Jury-rigs are constructs built out of mismatched golem parts, built around a multi-gem core. They can wield up to five gems based on one of their race talents, and another talent lets them add "mods" to add more equipment slots:
- Weapon mounts (adds mainhand and offhand slots; up to 2)
- Articulated "hand" actuators (adds gloves slot; up to 2)
- Foot-based locomotors (adds boots slot; max %d, up to 2)
- Head mount (adds helm and amulet slots; up to 2)
- Ring spindles (adds 2 ring slots each; up to 3)
- General utility mounts (adds tool slot; up to 3)
- Not a "mod" per se, but some rearrangements to allow you to fit into body armor (adds body and cloak slots; up to 1)
(Now, fair warning: the player tiles are… rough for now.
Now, I think I've covered all the cases that could break (famous last words…
[Implementation notes:]
Code: Select all
Hooks:
ToME:load [to load all our stuff]
Entity:loadList [to add a worldmap entrance]
Actor:updateModdableTile:skin [character tile juggling]
Actor:updateModdableTile:middle [character tile juggling]
Actor:updateModdableTile:front [character tile juggling]
ToME:playerDumpJSON [tweaks for online character sheet]
Superload:
mod.class.interface.Combat:
combatDefense() [changes from a race talent]
combatDefenseRanged() [changes from a race talent]
combatArmor() [changes from a race talent]
combatArmorHardiness() [changes from a race talent]
combatCritReduction() [changes from a race talent]
mod.class.Game:
changeLevelReal() [to deliver a message on entering certain towns]