4sheetzngeegles
Survivor
Armor and outfits. I've been off the forum for a while, I listened to the interview with Neebs Gaming
regarding armor and clothing. Is it possible to emulate an aspect I have seen in a few other games.
And use pre-existing mechanics already in place.
For clothing, use the supply crates, meaning pop'n'pills etc. But, configure them with 4 slots for
clothing collection. In the main backpack have 2 of them occupy a single slot each permanently, basically
with the two primary or last slots preferably the latter position to avoid inventory confusion. Depending
on which suit is presently in the container assign an Icon to represent it like a weapon for fighting and
a pickaxe for mining. Set them to only allow clothing to be placed in them. This way you have storage for
the clothing you are wearing, and a quick switch set for say mining.
The second mechanic is for the quick switch, Assign these boxes to only interact with the clothing slots
on a character, The same way that you can pull and put in secure storage to and from your backpack. This
could be done with a macro to make it a one for one switch. head to head, body to body, leg to leg, hand
to hand. This would be more visual in multiplayer.
The last mechanic to tie it together is the indexing that you applied to the utility belt to return items
to the pre-applied slot. This would keep them separate, unless a player wanted to manually mix and match
clothing sets. The player first, manually places the clothing pieces in each container, to set the return index, T
Then when they select the mass switch the macro swaps them and puts them in the appropriate slot.
regarding armor and clothing. Is it possible to emulate an aspect I have seen in a few other games.
And use pre-existing mechanics already in place.
For clothing, use the supply crates, meaning pop'n'pills etc. But, configure them with 4 slots for
clothing collection. In the main backpack have 2 of them occupy a single slot each permanently, basically
with the two primary or last slots preferably the latter position to avoid inventory confusion. Depending
on which suit is presently in the container assign an Icon to represent it like a weapon for fighting and
a pickaxe for mining. Set them to only allow clothing to be placed in them. This way you have storage for
the clothing you are wearing, and a quick switch set for say mining.
The second mechanic is for the quick switch, Assign these boxes to only interact with the clothing slots
on a character, The same way that you can pull and put in secure storage to and from your backpack. This
could be done with a macro to make it a one for one switch. head to head, body to body, leg to leg, hand
to hand. This would be more visual in multiplayer.
The last mechanic to tie it together is the indexing that you applied to the utility belt to return items
to the pre-applied slot. This would keep them separate, unless a player wanted to manually mix and match
clothing sets. The player first, manually places the clothing pieces in each container, to set the return index, T
Then when they select the mass switch the macro swaps them and puts them in the appropriate slot.