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Clothing Update

Author: GS4-BERNT
Date: 6/5/2008 11:02:49 PM


It's not layered clothing, but the clothing system has received a substantial update. The primary goal of this update is to allow characters to wear more fluff items without greatly increasing the total maximum worn items or the number of functional items worn.

1. Worn items are now considered either "functional" or "fluff". All weapons, containers, magical, and enhancive items are functional; fluff items are those that convey no mechanical benefits. Scripted items are, by default, considered functional, but those scripts that only "zest" the item -- that is, add messaging but not function -- are exempted.

2. Four new 'slots' have been added: over the front, as an apron; on the hands, as gloves; inner footwear, as socks; and in the hair, as a barrette.

3. The number of items that may be worn in each 'slot' has been modified. Generally, a smaller number of functional items may be worn, with (usually) some additional fluff items:


Functional
TotalLocation


8
20Generally (used when others don't apply)

1
1On back (backpack)

1
3Around waist (belt)

1
2Head (helm)

2
2Slung on back and shoulder (a slung shield)


1
2On shoulders (cape)

1
1On legs (pants)

1
3On torso (shirt, dress, armor)

2
4On wrist (bracelet)

2
6On finger (ring)


1
1On feet (shoe)

3
6Around neck (amulet, necklace)

3
4Attached to belt (belt assumed)

1
1Over arms (arm greaves)

1
1Over legs (leg greaves)


1
3Hanging from ear (earring)

1
3Hanging from ears (plural, earrings)

1
3On ankle (anklet)

1
1Over front (e.g. apron)

1
1On hands (e.g. gloves)


1
3Inner footwear (e.g. socks)

1
2In hair (e.g. barrette)


NOTE You may find that your characters are wearing MORE than the allowed number of functional items -- particularly pinworn items. See the note below about how some items may be eligible to change slots. However, you may need to choose which 8 functional pinworns (or some other slot) you want to wear.

4. If items are ordered in your inventory in the same way SORT AUTO HEAD places them, some items will be shown layered with other items when you are LOOKed at.

5. The slot used by existing items is not changed by this update. In each major town, however, you will find in the clothier or general shop a mist-filled silver bowl. Placing a wearable item into the bowl will reveal some information about how the item is classified under the new system and, if it is eligible to change slots, will allow you to update its slot.

Although GM Lusus and I have reviewed each of the thousands of scripts in the game, we may have overlooked something. If you believe that an item you own has been misclassified as functional or fluff, or if you believe it should be considered in a different slot, please place an ASSIST so that a GM may review your request.

Cheers,
GM Bernt

This message was originally posted in Game Design Discussions, Items and Inventory. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=6&topic=11&message=898