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Wearable slots are places that a player can wear items of armour or clothing.

The current slots available are: body, boot, cloak, glove, helmet, legging, shield, sleeve, amulet, bracelet, earring, ring, badge, backback, magical.

At this time a player can only wear one item in each slot except for "magical". A player can wear as many "magical" clothings as he likes. This is designed to allow coders the ability to create wierd stuff that the player wears that doesn't use up another slots - not normally something that the player can see.

-- Main.Fantom - 03 Sep 2006

I want to create further armour slots than we already have, so that I don't have to put in magical and/or unique for those pieces i want my monster to wear.

ie. shin (lower legs,) knee, face, tail, hip (/belt), groin armours, etc.

-- LuCid - 02 Sep 2006

My questions regarding these new ones:

Tail is a new one. Belt is a very interesting one.

I'd suggest that perhaps this is a good time to put in the concept of layers of clothing. You can wear groin armour, and then body armour over the top, and then your belt. Possibly the same for face & then helmet. I'm not sure about knee and then leggings. It would depend on the knee armour (and probably the legging armour?).

So if we say that there is a tree ( or several trees? )of clothing slots rather than just a list of totally independent slots, and each item fits a place in the tree and can choose if anything can be worn over it or under it, then we might solve this.

Trees:

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

Topic IncreasedArmourSlots . { Edit | Attach | Ref-By | Printable | Diffs | r1.9 | > | r1.8 | > | r1.7 | More }
Revision r1.2 - 03 Sep 2006 - 13:30 GMT - FantoM
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