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<H1>[MUD-Dev] Equipment Fit</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Equipment Fit</LI>
<LI><em>From</em>: Holly Sommer &lt;<A HREF="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 2 Sep 1998 09:24:31 -0500 (CDT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
I realized this would make a good subject matter for the listserve, right 
after I posted it, so here goes (from rgma):

bensar wrote:

&gt; Anyhow, it looks like they have equipment size by race and a resize
&gt; command.  

Yeah this is NiMUDs influence in Orin's early programming experiences
showing up :)

&gt; I think Holly was thinking of a new system where ones own
&gt; equipment would personalize itself over time to the character that
&gt; wore it.

&gt; Holly, is this what you were thinking in terms of implemenation?

Sorta. The "fit" is related to size, if you have eq sizes in place,
but wouldn't be dependent upon having an eq size system in place.

Lemme splain...

In NiMUD, you've got ARMOR_ANY, ARMOR_MINUTE, ARMOR_SMALL, 
ARMOR_PETITE, ARMOR_AVERAGE, ARMOR_MEDIUM, ARMOR_LARGE,
ARMOR_HUGE, ARMOR_TITANIC and ARMOR_GARGANTUAN. Eq which is
within 3 sizes of the player (player sizes are determined by
race) will be wearable. That's the extent of it, from NiM's POV
as of version 1.6

What I'm talking about is something like: OK, you have two
humans, who are of "average" size. They each buy a pair of
Boots of Stealth. Typical "new shoe fit." The BOS do their job
as advertised, granting relatively stealthy movement. However,
as they are used more, they fit Bubba's feet more perfectly,
and Boffo's shoes fit him more perfectly. Well, one day a few
months later, Bubba and Boffo meet up and decide to get some
Japanese dinner (being old friends and whatnot).

As is the custom, they remove their shoes when they enter the
building. After dinner, they each grab each others' shoes.
Bubba's in a hurry, so he's tugging them on as he hops out the
door. Boffo is full from dinner, so is lounging around, feeling
bloated and doesn't put his (Bubba's!) right back on.

A few blocks down the road, Bubba notices his boots don't feel
quite right. He stops and wiggles his does. Hmmmm... footprint
in the boot is weird. *ding* Light goes on. He trots back to
the restaurant and exchanges boots with Boffo. Ahhh, much better.

In this case, comfortable Boots of Stealth are more effective
Boots of Stealth.

The same principle could be applied to weapons. A well-used
sword's hilt will start to fit the hand of its owner (from grip)
Flowing things like capes might not have as much of a physical
effect from the "fit" option, but most everything else would.

From a pseudo-code viewpoint, it would be pretty simple.
Set up a field on wearable items for char *owner and one for
int fit. Initial fit (brand-new) would be 0.

Bubba buys BOS... BOS-&gt;fit = 0; BOS-&gt;owner = "Bubba";
Every MUDday the boots are worn BOS-&gt;fit += 1;
Bubba wears the boots for about a month (BOS-&gt;fit == 30)
Someone (Ackbar) steals the boots and puts them on;
strcmp(BOS-&gt;owner, "Ackbar") returns negative, so the
boots have a "fit" of -30 for Ackbar. Each MUDday that
Ackbar wears the boots, so, BOS-&gt;fit += 1;
BOS-&gt;owner would still be "Bubba" until they reach 0.

You could even determine at which points the eq loses some
of its effectiveness (protection, special effects, etc.)
based on fit. Furthermore, you could determine a positive
fit point beyond which the item will never "fit" another
person (and even tie it into materials if you like - leather
is more pliable than wood, so leather shoes might eventually
conform to anyone's feet, given enough time, whereas 
wooden clogs will probably only fit one person, once the
mold is seet).

The possibilities are becoming more apparent, just as I
type here :) Kinda neat.

&lt;Ackbar, after stealing the boots, Day 1&gt;
You slip your feet into a pair of Boots of Stealth.
They don't feel all that comfortable.
   [effectiveness of boots lowered by 25%]

&lt;Ackbar, after stealing the boots, Day 10&gt;
You slip your feet into a pair of Boots of Stealth.
They feel vaguely uncomfortable.
   [effectiveness of boots lowered by 10%]

&lt;Acbkar, after stealing the boots, Day 30&gt;
You slip your feet into a pair of Boots of Stealth.
   [BOS-&gt;fit == 0 now, so nothing to "notice about fit"]

&lt;Ackbar, after stealing the boots, Day 60&gt;
You slip your feet into a pair of Boots of Stealth.
They feel pretty comfortable.
   [BOS-&gt;fit == 30 now, and BOS-&gt;owner == "Ackbar"]

&lt;Ackbar, after stealing the boots, Day 120&gt;
You slip your feet into a pair of Boots of Sealth.
   [BOS-&gt;fit == 90 now, quite comfy, maybe more effective
    +5% bonus on sneak, since they feel more and more like
    a second skin to Ackbar now]

Of course, you'd cap off any bonuses :)

Anyhow, there are my "more complex" ramblings on the idea
of personalized, dynamic "fit" of eq :)

-Holly, likes it


</PRE>

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<li><strong><A NAME="00908" HREF="msg00908.html">[MUD-Dev] Re: Equipment Fit</A></strong>
<ul compact><li><em>From:</em> Hans-Henrik Staerfeldt &lt;hhs#cbs,dtu.dk&gt;</li></ul>
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<LI><STRONG><A NAME="00905" HREF="msg00905.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></STRONG>
<UL><LI><EM>From:</EM> Michael.Willey#abnamro,com</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: WIRED: Kilers have more fun</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00737" HREF="msg00737.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Sat 15 Aug 1998, 17:40 GMT
</LI>
<LI><strong><A NAME="00760" HREF="msg00760.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Damion Schubert <a href="mailto:zjiria#texas,net">zjiria#texas,net</a>, Tue 18 Aug 1998, 05:11 GMT
</LI>
<LI><strong><A NAME="00763" HREF="msg00763.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Damion Schubert <a href="mailto:zjiria#texas,net">zjiria#texas,net</a>, Tue 18 Aug 1998, 06:36 GMT
</LI>
<LI><strong><A NAME="00905" HREF="msg00905.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Wed 02 Sep 1998, 14:03 GMT
<UL>
<LI><strong><A NAME="00906" HREF="msg00906.html">[MUD-Dev] Equipment Fit</A></strong>, 
Holly Sommer <a href="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</a>, Wed 02 Sep 1998, 14:26 GMT
<UL>
<LI><strong><A NAME="00908" HREF="msg00908.html">[MUD-Dev] Re: Equipment Fit</A></strong>, 
Hans-Henrik Staerfeldt <a href="mailto:hhs#cbs,dtu.dk">hhs#cbs,dtu.dk</a>, Wed 02 Sep 1998, 15:09 GMT
<UL>
<LI><strong><A NAME="00909" HREF="msg00909.html">[MUD-Dev] Re: Equipment Fit</A></strong>, 
pomales <a href="mailto:pomales#caip,rutgers.edu">pomales#caip,rutgers.edu</a>, Wed 02 Sep 1998, 15:28 GMT
<UL>
<LI><strong><A NAME="00967" HREF="msg00967.html">[MUD-Dev] Re: Equipment Fit</A></strong>, 
Hans-Henrik Staerfeldt <a href="mailto:hhs#cbs,dtu.dk">hhs#cbs,dtu.dk</a>, Sun 06 Sep 1998, 14:31 GMT
<UL>
<LI><strong><A NAME="00968" HREF="msg00968.html">[MUD-Dev] Re: Equipment Fit</A></strong>, 
Brandon Cline <a href="mailto:brandon#sedona,net">brandon#sedona,net</a>, Sun 06 Sep 1998, 16:19 GMT
</LI>
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