Message Edited by HighDecibel on 01-08-200609:18 AM
Message Edited by HighDecibel on 01-08-200609:19 AM
Rarebit Wrote:One thing I'm not overly fond of in your diagram (very nicely presented, though) is the miniature size of the memory slots you have there. I think those are too small to be usable. We'd probably have to break the socket interface out into its own panel.Another issue is the naming of the socket buff items. If they're all just named after their slot, then you have an inventory full of items that all look pretty much the same, and you have to mouse over them and scrutinize their stats to tell them apart, instead of being able to do so by just reading their name. So they'd still need unique names.Then the question is, for the sake of familiarity, do we just turn the current buffed clothing items into legacy socket items, keeping the old names that everyone is used to, or do we spend a lot of time giving them all new names, and make people learn what each item is all over again?
Cognoscente wrote: Disguises are one peice. Rarebit already said this would cause major problems. The best way to fix the lack of clothing options would be to seperate the buffs. Or stack the clothing that you want to see on top of the other making that one invisible... but using it's buffs. We see this already with the overcoat or gi that completely hides all of your other clothing that you had on. If they don't want to do the outfit shell, then they could have us stack them seperately and make it look like we are extracting the buffs. It would mean that we really have two items on ourselves, but only one would show up. Someone came up with a really detailed analysis on this, but he ultimately failed when a DEV said it wouldn't work. I made some adjustments and never heard anything back from a DEV again. Here it is again... So.... I'm thinking how to make this work with the new information that Walrus has given us What if... the object that is turned into tape, is still the same item of clothing. The icon changes to a tape and the article of clothing becomes invisible. Then you fake the system into stacking a new article of clothing on top of the old peice of clothing, aka tape. Then, maybe in the same way you stack code bits together, when you move the article of clothing the other article of clothing moves with it too. And also when you try to place a shirt with pant tape, it wouldn't stack because they aren't the same kind of item. I hope Mr. Wildo doesn't mind, but regarding this new information, I think I can help his plan succeed. I hope so anyway. When I say "tape" I am talking about the item that is invisible and capable with stacking one other item of "clothing", which is the new article of clothing. Step 1 - Turning buffed articles of clothing into "Tapes" Propose adding a right click option on a buffed item to "convert" or "extract" the buffs."You sucessfully extract the buffs from %item_name." This will permanently hide the original clothing object and result in a tape.Background Coding: Change the clothing properties like stability points. { item[visible] = 0; item[icon] = tape; } This would be possible on any buffed item; including rare loot drops such as Greywolf coats, etc. Since the article of clothing is still there, but invisible, the minimum level requirments will still be active. { item[min_level] = 16; }"You do not meet the minimum level requirements to wear this." Disable the ability to equip the tape even though it is a clothing item. { item[equipable] = 0; }"This item is not equipable." DEVELOPMENT NEEDS – Creating the right click option, changing the visibility properties of the item, changing the icon to the buff tape. Step 2 - Stack buff tapes with clothing Once the item has been transformed into tape, it is viewed in your inventory as a tape buff. This tape can then be dragged and dropped onto a piece of clothing, or visa-versa. The clothing will then stack with the buffs from the tape. The user will see the stacking as combining the two items together."You sucessfully combine %clothing_name with the tape." The tape stacks with the other article of clothing; both items move as one, yet there is no option to seperate. { if (A moves to 1,1) then (B moves to 1,1); } If the tape is not of the same type of clothing as the the other article of clothing, an error window will popup. { if (item[class] != clothing[class]) then error; }"You cannot combine %item_class tape with this item." The new article of clothing must be non-buffed. { function stacking ( if (clothing[buffed] == 1) then error }"You can only combine non-buffed items with tape." Enable stacking by allowing the tape to stack one other item on top of it. { item[stack] = 2; } Only one article of clothing will stack with tape. { if (item[stack] > 2) then (error; place additional item back } Enable the ability to equip the tape with the article of clothing. { item[equipable] = 1; } DEVELOPMENT NEEDS – Enable stacking of the tape with an article of clothing, prevent the combination of two different items, inhibit the ability to seperate after stacking, add information codes for the system chat box Step 3 - Post buff insertion considerations Change the icon of the "tape" to the item that was stacked with it. { item[icon] = clothing; } On the character, the visible non-buffed article of clothing will replace the invisible tape item. { clothing[visible] = 1; } When the article of clothing is decompiled with the "tape", the user receives the recipe of the non-buffed item. The "tape" is recycled when a decomile is attempted. { function DECOMPILE( recycle item; decompile clothing); }"You sucessfully decompile %clothing_name.""You recycle buff tape of %item_name for %info $info." If traded, the item will trade with both items together just like a stack of code bits. If the tape item is untradeable, you still won't be able to trade it. The properties of the tape will still stand except for the fact that it is invisible and the 3D icon will change. The stability points will be calculated by the un-buffed article of clothing. DEVELOPMENT NEEDS – On the fly ability to switch out the 3D icon, allow the clothing to replace the tape on the character. I think I got it all, but of course I don't have the source code so I can't really guess how it could work. Argh... just make MxO open source... lol
Step 1 - Turning buffed articles of clothing into "Tapes"
Step 2 - Stack buff tapes with clothing
Step 3 - Post buff insertion considerations
I think I got it all, but of course I don't have the source code so I can't really guess how it could work. Argh... just make MxO open source... lol
cloudwol wrote:To me this idea is no longer needed since CR2.0 kinda fixed the need to be unfasionable to be any good problem.