by Project Shadowcat » Sun Sep 06, 2009 11:21 pm
It'll be a lot easier to do for editors than, say, a more "live" mugshot. But basically, think of an icon or graphic that degrades as it takes damage. One example is to put the shoulder pads of DoomGuy's green armor on, and as it absorbs more and more damage it gets worn down.
Each armor type would need its own set of icons/graphics instead of using one, so a line of DECORATE may be needed for SBARINFO to know what graphics to pull up -- and give the status bar that much more of an aesthetic appeal.
In SBARINFO:
Code: Select all
drawarmor [levels of condition], [maximum armor to honor], [X], [Y];
In DECORATE:
Graphics would take a numeric approach like mugshots. GREEN0, 1, 2, 3, 4, etc.
Discuss.
It'll be a lot easier to do for editors than, say, a more "live" mugshot. But basically, think of an icon or graphic that degrades as it takes damage. One example is to put the shoulder pads of DoomGuy's green armor on, and as it absorbs more and more damage it gets worn down.
Each armor type would need its own set of icons/graphics instead of using one, so a line of DECORATE may be needed for SBARINFO to know what graphics to pull up -- and give the status bar that much more of an aesthetic appeal.
In SBARINFO:
[code]drawarmor [levels of condition], [maximum armor to honor], [X], [Y];[/code]
In DECORATE:
[code]armor.icon [sprite][/code]
Graphics would take a numeric approach like mugshots. GREEN0, 1, 2, 3, 4, etc.
Discuss.