- Vivvykins 9s
- attaboy 19s
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- MongOfTheWeek 46s
- Fire 6m https://i.imgur.com/CF2ywFy.jpg
- FancyPenguin 13m
- TwistedAkai 58m examine, @newbie, @rules
- Atheran 26s
- Dawnshot 8s https://youtu.be/qg_7saEbnwE
- Oberst 16m
- Baguette 2h ye boi
j Fengshui 2h http://www.amazon.com/dp/B00M0DV5IQ <- My Book
- Holiday 10m
- Hundo 20m
- ramsey 26m
- jsmith225 2m
- KalaniPup 2h
- cloudstrife6477 7h
j Johnny 2h New Code Written Nightly. Not a GM.
a Cerberus 1h Head Builder & GM when I need to
- SacredWest 4h
And 28 more hiding and/or disguised
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@see-thru and adjustable coverage
always room for improvement

SO, what if we could set an item's @see-thru on a part by part basis like with the coverage system? If I have, say, a mask with a clear visor, shouldn't my eyes still be visible while the mask conceals my head, or mouth and nose? The eyes -are- in fact covered, so they -should- be represented as such, but the whole item is not see-thru, so -it shouldn't- be represented as such. No idea what kind of coding a change like this involves, just offering some ideas for the massive 'List' :)

Also, perhaps being able to add a command to certain items that would allow for manipulation of movable parts that would change the coverage of an item?

Ie: - adjustable visors or other eye-wear

- gas-masks that can be worn around the neck or atop the head normally, and then put on functionally when called for.

Other functions of dynamic coverage could be fun, too. Like, perhaps, the addition of a command that lets someone attempt to pull a hat down over your eyes, or a shirt up over your head (hockey-fight style) to blind you momentarily. A contested action of course, rolls against appropriate skill checks and blah blah. Or simple things like rolling up ones sleeves, that can convey a lot in terms of RP and posing, which of course can always be done instead, but why not support it in-game with the mechanics?

Anyways, done rambling fer now