Resident Evil: Core
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A Resident Evil Roleplay forum that allows you to take the role of one of the men and women tasked with destroying the forces unleashed by Umbrella and the like, or the role of one of their vile creations. Lives are at stake, will they lose them to the vi
 
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 Item Bunker

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Agent Admin
Admin
Agent Admin


Posts : 26
Join date : 2010-03-27

Character Data
Hitpoints:
Item Bunker Left_bar_bleue20/20Item Bunker Empty_bar_bleue  (20/20)
Action Points:
Item Bunker Left_bar_bleue50/50Item Bunker Empty_bar_bleue  (50/50)

Item Bunker Empty
PostSubject: Item Bunker   Item Bunker Icon_minitimeThu Apr 01, 2010 9:15 pm

Without being properly equipped, your odds of surviving in the Resident Evil universe is incredibly low, thus your inventory becomes a vital part of your character. A character can hold as much equipment as would they would logically be capable of, and the character template will ask for the location of all your inventory items. The main aim of this guide is to familiarize you with the templates that items and weapons come in and the site provided inventory. The cost section of the template is not to be filled on by members if they are applying for a custom item or weapon, and it does not need to be copied onto your applications or information, it has no in-game purpose besides its monetary cost.

Those of you who are familiar with internet memes may know of one that is well suited to the site and the current topic, and it may help you to envision it while you're picking out what goes where and how you intend to make use of it with your character:

Spoiler:

With that all out of the way, here are the templates for the site:

Weapon Template
Code:

[color=green][b]Name:[/b][/color] (The name of the firearm)
[color=green][b]Letter:[/b][/color] (Base of E)
[color=green][b]Special:[/b][/color] (Any special information about the weapon such as unusual actions taken to reload, special damage type, etc.)
[color=green][b]Description:[/b][/color] (What it looks like, clip size, damage, ammunition taken, etc.)

Item Template
Code:

[color=green][b]Name:[/b][/color] (The name of the item)
[color=green][b]Quantity:[/b][/color] (How many of the item is owned, or bought)
[color=green][b]Description:[/b][/color] (What does the item does when it is used, how is it used, how long does it take, does it have sub uses, can it be re-used, ect.)

Other Weapon
Code:

[color=green][b]Name:[/b][/color] (The name of the weapon)
[color=green][b]Letter:[/b][/color] (Base of E)
[color=green][b]Special:[/b][/color] (Any special information about the weapon such as unusual actions taken to reload, special damage type, etc.)
[color=green][b]Description:[/b][/color] (What it looks like, size, primary use, sub use, etc.)


Last edited by Agent Admin on Sat Apr 03, 2010 10:09 pm; edited 3 times in total
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Agent Admin
Admin
Agent Admin


Posts : 26
Join date : 2010-03-27

Character Data
Hitpoints:
Item Bunker Left_bar_bleue20/20Item Bunker Empty_bar_bleue  (20/20)
Action Points:
Item Bunker Left_bar_bleue50/50Item Bunker Empty_bar_bleue  (50/50)

Item Bunker Empty
PostSubject: Re: Item Bunker   Item Bunker Icon_minitimeFri Apr 02, 2010 11:27 am

Many of you are probably curious about the letter system, and may have seen it mentioned in the skills guide. The letter and upgrade system is a way to build up attachment to your weapons and prevent you from continually having to throw out old weapons in favor of newer ones, rather, you can continually increase the strength of a weapon through upgrading it. Now, you need the appropriate skill to upgrade a weapon, or you need access to somebody with the appropriate skill, or you can purchase upgrades yourself. Having the skills to upgrade a weapon halves the cost of each upgrade, so there is still a monetary cost involved with upgrades even if you have the ability to do so.

When a weapon is purchased from the shop, it has a letter of E. The letters that are available, from lowest to highest are: E, D, C, B, A, and S. Each letter has an increasing cost and each letter has a few options about how to upgrade the weapon being upgraded to that letter.

D ($1,000)
Ammo: Add +1 to ammo held in firearm.
Damage: Add +1 to damage dealt by each bullet from a firearm, or to each attack by a melee weapon.
Ammo Type: Enables the usage of a second type of ammunition.
Special: Allows for a weak special ability.

C: ($5,000)
Ammo: Add +1 to ammo held in firearm.
Damage: Add +1 to damage dealt by each bullet from a firearm, or to each attack by a melee weapon.
Ammo Type: Enables the usage of an additional type of ammunition.
Special: Allows for a weak special ability.

B: ($10,000)
Ammo: Add +2 to ammo held in firearm.
Damage: Add +2 to damage dealt by each bullet from a firearm, or to each attack by a melee weapon.
Ammo Type: Enables the usage of two types of ammunition in one clip.
Special: Allows for an average special ability.

A: ($15,000)
Ammo: Add +2 to ammo held in firearm.
Damage: Add +2 to damage dealt by each bullet from a firearm, or to each attack by a melee weapon.
Ammo Type: Enables the usage of three types of ammunition in one clip.
Special: Allows for an average special ability.

S: ($25,000)
Ammo: Add +3 to ammo held in firearm.
Damage: Add +3 to damage dealt by each bullet from a firearm, or to each attack by a melee weapon.
Ammo Type: Enables the usage of any type of ammunition.
Special: Allows for a powerful special ability.
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https://residentevilcore.board-directory.net
Agent Admin
Admin
Agent Admin


Posts : 26
Join date : 2010-03-27

Character Data
Hitpoints:
Item Bunker Left_bar_bleue20/20Item Bunker Empty_bar_bleue  (20/20)
Action Points:
Item Bunker Left_bar_bleue50/50Item Bunker Empty_bar_bleue  (50/50)

Item Bunker Empty
PostSubject: Re: Item Bunker   Item Bunker Icon_minitimeFri Apr 02, 2010 1:48 pm

Handguns
Spoiler:

Shotgun
Spoiler:

Rifles
Spoiler:

Launchers
Spoiler:

Firearm-Related Equipment
Spoiler:

Ammunition
Spoiler:

Melee Weapons
Spoiler:

Ranged Weapons
Spoiler:
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Item Bunker Empty
PostSubject: Re: Item Bunker   Item Bunker Icon_minitime

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