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Accessory slot. #13713
Accessory slot. #13713
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Created discussion thread: https://forum.ss13.co/showthread.php?tid=21065 |
All the defines in |
Adding to what Flaborized said -
An accessory slot is problematic code and design wise as well. How are you going to decide which items go in the accessory slot and which go in other slots? How will various accessories layer? How will different accessories interact with various mechanics such as acid, choking, eating, removal, etc.? This would clutter the UI, reduce visual clarity, unnecessarily complicate many game mechanics, and require a lot of special code handling. Imo it would make more sense to just add a dedicated neck slot with defined behavior. DNMing for additional admin discussion. |
This PR has been inactive for two weeks, and has been automatically marked as stale. This means it is at risk of being auto closed in another week. Please address any outstanding review items and ensure your PR is finished. If you are auto-staled anyway, ask developers if your PR will be merged. Once you have done any of the previous actions then you should request a developer remove the stale label on your PR, to reset the stale timer. If you feel no developer will respond in that time, you may wish to close this PR youself, while you seek developer comment, as you will then be able to reopen the PR yourself. |
Since no one else commented, as an update (which you probably expected) - most of the other admins / devs I've talked to agree that a neck slot would be preferable. I think some would still be against, or at least, not very enthused with a neck slot (I myself am somewhat ambivalent), but I think it'd be more viable than a general accessory slot. |
This PR has been inactive for two weeks, and has been automatically marked as stale. This means it is at risk of being auto closed in another week. Please address any outstanding review items and ensure your PR is finished. If you are auto-staled anyway, ask developers if your PR will be merged. Once you have done any of the previous actions then you should request a developer remove the stale label on your PR, to reset the stale timer. If you feel no developer will respond in that time, you may wish to close this PR youself, while you seek developer comment, as you will then be able to reopen the PR yourself. |
Closed until I can find more time to work on this. |
[CLOTHING][UI][EXPERIMENTAL][FEATURE][QOL][INPUT WANTED]
About the PR
This PR adds barebones support for the accessory slot, a new clothing slot that behaves similarly to the belt. The accessory slot is tied to the "Toggle Inventory" option, so it will hide and become invisible with the other worn clothing options. Accessories can be any
/obj/item
withc_flag = ONACCESORY
as defined indefines/clothing.dm
.The icon for the accessory slot itself is supported by all the HUD styles, after I bodged together a set of codersprites that take one of @WALPVRGIS' scarves, sorry!
Mob examine text for when the target mob is wearing an accessory can be varied by where the accessory is worn, which can be set with a
/obj/item
variable,accessory_location
. The values are determined indefines/clothing.dm
.Currently, the clothing layer that accessories show up on is defined inlayer.dm
asMOB_OVERLAY_BASE - 9
after bumpingMOB_ARMOR_LAYER
toMOB_OVERLAY_BASE - 9.1
. I'm not entirely sure if it should stay that way, maybe we don't want accessories showing up above armour, but I'll put off that decision for later. At some point, it could be worthwhile adding two different layers for accessories that appear above or below armour (so that, say, security badges would show up above an armour vest but a tie would not).So far, there aren't actually any items that are part of this PR that can be worn in the slot. Below is an example of it working with the stethoscope; sprites courtesy of @avimour.
Why's this needed?
I'unno, really, I just wanted to wear my stethoscope around my neck. Maybe there's a use for it, somewhere.
Changelog