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Topics - gix

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OpenXcom Extended / [Suggestion] Inventory slots per armor
« on: November 11, 2018, 08:55:16 am »
Hi, Solarius
Just posted a PR into OXC (https://github.com/SupSuper/OpenXcom/pull/1210) which allows to link specific inventory rules to armors.
So no more hidden builtin weapons and so on => you just define as many overlapped inventory rules as you want, and then in the armor.rul you say for your armors (I think self-explanatory):
Code: [Select]
    inventorySlots:
      - STR_GROUND
      - STR_RIGHT_HAND
      - STR_LEFT_HAND
      - STR_SMALL_BELT
      - STR_SMALL_RIGHT_LEG
      - STR_SMALL_LEFT_LEG
      - STR_RIGHT_SHOULDER
      - STR_LEFT_SHOULDER
      - STR_SMALL_BACK_PACK
    defaultInventoriesMap:
      STR_BELT: STR_SMALL_BELT
      STR_RIGHT_LEG: STR_SMALL_RIGHT_LEG
      STR_LEFT_LEG: STR_SMALL_LEFT_LEG
      STR_BACK_PACK: STR_SMALL_BACK_PACK
And (well, along with the corresponding language strings) done - you have a small belt and so on...
You can even define inventories with no slots and empty (" ") text  ;)...

2
An useful "upgrade" imo could be (feature request #307):
- the flying suit's engines are initially off while the wearer is on the ground (Movement type=walking)
- hit the up arrow button once
     => if the ground height on the tile is 0 or 1, the wearer starts flying in the same tile (right over the ground , movement type=flying), minor TU cost, no more terrain penalties => else the wearer does start flying in the same tile , but terrain penalties apply, (movement type=flying) at minor TU cost
    =>hit the up arrow button again => go to the tile above (as it happens now) at the normal fly cost
- assume the unit lands as now. One more down arrow shuts down the engines, (Movement type=walking) at minor TU costs.

This would allow to directly go downstairs or fall from heights.
Would need a probably ruleset change to allow multiple movement types to armors (a set). And the armor/unit would need a current movement type from it's set, so savegames may not be compatibles...

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