop being encumbered once your weight drops below 4/5 of your Weight Capacity. If you were to have an item added to your inventory, but it would make you go over your Maximum Carry Weight Capacity, then the action would be canceled. A character's Weight Capacity is calculated based on this formula (it is calculated once, and will not update based on your SICS modifiers):

FlatAgeModifier+(Strength+Stamina)/2Flat Age Modifier + (Strength + Stamina)/2

Flat Age Modifier values:

  • 16-19 = 36

  • 20-30 = 40

  • 31-45 = 38

  • 46-50 = 32

  • 51-60 = 25

Commands restricted while Encumbered (full list)

spar

train

buy

build

butcher

carpenter

cobble

craft

cut

forge

mine

slaughter

tailor

travel

pickpocket

racketeer

rob

seek

smuggle

item-take

item-trade

strip

work

shipment

fish

forage

insignia

item-take

loot

open-shipment

stripe

cook

burgle

If you're Encumbered, you will still be able to use the move command. However, every time it is used, you will lose 2 stamina. The same rules apply, though so if you hit 10 stamina, you will not lose any even if you're Ecnumbered and moving.

Slots

How to equip an item.
r!equip <slot> <item name>

Items that can be equipped must have corresponding slots within the inventory. They may be used or their modifier will only be applied when they are equipped to their corresponding slot, otherwise, they will just remain in the inventory as an ordinary item. These are the slots that may have items equipped to them:

  • (weapons/tools used in combat or in specific commands)

  • (weapons/tools used in combat; if the primary slot is taken by a two-handed item, this slot will become locked)

  • (armor items that provide significant protection during combat)

  • (clothing items that determine the look of your character, and sometimes add bonuses to your rolls)

  • (footwear items that describe what your character is wearing on their feet, as well as give passive modifiers)

  • (jewelry items that add to your character's status/beauty, while also granting bonus charisma on rolls)

  • (jewelry items that can be placed on your fingers, up to ten. They provide various modifiers and IC advantages)

When equipping an item to an occupied slot, it will replace the previously equipped item, storing it back in your inventory. Alternatively, using the unequip command will clear what you have equipped in that slot.

Storage

Used to store items in your storage, within your residential channel
r!item-store <item name>

Characters may hold items in their inventory for ease of access, but if they have valuables or heavier, more situational items, in their possession they might opt to store them within their personal storage. What storage is, is simply an additional inventory located within your home. The Weight Capacity of your storage depends on the quality of your home, which you can see HERE. Items cannot be equipped directly from your storage; they instead need to be present in your inventory.

You can always check the contents of your personal storage by using the storage command!

Used to take items from your storage and place them in your inventory
r!item-take <item name>

Your storage is arguably the safest place to hold your valuables, as your inventory is more susceptible to thieves.

Smiths can access their personal storage from the #workshops channel in addition to their residential burh!

Show Command

r!show <item name>

<item name> - The name of an item you have that you want to reveal that you have. This command is used when you want to prove to someone that you have an item on you without showing them your entire inventory.

Give Command

r!give <@user> <item name>

<item name> - The name of an item you have that you want to give to another @user. It will be taken from your inventory and transported to theirs.

Trade Command

r!trade <@user>

This will start a trade exchange between you and the targeted user in your DMs. There you will be able to choose specific items and their quantities. When both parties agree, the trade will be executed. For this to work, both users must be in the same channel when the trades are sent/accepted.

Note that you cannot offer nothing, or request nothing in a trade. For that, you have the give command.

Last updated