From the NannyMUD documentation
2001-10-06
NAME
armour - rules on armoursDESCRIPTION
Armours must have a type. Some types are allowed to have an armour class other than zero: armour, amulet, boot, cloak, glove, helmet, ring and shield. Note the singular in all cases! There are limits on how good armours are allowed to be. As usual, rare specimens with drawbacks might be allowed to exceed the limits below, but be sure to get them approved. Type is the mandatory type for the item. The class is the value set with set_class(). The class determines the minimum weight and the approximate value of the item. Values of 200 should be interpreted as 'at most 200' while higher values are allowed to vary with plus minus 30% . The table below specifies allowed weight and class for the different allowed armour types. Note that this table shows the BEST allowed numbers; it is allowed to have worse. If you have an armour with extra qualities/powers, you are NOT allowed to have the best weight and/or class on it.Type Class Weight Value Type Class Weight Value +--------+-----+------+-------+ +--------+-----+------+-------+ armour 2 1 200 shield 1 1 200 armour 4 1 200 shield 2 2 200 armour 5 2 200 shield 3 4 200 armour 9 5 500 helmet 1 1 200 armour 12 9 1000 helmet 2 2 200 armour 15 * 12 3800 helmet 3 3 200 glove 1 1 200 boot 1 1 200 glove 2 1 200 boot 2 2 200 glove 3 2 200 boot 3 3 200 cloak 1 1 200 ring 1 1 200 cloak 2 2 200 ring 2 1 200 cloak 3 3 200 ring 3 1 200 amulet 1 1 200 amulet 2 2 200 amulet 3 2 300 *: Exceedingly rare, typically AT MOST one per area.OTHER TYPES You can make armours with any type as long as they have class zero and no other purpose than decoration/feelings/drawbacks. Be careful when you do this, or we will end up with players wearing a helmet, a bowler, a cap and a top hat at the same time... MORE READING Read the doc on simple_armour and look at the examples in /examples/ for hints on how to create and customise your armours.