I had thought of something else, as well - the fact that you can wear multiple items of clothing on the same area. (shirt, sweater, coat...undertunic, tunic, cloak...etc) I've played on muds where _amount_ of clothing affected AC (and how you were affected by inclement weather) - this could also be taken into consideration.....I'm not sure how to do it - multiple WEAR locations, perhaps? BODY1, BODY2, BODY3? Yert Doppleganger Software wrote: > > >Has anyone here imp'd bitvector EQ / EQ that can occupy multiple spots? > >For example, a Two-Handed-Sword that occupies both HOLD and WIELD... or a > >Full suit of platemail? Perhaps cursed (unremoveable) handcuffs that > >occupy HOLD, WIELD, and LIGHT? :-) > > Oooo! Thanks for the idea! This actually can be used for some other > thoughts as well. Perhaps items that don't take up the slot, but are > still there (for example, underwear) > > >If so, care to share code? Or have tips/ideas to go about doing it (If I > >do it and I can I will share code, but my Circle is sooo far from stock, > >I dont know if it would be easily patchable). > > Ok, here's my thought, a secondary bitvector in the items (obviously this > means a change in the .obj files) that decides what positions the eq > occupies. Then, possibly, a number to designate the position that it > shows in the eq list. With this, you may even want to add a few new > positions that are non-settable, like "covering entire body" or something > similar. Then, when the player wears it, it checks to see if all > positions set are taken, then set the object as that position. Then, > when checking for new items, instead of JUST checking to see if the slot > is open, check all positions, in case one of them has multiple positions. > > On a related note, here is another thought for an addition, something I > have added to my MUD. The idea is some objects cover other positions. > For example, if you are wearing full plate gauntlets, no one will know > what rings you are wearing. However, if you are wearing fingerless > gloves, they will know. In this case, another bitvector could be added > with eq positions, this time deciding what positions are covered. > > Just a thought for others. Thanks for this thought Chris....just wish I > could get a site to implement and test it myself. > > +------------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | > +------------------------------------------------------------+ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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