Clothing update (saved post): Difference between revisions

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"I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use." ~Galileo Galilei
"I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use." ~Galileo Galilei

{{saved-post
| category = Game Design Discussions
| topic = Items and Inventory
| messagenum = 1522
| author = GS4-LUSUS
| date = 11/5/2008 2:11:53 PM
| subject =Clothing Updates, Round Two
}}

In response to various feedback and re-thinking in the weeks since the new clothing upgrades were released, the following new changes have been made:

1. Four Winds teleport items will no longer be counted as functional items.

2. Items that hold 2 pounds or less and 2 items or less (such as most bodices, shirts, dresses, pants) will no longer be counted as functional items. This applies to items that are worn on the back, shoulders, legs, torso, around the neck, attached to a belt, or over the front. Merchants who offer lightening and deepening services may also now be able to offer to make item pockets smaller (within reason) so that they would fall under this new rule.

3. A new 'under-armor' slot has been created for a single non-functional item. An example of an item in this slot would be a gambeson.

4. The number of items that can be worn over the legs, over the arms or over the front has been increased to 2. This allows for up to one functional item and one fluff item or two fluff items in these positions.

5. A number of other minor bugs have also been resolved.

As with the previous round of updates, if you encounter an item that you believe should be 'fluff' but is showing up as functional, please place an ASSIST so that a [[GameMaster|GM]] may review your request.

~Lusus

Revision as of 15:22, 17 June 2014

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

Category: Game Design Discussions
Topic: Items and Inventory
Message #: 1056
Author: GS4-SIRINA
Date: 6/7/2008 1:38:50 AM
Subject: Re: Clothing Update


>>>a cloak, pack, pouch, belt, thigh-quiver, satchel, harness and locksmith toolkit. How many functional items is that? It's eight. That's our limit. That doesn't include armor or worn shield. That includes no enhancives.

Here's a link to Bernt's original post with the chart of how many items can be worn in each slot. The "general" spot (first line) is "pinworn" items.

http://www.play.net/forums/messages.asp?forum=102&category=6&topic=11&message=898

It's not 8 per slot, but it's at least one per slot, plus 8 pinworn, for a total of 36 functional items (if my counting skills are not severely degraded at 2:30 in the morning).

~Sirina

"I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use." ~Galileo Galilei

Category: Game Design Discussions
Topic: Items and Inventory
Message #: 1522
Author: GS4-LUSUS
Date: 11/5/2008 2:11:53 PM
Subject: Clothing Updates, Round Two


In response to various feedback and re-thinking in the weeks since the new clothing upgrades were released, the following new changes have been made:

1. Four Winds teleport items will no longer be counted as functional items.

2. Items that hold 2 pounds or less and 2 items or less (such as most bodices, shirts, dresses, pants) will no longer be counted as functional items. This applies to items that are worn on the back, shoulders, legs, torso, around the neck, attached to a belt, or over the front. Merchants who offer lightening and deepening services may also now be able to offer to make item pockets smaller (within reason) so that they would fall under this new rule.

3. A new 'under-armor' slot has been created for a single non-functional item. An example of an item in this slot would be a gambeson.

4. The number of items that can be worn over the legs, over the arms or over the front has been increased to 2. This allows for up to one functional item and one fluff item or two fluff items in these positions.

5. A number of other minor bugs have also been resolved.

As with the previous round of updates, if you encounter an item that you believe should be 'fluff' but is showing up as functional, please place an ASSIST so that a GM may review your request.

~Lusus