ring -> glove -> -> gauntlet bracelet -> elbow-> forearm -> -> arm upperarm -> toe -> foot -> -> boot ankle -> knee -> shin -> -> leg upperleg -> neck -> groin -> neck -> fronttorso -> -> body -> robe -> -> torso -> -> belt -> -> cloak backtorso -> -> backpack -> face -> -> helmet-> crown ->Interpretting these trees (and using the top one as an example): A ring goes under a glove. A bracelet is independent of rings and gloves, but both bracelets and gloves (and thus rings) go under gauntlets. As a coder you could state that "this ring is bloody huge, nothing can be worn over it", thus stopping the wearing from wearing either gloves or gauntlets, but not bracelets. You could also do the reverse and say "these are skintight thieving gloves, you can't wear anything under them", thus stopping the player wearing rings. Having drawn those I am no longer convinced that it is a tree (being something that in which each node has only 1 thing above it). For example I felt that "body" should have all of "belt", "robe" and "backpack" over it, and then cloak over all of those. This "layered" approach to armour is more realistic, it also allows people to conceal what they are wearing, by wearing a cloak over everything. You'll notice I left "shield" off a this point in time. I don't see it as a type of clothing. I think people just hold them. -- FantoM - 03 Sep 2006 I see how this could work. Currently when you build an armour it asks you about weight. I think when you hit "?" in there, you should add a new blurb about how much that piece should be at minimum and max (instead of (now) telling someone to check the guidelines for that same info.) So, for example a ring: ? = 0-2. Then tell builder that if # = 2, at that weight nothing more could be worn over the hand. Now, a change like that could have a major negative effect on worn items in the mud. So a tool might have to be made to deside size (weight) of armours inplay. Alternatively, aside from that approach, you could add a new setting of "encumberance(?)" to the building of armours. With a setting of 0 (default) something could be worn over it (along the layer tree scale - something that should be viewable in-game in a builder help file somewhere,) and 1 being that it was too big/heavy/magical to allow more things to encumber it.
Topic IncreasedArmourSlots . { |
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