Template talk:Item infobox: Difference between revisions
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TLDR - hardsuit built-in helmets could just be a part of the hardsuit's infobox, and can maybe even be an infobox within an infobox, since the helmets are also items. | TLDR - hardsuit built-in helmets could just be a part of the hardsuit's infobox, and can maybe even be an infobox within an infobox, since the helmets are also items. | ||
--[[User:NonEuclideanHead|NonEuclideanHead]] ([[User talk:NonEuclideanHead|talk]]) 16:56, 18 May 2025 (UTC) |
Revision as of 16:56, 18 May 2025
Discussion page for "Item infobox" - what new fields should be added, and how
Fields for clothes (and, a few other stuff that are maybe clothes but also not really)
(TLDR at bottom) Ok, so, the more I thought about the "fields" that are needed for clothes the more I realized just how messy what can count as a "wearable", so I will start with fields that I think are important or simple, and later we can discuss how to extend them, because there are a lot of "edge cases"
basic stuff:
- Type of wearable (no clue how to name this) - is this a hat, suit, hardsuit, belt, etc. Very basic for clothing items to have (also 99% of the time included in their ID - all outer clothes ID start with "ClothingOuter", hats are "ClothingHead", etc.)
(*This field is actually an entire topic in it of itself, so i'll expand on it in a separate post on this page)
- stats - this one is a bit messy in how it is organized in-game (the inspection UI cant seem to agree on what icon to use for what type of stat, or even how many icons) but as a part of the infobox it's pretty straightforward: Speed stat: how much this items lowers/increases speed (can be either one field that can take 1-2 values, or 2 fields that take 1 value (some items lower walking speed and running speed by different amounts)) Armor stat: just, the % of damage reduction that the item gives; can be 1 field that includes a list/dictionary/table (or a field that has subfields, i think thats a thing?) or can just be 1 field per damage type.
(again this field is also more complicated than it seems, but much less than the previous one)
a bit less basic info:
- is eva - does this protect me in space or not, can be just: yes, no, partly (partly for things like emergency eva)
- feature - does wearing this add an "ability", i.e. magboots, hard hats, hardsuit helmets with lights, all the insane nonsense the ninja gear can do, and probably more i dont remember (I am specificly refering to things the player can toggle, not passive abilities like the no slip of the no-slips, but maybe that can also just be all in this field)
and, speaking of hardsuits and features
- toggleable headpiece (again, no clue how to name) - when worn, does this wearable include "another wearable". this can just be folded into the "feature", will also discuss this in a sperate topic on this page...
TLDR even when I try to be short I end up making a 2000 word essay, anyway, TLDR for fields:
- Wearable slot - in what slot is this item worn
- stats - what armor/speed does this item gives the user
- spacefaring - yes, no, 'yes*'
- ability - what can this do when worn
- extra piece - does this wearable come with another toggleable wearable
Of course, there are probably other fields that might be good to include that I missed, that's why I wanted to have this in a discussion.
--NonEuclideanHead (talk) 16:18, 18 May 2025 (UTC)
What counts as a "wearable item"
(I admit this might be giving this all thing WAAAY too much thought, but this is also something that applies to almost every item in the game)
(This is about the "Type of wearable" discussed in the "fields for clothes")
For regular clothing items this is super straight foward - hats are hats, gloves are gloves, boots are shoes, etc. most clothing items are also IDed as “Clothing[slot][nameofitem]” - if [slot] is head, its a hat/helmet, if its outer, then its a coat or hardsuit. This part is no problem.
Belt and backpacks are also pretty simple, belts can only be in belt slot, bags only in backpack slot. They aren't exactly "clothes", their UI element is noticeably located near the hands, rather than with the other clothes, but they are IDed under Clothing, ClothingBackpack & ClothingBelt (might be missremembering the exact ID, but something like that)
The complicated part that comes with this parameter is that its not really exclusive to clothing - first of all, there are no “clothing” that goes on the “hardsuit slot” as far as I know. And as for the items that do, a lot of them can be placed in multiple places. Just a few examples -
- Mini-jets can be on hardsuit slot & backpack slot
- All small air tanks can be on both hardsuit and pocket (and, is pocket even a clothing slot?.. If yes then any 1x2 or L2x2 item can technically count as wearable)
- Spears, also behave like the minijets (hardsuit + backslot)
So… this is a bit of a mess... it makes sense that an infobox for a spear will mention where it can be equipped (espcially considering that spears can't be placed inside bags), but does that make a spear a "wearable"?
and then, pockets - do you 'wear' whatever can be put in a pocket? items in pockets can sometimes be used like wearables (a light in a pocket can work exactly like a hardhat, and its not like you have to wear the hardhat for its light to work either, you can just hold it in your hand). Emergency air tanks can be equipped in both the pocket and hardsuit slot, and they can be used (breathed) from both of them, you are technially wearing it when its on the hardsuit (its even visible), so is being in the pocket also "being worn"? Does this only apply to items that can still be used while in the pocket? So, for example, yes for small tanks, lights, grabble; but no for pistols, food, an access breaker, etc.
A few options I thought about -
- Considering the “bottom left” slots are a bit more “separated” from the rest, we could just make this parameter only for items that go on those slots (that way this parameter only includes clothes and every item in it can only be used in 1 slot)
- On the total other hand, this parameter can be open to all items, so it will include all clothes, jets, spears (and guns?..), and any item that fits in a pocket. This will also mean that it will need to be able to hold lists (since many items can fit in more than just 1 equipment slot).
- Middle road can be, the “utility” slots are also counted (belt, bag, hardsuit, but not pockets), so not all 1x2 get counted, but it does mean this category will still have clothes, along side spears, guns, jets, small and large tanks; but not stuff like flashlights or all pocket items.
Also, could just be overthinking this to death, might not matter that much.
--NonEuclideanHead (talk) 16:40, 18 May 2025 (UTC)
Hardsuits and their helmets
About hardsuits - a lot of them have toggleable helmets, and these helmets are separate items (in the sense that they are coded as a separate item) but the only way for them to ever appear is with their suit; to such an extent that if you spawn a hardsuit helmet with admin tools as a separate item, you can't actually interact with it like a normal helmet - can't be picked up, worn, or dragged.
So, in normal gameplay, there's no way to get these helmets without their suit, which means that "in-wiki", it makes more sense for every helmet to be on the same page as its hardsuit. The relevance to the infobox is - the toggleable helmet can just be a part of the of the suit's infobox (like, an infobox that just includes another infobox inside it?). admittedly this might also be more trouble than it's worth, and just have 2 infoboxes for the 2 items, just have them share a page.
The last interesting part is how to display the armor - for example, a blood-red hardsuit is itself 50% armor, but the helmet has its own armor value, of 10%. So, when wearing "the entire hardsuit", the actual armor value is 55%. So, prehaps, for the stats field, armor valued should be displayed as XX% (YY%), where XX is just the item's value, and YY is when combined with the helmet (so for the blood-red, the infobox with have 50% (55%)) if the helmet does have its own infobox, it should probably also include its own stats, and maybe also display the combined value (so in the helmet's infobox, the value dispalyed will be 10%(55%))
TLDR - hardsuit built-in helmets could just be a part of the hardsuit's infobox, and can maybe even be an infobox within an infobox, since the helmets are also items.
--NonEuclideanHead (talk) 16:56, 18 May 2025 (UTC)