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Author Topic: So I'm trying to determine what I can and cannot wear..  (Read 781 times)

BDR

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So I'm trying to determine what I can and cannot wear..
« on: August 16, 2007, 07:46:00 am »

Points of interest (and possibly ways to help for fun and profit!):

1. The best configuration for headgear currently appears to be a cap, a helm, and seven hoods.  Relevant lines in item_helm say the following about possibly related size/weight restrictions:

code:
[ITEM_HELM:ITEM_HELM_HELM]
[WEIGHT:20]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:30]
[LAYER_PERMIT:20]
[MATERIAL_SIZE:2]

[ITEM_HELM:ITEM_HELM_CAP]
[WEIGHT:10]
[LAYER:OVER]
[COVERAGE:50]
[LAYER_SIZE:10]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]

[ITEM_HELM:ITEM_HELM_HOOD]
[WEIGHT:10]
[LAYER:COVER]
[COVERAGE:100]
[LAYER_SIZE:10]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:2]


What I'd like to think is that there's an global size permit that, should your adventurer go over it, sets a 'real' limit on how much stuff you can wear, even if it's just a bunch of hoods on a different layer.  I'd also like to think that whatever the largest permit for the class is serves as the global limit, but that theory has a hole in it consisting of the fact that if, overall, you can only wear 100 layers worth of headgear, I should only have been able to wear 6 hoods on top of my cap and helm (cap takes 10 layers, helm takes 30, leaving 60 of 100 free for more hoods).  It's possible that you get one 'free' extra piece of equipment if you hit the limit exactly, but I'm not sure of that.  However what I am sure of is that stuff you wear, even if it claims to occupy a different layer than what you're considering putting on, it will still take up room, and if that room's not there you won't be able to wear what you're thinking of using, period.  For example, I have found that wearing three loincloths which occupy the 'UNDER' layer precludes the usage of trousers, which occupies the 'OVER' layer (you can, however, wear a single loincloth which will not preclude the usage of trousers.  :)

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Dreamer

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Re: So I'm trying to determine what I can and cannot wear..
« Reply #1 on: August 16, 2007, 09:00:00 am »

Hm...  Imagine it all made from adamantium.  That would be formidable.

Good luck, though - This should be interesting.

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Thetwodud

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Re: So I'm trying to determine what I can and cannot wear..
« Reply #2 on: August 16, 2007, 09:13:00 am »

quote:
Originally posted by BDR:
<STRONG>
Skirts might end up like hoods, though it seems slightly more likely that the braies are a better option.  Haven't seen any human-made braies, though, so skirts will definitely be tested first (even though my manliness and ego will take a significant hit as a result).</STRONG>

Just rename them to kilts and go Scot. You get to retain your manliness, because we all know that the Scots are (or at least were) manly warriors. Right?

Personally, I prefer to roleplay and just wear what would seem reasonable and natural for my character to wear, but I must say that I'll keep an eye on this experiment. After all, a few more hoods can't hurt, right?

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Dreamer

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Re: So I'm trying to determine what I can and cannot wear..
« Reply #3 on: August 16, 2007, 09:41:00 am »

A few dozen can't, anyway.   :)
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BDR

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Re: So I'm trying to determine what I can and cannot wear..
« Reply #4 on: August 16, 2007, 11:30:00 am »

Especially if that extra dozen saves you from those nasty bowmen/xbowmen, which is what I'm hoping the skirts/braies/cloaks/capes can help with.  :D
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I3erent

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Re: So I'm trying to determine what I can and cannot wear..
« Reply #5 on: August 20, 2007, 10:43:00 am »

quote:
Originally posted by Dreamer:
<STRONG>Hm...  Imagine it all made from adamantium.  That would be formidable.

Good luck, though - This should be interesting.</STRONG>


I have a full addy set i am addy crazy now....

Berent cancels posting seeks addy....

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BDR

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Re: So I'm trying to determine what I can and cannot wear..
« Reply #6 on: September 17, 2007, 02:33:00 am »

Resurrecting this because I have found the answer to my problem of waytoolargeatimeinvestment in [ITEMCORPSE] tags; even if they only grant me the modest success of one per creature, it will be a lot easier to change these around and collect the bounties than it would be to try and build even a cheated fortress up and get together all the materials.  Though now I will have to see whether I can use multiple itemcorpse tags (first, for multiples of one item, and second for multiple items from one corpse) before I can really get rolling; if multiple tags are supported I can do in one world what might otherwise take me several.

On to the experiment!     :)

Update: I have answered my questions about [ITEMCORPSE], here are my notes...

Q1: Can you insert ITEMCORPSE tags in the middle of a pregenned world without breaking DF? - Yes.

Q2: Can you change ITEMCORPSE tags in the middle of a world where the stuff with special items on death has already died and spawned said stuff without breaking DF? - Yes! And it's not like the stuff you grabbed changes.  Only spawns that occur after changes change at all.

Q3: Can you use multiple ITEMCORPSE tags without breaking DF? - Without breaking DF, yes... with getting multiple items, no, only a random chance of either item.  Still different from using only one, though.    :)

Q4: Can you use multiples of the same ITEMCORPSE tag without breaking DF? - Yes, but this does *not* result in multiple items from a single corpse.  *Might* result in different probabilities when used in conjunction with other itemcorpse tags, though.

Basically, you can't get more than one item out of a corpse, but you can get different items out of the same type of creature with multiple tags, and you can change things as you like within the creature files after saving.  I still have to answer one last question, though, which is if it's possible to get a *specific* piece of armor out of a corpse or not.  I'm not sure why I can't get just chainmail or just robes or just capes out of these foolish humans instead of something random within the ARMOR/HELM/etc. files.

Edit: And of course the answer to the last question is an affirmative, and I just happen to be the kind of douche to think the ITEM in ITEM_ARMOR_CHAINMAIL is unnecessary for the subtype.  Testing looks to be *far* easier now.  :)

[ September 17, 2007: Message edited by: BDR ]

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