Tailor Archive

Thread: Outfit proposal

Rabenschwinge
Tue May 03, 2005 3:24 am
#1

Hi there,

Esharra, the dancer correspondent, asked us dancers for proposals and ideas to improve dancer within an "Entertainer Revamp". As a result I tried to forge some vague ideas I had for long into a conrete definition and realized lots of problems with it soon. While my actual proposal for dancers is still far from being ready the idea of defineable outfits came into my mind as a side effect.

Currently this advantages and limitations of the proposal could be worked around by using macros, toolbar slots, containers such as backpacks and so on. Still I believe this would raise your (the tailors' and armor smiths') artistic abilities massively, simplyfy things for players using it and free their toolbars, higher the interdependency between entertainers. In fact the spawning idea was that bands need a number of defined outfits for each member which is similiar to that of the other members but pays tribute to the members race, while their toolbar space to equip items with macros is relatively limited.

Note that this proposal is for both armor smiths and tailors, while I am being neither nor ever have been (except tailor on frog servers).

Here it goes:

Outfits

Add an "outfitting" ability to create outfits to novice tailor and novive armor smith. Outfits have the purpose to equip a number of items at once without the need to use toolbar slots and macros, trade and sell them at once. They work as containers.
  • They use up as many space slots as the items they contain.

  • Only a player character with the outfitting ability change the contents of an outfit. Everyone in the possession of an outfit may open it as if it was a container however, just not drag items within the outfit or out of it.

  • If an outfit is being equipped all items within that the player using it may equip are being equipped. However, they are not being pulled out of the outfit container into the players inventory but remain within the outfit.

  • Outfits may contain every equipable item, not just clothes and armor. Therefor musicsal instruments and weapons may be part of an outfit, too. None equipable items may not be part of an outfit

  • Outfits may not contain several items that are not equipable at once. If an item only equipable by a wookie is dragged into an outfit all parts not equipable by a wookie are being removed. If a tactical skinsuit is moved into an outfit all parts that cover arms and legs and count as undershirt are being removed.

  • The image of the trade and /examine screen always displays the viewing player character with all parts of the outfit the character may
    equip equipped.

  • Everyone is able to view the contents and of an outfit as a container. It is possible to perform actions such as slice, apply repair kits and power-ups to items within an outfit.

  • There /examine screen displays a list with all items they contain and their condition. No other information are being made available,
    therefor a certain amount of trust is required.

  • Broken items within an outfit are never being equipped.

  • An outfit that is contains items that are not equipable by the character in possession display broken, but works as normal otherwise.
    (All items that are equipable by the character and have at least one conition point are still being equipped when the outfit is being
    equipped)

  • Since an outfit itsself has is a meta item and not an actual item it has no own condition. If it should be nescessary to give it a
    condition because of programming issues its condition is always the condition of the item with the lowest current condition within.

  • Once an outfit is being equipped all previously equipped items are being unequipped.

  • An outfit counts as equipped as long as no item within the outfit is replaced by another item or the outfit is manually being unequipped.
    When an outfit becomes unequipped all items of it are being removed. It is possible to add items to outfits, however. (For example equipping
    a weapon or musical intrument would not cause an outfit to be unequipped if does not contain handheld equipment. Equipping a lekku wrap would
    not cause an outfit to be unequipped if it does not contain anything that counts as hat.) As a result it is possible to equip several outfits at once, as long as they don't several items that do not cover the same character parts. (Such as a jewelry setting and a wedding outfit that does not contain jewelry).

  • An outfit itsself can never be insured, the items within however may be insured.


PS: I forgot a few points:
  • a player with the outfitting ability has an additional option to "create outfit" as a button in the characters inventory. it opens a new outfit window.

  • Outfits must contain at least two items to be closed. They may not be traded or sold in any way unless they are closed.

  • It is not possible to drag an item with zero condtion into an outfit.

  • Outfits automatically have the name "outfitxx" after creation, while xx is the lowest available number. They can be renamed by a radial menu option.
  • Message Edited by Rabenschwinge on 05-03-2005 12:36 PM




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