Sorry about this being rather belated but I told Johnny that I would post his input, and should really post my own seeing as I wrote it more than a month ago, so here it is. It isn�t really a detailed summary as Johnny requested, but I may add to it, and other people�s posts including mine provide an overview anyway.
Anyway, enjoy :)
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Johnny�s Idea:
�I see there being a setting on $material that defines the base material
This setting would relate to a data store that remembers the important things about that base material.
I.e. it�s flame retardant (-5 to heat damage), it�s value is 7 times that of cloth.
That in turn is used by inspections, value calls, and tailor skill checks to test their competency with a 'tougher' base material, as well as the armour system to include such modifiers
Materials would be mixable too.
So you'd have a composite material that gains both properties, with some sort of penalty tied to the number of base materials being composited
Since the base materials are handled as a look up, the system could grow to have these features of compositing as well as exclusive materials (can't mix the cold protecting material with the heat protecting material, or some such)
Compositing would merge the properties of the materials
So like a $material object would have a .bases property with a possible value of {"cotton", "pvc", "asbestos"}
The base materials don't actually exist
They just live in a lookup table that defines their properties
The material objects point to their bases
When I need to get the value of a material object, I'll call a verb that calculates it
When I need to get the protective qualities of it, I'll do something similar
If we encapsulate things right, it won't appear that much different
I'm not clear on how I want to require the material name in the description/worn/name/whatever�
-- I believe that it could just be anywhere in @worn, @describe and the name, or otherwise appended in ! person's name style if it's not included.
An OOC warning could also exist if that is seen as necessary.
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My Idea:
I�m going to use the example of a suit.
�Look suit jacket�
<description of suit>
Lining the inside of the <clothing item name> (%t) is a <attached armour material name>.
This could be followed by a possible description, thus, <@describe of armour lining material>
Once one enters attach <armour material> to <clothing item>, the armour becomes subordinate much like an e-print to an e-note.
It could be made only removable by a tailor, who also must have high enough appropriate skills.
However, this is not necessary.
It would effectively be like having a suit, but giving it an extra inner lining of material similar to Nexus synth hide etc.
This means that the encumbrance is effectively the doubled cost, and the benefit it looking sharp whilst concealing light armour that protects.
Note: I don�t know if light armour affects agility (although I doubt it), but if another encumbrance is needed and this is the case, it could lower agility. However that creates complications with hats and shoes etc, and although @coverage could be considered, it seems to be too much hassle.
No chiffon or cloth like that would exist, but simply specific materials such as silk, cotton, PVC, leather, synth-leather, gauze armour, synth hide armour and wool etc.
Most could have differing quality, maybe with synthetic altertives, and have a specific price.
The name of the material must feature anywhere in @name, @describe, @worn and inspect, clearly stated.
Regarding allowing more varieties of fabrics (I had a conversation using IM, and a tailor wanted to still be able to effectively create different fabrics as is currently possible) even a tailor cannot just make materials; they would talk to their supplier and request it. Eg. An Admin puppets a supplier PC and RPs with the tailor, the tailor states the material wanted, what it�s like etc, and the Admin makes the new material from that info � taking some time, and can then be supplied to the player.
This is more realistic, doesn�t take a lot of time, and seems cool to me.
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My other clothing musing, not for implementation:
Material is a sheet that can cover a whole body; a value is given to it that represents that coverage. The total value isn�t important, but the ratios are, which reflect the relative amount of material needed for the body areas existent in @coverage.
I drew generic box person to represent this, but you�ll just have to settle for a vague mental image ;)
So one sets the @describe and other messages, after naming the material, and then setting the @coverage, after which a confirmation is asked for cutting the material. If �yes� then the coverage is set and the material may now be used (existing code) and if not all of the coverage was used (which is likely) another material is spawned that is a subclass, being the same but with a lesser total coverage, the value for which is obtained by subtracting the @coverage used.
The price of the material is also set to the coverage area, so whatever the coverage percentage decrease is, is also applied to the price.
This means that one cannot make clothing into other items of greater coverage, and that one could make a pair of trousers into some short and two gloves for example.
It makes making clothing more final, adding a risk of screw ups/wrecking fabric, and so hopefully makes people take more care when making clothing, reducing typos etc.
An armour lining attach code could be used to sew fabric together, allowing for a t-shirt with armour material chest and abdomen, but cotton sleeves for example.
The desc would be singular, but the inspect would state that it�s composes of <materials>
That could even call the @coverage so:
E.g. A <name of item> (%t) composed of <material type, such as synth hide armour> covering the chest and abdomen areas and <cotton> covering the arm areas is worn.
Or
Composed of several <joined/lined> fabrics:
<synth hide armour> material covering chest and abdomen areas when worn.
<cotton> material covering the arm areas when worn.
Then @describe and @worn would either require multi fabric or each fabric.
So lining and attaching commands would exist, with lining not putting extra material description in @worn, whilst attaching does.
Both show up in inspect.
So in the example, the attached material would first be described as sleeves, and <cotton> needs to be included, so they would be cotton sleeves.
If the same material type is used in attached clothing, then no composed of message would exist in the @worn or inspect. It becomes one object. The @coverage is increased and the other fabric is discarded.
What this will enable is cool RP such as a person gets shot, so another using @trust strips off their top to be able to set the @coverage.
-Removes one arm coverage, for the shot arm, which spawns an arm coverage sized piece of fabric.
-Then modify the description of the shirt to have an arm sleeve missing
-Then @name the spawned cotton material as <improvised bandage> for example, and then either give the bandage to them to put on, or if @trust allow for dressing others (as I think it should) dress their wound with it.
Then they would walk around a missing shirt sleeve, due to it being wrapped around their upper arm, with excess material discarded etc. They could be clutching the wound with blood on the arm in the description etc (not an @naked due to the coverage), staggering around.
Then they would have to see a tailor to repair the shirt (attaching cotton material with an arm size coverage), which leads to great RP I believe.
Seeing as I�m coming up with impractical wonderings, pockets that contain all of ones items and chyen would be great also, which would make pick pocketing and looting more realistic, less tedious, and in my view of a better game balance. It takes some time to strip people�s clothing off, and it�s quite obvious, while it doesn�t take stupidly long to take money from sleeping people because anybody can remove clothing.
Of course one should be able to reach into pockets and take things, with no intention to remove clothing, which would be done automatically when using the get or steal command etc, or when pick pocketing.
However that would obviously be a bitch to code, but I�ve noticed the current coding efforts that replace the weird weight of items with some rather sound seeming longest edge measurement, which would make this idea easier to implement I believe.
This would also put an end to people pulling out hockey sticks and similar items from inside their t-shirt or trousers or wherever they feel like claiming it was kept.
So if people are packing they either carry it in a violin, or cello ;) case, or have it in their hands, as it should be :)
Hmm, anyway I�m rambling.
I apologise that this post is rather belated, being 1 month late really, but I hope that it�s still useful though :)
And I hope that that made sense *eyes*.
Right, *walks away wondering if any sane people would actually read all of that*
:)