Clothing update (saved post)

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Category: Game Design Discussions
Topic: Items and Inventory
Message #:
Author: GS4-BERNT
Date: 6/5/2008 11:02:49 PM
Subject: Clothing Update


It's not layered clothing, but the clothing system has received a substantial update. The primary goal of this update is to allow characters to wear more fluff items without greatly increasing the total maximum worn items or the number of functional items worn.

1. Worn items are now considered either "functional" or "fluff". All weapons, containers, magical, and enhancive items are functional; fluff items are those that convey no mechanical benefits. Scripted items are, by default, considered functional, but those scripts that only "zest" the item -- that is, add messaging but not function -- are exempted.

2. Four new 'slots' have been added: over the front, as an apron; on the hands, as gloves; inner footwear, as socks; and in the hair, as a barrette.

3. The number of items that may be worn in each 'slot' has been modified. Generally, a smaller number of functional items may be worn, with (usually) some additional fluff items:

Functional Total Location
8 20 Generally (used when others don't apply)
1 1 On back (backpack)
1 3 Around waist (belt)
1 2 Head (helm)
2 2 Slung on back and shoulder (a slung shield)
1 2 On shoulders (cape)
1 1 On legs (pants)
1 3 On torso (shirt, dress, armor)
2 4 On wrist (bracelet)
2 6 On finger (ring)
1 1 On feet (shoe)
3 6 Around neck (amulet, necklace)
3 4 Attached to belt (belt assumed)
1 1 Over arms (arm greaves)
1 1 Over legs (leg greaves)
1 3 Hanging from ear (earring)
1 3 Hanging from ears (plural, earrings)
1 3 On ankle (anklet)
1 1 Over front (e.g. apron)
1 1 On hands (e.g. gloves)
1 3 Inner footwear (e.g. socks)
1 2 In hair (e.g. barrette)



NOTE You may find that your characters are wearing MORE than the allowed number of functional items -- particularly pinworn items. See the note below about how some items may be eligible to change slots. However, you may need to choose which 8 functional pinworns (or some other slot) you want to wear.

4. If items are ordered in your inventory in the same way SORT AUTO HEAD places them, some items will be shown layered with other items when you are LOOKed at.

5. The slot used by existing items is not changed by this update. In each major town, however, you will find in the clothier or general shop a mist-filled silver bowl. Placing a wearable item into the bowl will reveal some information about how the item is classified under the new system and, if it is eligible to change slots, will allow you to update its slot.

Although GM Lusus and I have reviewed each of the thousands of scripts in the game, we may have overlooked something. If you believe that an item you own has been misclassified as functional or fluff, or if you believe it should be considered in a different slot, please place an ASSIST so that a GM may review your request.

Cheers,
GM Bernt


Category: Game Design Discussions
Topic: Items and Inventory
Message #:
Author: GS4-BERNT
Date: on 6/6/2008 10:24:10 AM
Subject: A new LOOK


You may have noticed a few things are changed in both LOOK and INVENTORY:



You are wearing a silver earring, a vultite shield slung over your shoulder, an ipantor long bow slung over your other shoulder, a leather backpack, a pale green linen apron over a cotton shirt, some double leather, some canvas trousers, and a pair of wool socks under a pair of leather boots.




Note that this messaging is very order dependent: if socks are not 'above' boots, you won't get the linking messaging. If I were to sort my leathers UP, I would get: "... a pale green linen apron over some double leather, a cotton shirt, ..." If the apron-slot item does not directly precede a chest-worn slot item, then the "over a" messaging does not occur.

And have you notice what happens when you try to wear or remove socks when you have shoes on?
Cheers,
 GM Bernt


Category: Game Design Discussions
Topic: Items and Inventory
Message #:
Author: GS4-BERNT
Date: 6/6/2008 2:14:13 PM
Subject: Re: Clothing Update


>That's just general rules, and there are tons of items that don't follow the rules.

Actually, the rules are very specific:

Functional:

all containers
all enhancives
all weapons
all armor and shields
all musical instruments
anything hurlable
anything with RestrictedUse
all lockpicks
anything with a script, unless that script is explicitly exempted

I have been discussing with APM Sirina some possible modification of these rules, but we're going to listen for a while before making any substantive changes.

Cheers,
GM Bernt