Shell armor: Difference between revisions
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<table><tr valign="top"><td><!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--> |
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{{TOCright}} |
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'''Shell Armor''' was created by GM Uska in 2002 for release at auctions. When activated in an appropriate room, the wearer is moved entirely within the shell for safekeeping, leaving only the shell armor visible in the original room. This effect lasts approximately 8 minutes. |
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{{TOC limit|2}} |
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==Analyze== |
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<pre{{log2}}> |
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{{addmetext}} |
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</pre> |
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==Usage== |
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{| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. --> |
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|- {{verbtableheader|90}} |
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! scope="col" style="width:5em;"|Verb |
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! scope="col"|First |
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! scope="col"|Third |
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|- |
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! scope="row" role="rowheader"|TURN<br>(armor to shell) |
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| As you twist the small knob, you hear a loud "CLANG!" and feel your shell armor expand and surround you. |
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| "CLANG!" You notice a (shell form description) where moments before, XXX had been. |
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|- |
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! scope="row" role="rowheader"|TURN<br>(shell to armor) |
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| A loud clicking noise starts and suddenly the shell splits and spits you out. |
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| A clicking noise begins to come from a (shell form description), a sudden, loud "CRACK!" and XXX is there and the shell isn't. |
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|- |
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! scope="row" role="rowheader"|PEER |
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| Sticking your eye against the hole, you are just able to make out what lies outside. |
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| n/a |
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|} |
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==Loresong== |
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{| {{loresong}} |
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|- style="background:maroon; vertical-align: top; font-size: larger; color:white;" |
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! Loresong |
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! Reaction |
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|- |
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| Your surroundings blur outward in a rolling wave from your center. Darkness settles around you and the smell of dampness pervades your senses as you become aware of your new surroundings. Water drips in runnels down the sides of bare stone walls and the smell of charcoal and sulphur floats on the air. Flickering torches lie ensconced in braziers that stand sentry before a heavy oak door. Penetrating the door is a small square window bisected by solid steel bars. Stretching up, you are able to peer through the window at the scene in the room beyond. At odds with the exterior hall, the room beyond is neat and dry, boxes and crates stacked to one side, magic paraphernalia and workbenches on the other. Working in a steady and precise manner are a number of dwarfs, each totally focused on the shell-like objects that lie before them on the benches. The scene fades and momentarily you get the impression of the same room but dark and disordered. Finally exhausted from your effort, you blink your eyes and return to the present. |
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| {{addmetext}} |
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|} |
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==Additional Information== |
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===Inside Shell Description=== |
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== Script Information == |
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When activated with {{boldmono|TURN KNOB}}, it creates a shell around the wearer that acts as its own room. |
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Shell Armor was created by GM Uska in 2002 for release at auctions. When activated in an appropriate room, the wearer is moved entirely within the shell for safekeeping! This lasts approximately 8 minutes. |
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<pre{{log2}}>[Striated Conch Shell, Inside] |
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You barely make out in the dim light filtering through several holes in the rough, hexagonally patterned walls and floor of your prison. |
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Obvious exits: none</pre> |
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While inside the shell, it is possible to {{boldmono|PEER}} to see the room outside. |
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===Original Release=== |
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==List of Shell Armor== |
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*some browned cowrie shell [[armor]] (originally 3x brigandine, now 6x, 49/325, 24lbs) |
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===Original Release===https://gswiki.play.net/index.php?title=Shell_armor&action=edit |
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*some browned cowrie shell [[armor]] (originally 3x brigandine, now 6x, 49/325, 24lbs, currently owned by Mijunkin) |
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===[[Solstice Dreams - Foehn's Promise|Foehn's Promise '05]] Auctions=== |
===[[Solstice Dreams - Foehn's Promise|Foehn's Promise '05]] Auctions=== |
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*some browned cowrie shell armor (3x chain hauberk, 49/325 |
*some browned cowrie shell armor (3x chain hauberk, 49/325) |
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*some striated conch shell armor (3x brigandine, 49/ |
*some striated conch shell armor (3x brigandine, 49/3250 |
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*some lobster shell armor (3x half plate, 49/325 |
*some lobster shell armor (3x half plate, 49/325) |
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*some bowed crown shell armor (3x double chain, won |
*some bowed crown shell armor (3x double chain, won for 4 million) |
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*some spiked crab shell armor (3x leather breastplate, 49/225, won |
*some spiked crab shell armor (3x leather breastplate, 49/225, won for 4.6 million) |
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*some swirled abalone shell armor (3x double leather, 49/325, won |
*some swirled abalone shell armor (3x double leather, 49/325, won for 4.5 million) |
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==Properties== |
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when turned it creates a shell around you that acts as its own room. |
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Sample room description: |
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[Striated Conch Shell, Inside]<br> |
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You barely make out in the dim light filtering through several holes in the rough, hexagonally patterned walls and floor of your prison. |
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Obvious exits: none |
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==Verbs== |
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===turn knob=== |
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First Person: As you twist the small knob, you hear a loud "CLANG!" and feel your shell armor expand and surround you. |
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Third Person: "CLANG!" You notice a (armor description) where moments before, (person) had been. |
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First Person: A loud clicking noise starts and suddenly the shell splits and spits you out. |
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Third Person: A clicking noise begins to come from a (armor description), a sudden, loud "CRACK!" and (person) is there and the shell isn't. |
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===peer=== |
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While in the shell you can peer hole to see outside of the shell |
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Sticking your eye against the hole, you are just able to make out what lies outside. |
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(ROOM DESCRIPTION) |
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==Lore Song== |
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Your surroundings blur outward in a rolling wave from your center. Darkness settles around you and the smell of dampness pervades your senses as you become aware of your new surroundings. Water drips in runnels down the sides of bare stone walls and the smell of charcoal and sulphur floats on the air. Flickering torches lie ensconced in braziers that stand sentry before a heavy oak door. Penetrating the door is a small square window bisected by solid steel bars. Stretching up, you are able to peer through the window at the scene in the room beyond. At odds with the exterior hall, the room beyond is neat and dry, boxes and crates stacked to one side, magic paraphernalia and workbenches on the other. Working in a steady and precise manner are a number of dwarfs, each totally focused on the shell-like objects that lie before them on the benches. The scene fades and momentarily you get the impression of the same room but dark and disordered. Finally exhausted from your effort, you blink your eyes and return to the present. |
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===[[Grand Auction of 5123]]=== |
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*some darkened polychromatic moonsnail shell armor (7x full plate, lightning flares, 15% lightning resistance, 15% puncture resistance, spiked, heavily crit padded, 38lbs, 1036 difficulty) |
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*some pale green sea urchin shell brigandine with amaranthine stippling (brigandine, lightning flares, 15% lightning resistance, 15% puncture resistance, spiked, heavily crit padded, 13lbs, 915 difficulty) |
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</td><td> |
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[[category:Legendary Items]] |
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{{iteminfo |
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|type=Mechanical <!-- REQUIRED: Mechanical or Fluff. OPTIONAL: If an item is feature altering or crafting, as well, please enter "Feature altering" or "crafting" below this line for "type2=" --> |
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|itemclass=Armor <!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creatures (Pets/Mounts), or Miscellaneous. If more than one classification, additional lines can be added with "itemclass2=" & "itemclass3=" --> |
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|itemtype=Armor <!-- REQUIRED: What items can this apply to. Up to 8 can be specified by setting "itemtype2" - "itemtype8". --> |
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|alter= <!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --> |
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|ld= <!-- REQUIRED: Is this item able to be lightened or deepened? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --> |
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|feature= <!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting "feature2=" - "feature8=". --> |
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|customize= <!-- OPTIONAL: Enter "Yes" if the item is customizable beyond an ALTER. If no, leave blank. --> |
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|custom= <!-- OPTIONAL: This area is REQUIRED if customization is indicated. Up to 5 customizations can be entered with "custom2=" - "custom5=". If the messaging is alterable, simply enter "Verb".--> |
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|origmerch= <!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter "Quest" ONLY. Otherwise, leave blank.--> |
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|releasevenue= <!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --> |
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|releaseyear=2002 <!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --> |
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|questitem= <!-- OPTIONAL: Enter "Yes" if the item's release was part of a quest/storyline. If no, leave blank. --> |
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|tiered= <!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. --> |
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|tiersnumber= <!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --> |
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|unlock= <!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked. Valid options are "Merchant", "Certificate", or "Quest" ONLY. If more than one, enter at unlock2.--> |
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|legendary=Yes <!-- OPTIONAL: Enter "Yes" if the item/script was released/distributed at an auction or was a jackpot prize. Extremely limited release only (3 or less in existence). --> |
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|demeanor= <!-- OPTIONAL: Enter "Yes" if the item's messaging is affected by DEMEANOR. If no, leave blank. --> |
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|loresong=Yes <!-- OPTIONAL: Enter "Yes" if the item has a loresong as part of the base script. If no, leave blank. --> |
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|corrscript= <!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants). Additional slots can be added with "corrscript2=" - "corrscript5"= --> |
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|attune= <!-- OPTIONAL: This area is for indicating if an item attunes. If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken). If there is none, leave blank. --> |
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|attunement= <!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are "Character" or "Account". Please note, "Temporary attunement" will ALWAYS be "Character". --> |
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|affinity= <!-- OPTIONAL: Enter "Yes" if the item requires affinity to work. If no, leave blank. --> |
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|spell= <!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY. Up to 4 may be specified with "spell2=" - "spell4=". Example to enter: Call Familiar (920). If no, leave blank. --> |
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|enhancive= <!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY. Answer YES. If no, leave blank. --> |
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|swap= <!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping. Answer YES. If no, leave blank. --> |
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|add= <!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item. Answer YES. If no, leave blank. --> |
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|restrictions= <!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with <br>. DO NOT ENTER ON A SEPARATE LINE. --> |
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}} |
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{{itemverb |
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|verb=PEER <!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with "verb2=" - "verb28=". Verbs should be listed in alphabetical order, not by tier.--> |
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|verb2=TURN |
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}} |
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</td></tr></table> |
Latest revision as of 07:47, 11 October 2023
Shell Armor was created by GM Uska in 2002 for release at auctions. When activated in an appropriate room, the wearer is moved entirely within the shell for safekeeping, leaving only the shell armor visible in the original room. This effect lasts approximately 8 minutes. AnalyzeThis section has not been added yet; please add to it now! Usage
Loresong
Additional InformationInside Shell DescriptionWhen activated with TURN KNOB, it creates a shell around the wearer that acts as its own room. [Striated Conch Shell, Inside] You barely make out in the dim light filtering through several holes in the rough, hexagonally patterned walls and floor of your prison. Obvious exits: none While inside the shell, it is possible to PEER to see the room outside. Original Release
Foehn's Promise '05 Auctions
Grand Auction of 5123
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