Fenrir-Lunaris wrote:Let's deal with the multiple hats situation and call an equipment slot that lets you wear whatever you like in it "Nonspecific Selection". The user should be able to access this slot and then go through the available equipment list and choose which items in the game could potentially be worn in that slot.
Yes, we need a flexible equipment system.
It's interesting that your suggestion is to allow attaching complicated options to the equip slots about what can be put in them. My suggestion for equipment was instead to leave the slots alone (other than letting you set how many there are) and put the complicated rules for where items can be equipped on the items themselves.
Putting the complexity in the slots could be simpler overall.
Firstly, I think we definitely need to be able to mark equipment as
equippable in multiple slots. I was actually just about to implement that. Well, at least I thought "definitely" until I read your post, which could be taken as a counter-proposal to doing so.
I don't know what your use-cases are, but I'd really like to know whether it's totally covered by my suggestion, which goes further:
Let each item be equippable in zero or more ways (I'll call them
equiptypes because naming stuff is hard).
Each equiptype specifies which slots it can be equipped in, which heroes can equip it, what the stat gains and elemental resists are, for weapons what attacks and graphics to use, and which tags to set, and can also have tag conditions for being applicable.
This means multiple equiptypes could be applicable to a single hero + slot; if so, the first is used.
Multiple equiptypes on an item allows things like:
-can change what equipment does with tags (and auto unequip if no longer allowed, I suppose)
-change equip effects based on where it's equipped
-can allow different heroes to get different stat gains, eg heavy weapons being more effective for stronger heroes
-many other things, such as allowing different heroes to hold or use weapons differently (change attacks or graphics)
The problems with this approach are:
-maybe it's too complicated? I don't see how it could simpler but still cover usecases. However, maybe there could be simpler alternatives to it, such as putting options on the equip slots.
-we can't show info from multiple equiptypes in shops, not without adding menus
-it's going to be a bit of a nuisance to access this data with script commands
Also, (this is a totally separate feature but would also be a per-equiptype option): when equipped,
disable equip slot X. I have a feeling this is where you were going. For example, wielding a sword in two hands, the off-hand slot is disabled. You could have a second equiptype for the sword which uses just one hand, but with lower damage, but I don't know how the Equip menu would actually handle that. Maybe if multiple equiptypes apply to the selected slot, you could be asked which to use? I guess you would need to provide a description like "Two-handed" for each equiptype.
But after you and someone else (Surlaw I think?) talked about it, I think that it would be good to also be able to have multiple copies of the same equip slot. For example you could have 4 'ring' slots. Although you could just have four different slots with the same name and always allow rings to be equipped in all four slots, having an explicit copy count has benefits:
-there could be the "don't allow duplicates" option you want on the equip slot. Although, we could just add a per-item or global option to disallow duplicates, rather than a per-slot option.
-you don't have to manually ensure all equip is equippable in all copies of a slot
-you can easily change the number of copies of a slot later
-we could add an option to say how many copies of each equip slot each hero has. So an octopus hero gets zero Armor slots but lots of Hand slots.
(I haven't thought about hw multiple weapon slots would work, but that would probably be nice too)
Virtuous Sword wrote:I notice in the ploscript dict, there is the entry for "put slice screen" and the following commands where it comments that the script will not work when the slice is filling its parent. Can we have this fixed to automatically undo "fill parent" if the command(s) is/are used.
"fill parent" breaks a bunch of stuff like that. I would
love to break back-compatibility and change the way it works.
Yes I'd like to add gradients and textured backgrounds to boxes, because lots of RPGs have them. Translucency gradients are a neat idea too.
Your request about reordering arbitrarily: use a script to set a sort order on each slice and then use the sortchildren command.
The tile editor already has keys for rotating and flipping, but for some reason the sprite editor doesn't use the same keys, and is missing vertical flip. Not sure which keys to use. I'd rather reserve ctrl+arrows for panning the sprite, once we can zoom in.
Please consider adding a visual indicator of the distribution of children of panel slices.
Realised it would only take 3 min, so I added this.