Backpack of Carrying

Oct 10, 2017, 11:34 am
#1
Joined: Nov 22, 2013
Occupation: Unemployed bastard
Location: Chile
Interests: Gaming, Modding
Posts: 64
I thought about a cloak of carrying but that made like, no sense at all so I made this instead:



The backpacks work like the belt counterpart and since they still count as cloaks, they protect the whole body so I decreased their protection rate so they make more sense.

I made a torn sprite for them and you can even see the straps in the character.

Here's the .dat code I used in case anyone is interested:
Config PACK_OF_CARRYING;
  {
    Possibility = 30;
	AffectsCarryingCapacity = true;
	NameSingular = "backpack";
    PostFix = "of carrying";
	Alias == "backpack";
	BitmapPos = 32, 16;
	CloakBitmapPos = 80, 290;
	DefaultMainVolume = 1920;
	StrengthModifier = 50;
	InElasticityPenaltyModifier = 20;
    Price = 100;
    PriceIsProportionalToEnchantment = true;
    MainMaterialConfig = { 4, CLOTH, LEATHER, HARDENED_LEATHER, TROLL_HIDE; }
    MaterialConfigChances = { 4, 10, 15, 25, 50; }
    EnchantmentPlusChance = 1;
  }
  
  Config BROKEN|PACK_OF_CARRYING;
  {
    Possibility = 15;
	AffectsCarryingCapacity = false;
    BitmapPos = 80, 352;
	CloakBitmapPos = 80, 290;
    InElasticityPenaltyModifier = 10;
    Price = 0;
    MainMaterialConfig = { 4, CLOTH, LEATHER, HARDENED_LEATHER, TROLL_HIDE; }
    MaterialConfigChances = { 4, 10, 15, 25, 50; }
    EnchantmentPlusChance = 3;
  }
Oct 10, 2017, 12:08 pm
#2
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 764
Such a backpack should really act as a container.
Oct 10, 2017, 12:11 pm
#3
Joined: Nov 22, 2013
Occupation: Unemployed bastard
Location: Chile
Interests: Gaming, Modding
Posts: 64
That's what I did first but them being indestructible and no possible way to deactivate the CreateLockConfigurations thingy make them a bit weird as containers, IMO.
Oct 10, 2017, 5:57 pm
#4
Joined: Jun 29, 2017
Occupation: Professional Amateur Wizard
Location: Spider nest, caught in a web
Interests: Rattling bones
Posts: 61
Quote
no possible way to deactivate the CreateLockConfigurations thingy make them a bit weird as containers

This is IVAN, stranger things exist than locked backpacks.
"I think my associates were turned into monkeys." ~Shitty Bill
Oct 10, 2017, 6:15 pm
#5
Joined: Nov 22, 2013
Occupation: Unemployed bastard
Location: Chile
Interests: Gaming, Modding
Posts: 64
True dat... Alright, I'll add a [fabric/leather] satchel as a new container. It'll be lighter than all the other containers but will have less room and won't really protect the contents against explosions and the like. Still, it should be enough to keep valuables safe from those annoying magpies.
Oct 10, 2017, 6:46 pm
#6
Joined: Jun 29, 2017
Occupation: Professional Amateur Wizard
Location: Spider nest, caught in a web
Interests: Rattling bones
Posts: 61
Here's an idea: "Grenadier Dwarves" that carry satchels full of dwarven grenades.

Although I don't think you can make creatures take items out of bags, you could probably make an enemy that throws grenades as an attack.
"I think my associates were turned into monkeys." ~Shitty Bill
Oct 10, 2017, 7:33 pm
#7
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
MrMagolor wrote
Here's an idea: "Grenadier Dwarves" that carry satchels full of dwarven grenades.

Although I don't think you can make creatures take items out of bags, you could probably make an enemy that throws grenades as an attack.

It's been done in CLIVAN. If only my internet provider would hurry up and connect me...
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Oct 10, 2017, 7:48 pm
#8
Joined: Jun 29, 2017
Occupation: Professional Amateur Wizard
Location: Spider nest, caught in a web
Interests: Rattling bones
Posts: 61
Quote
It's been done in CLIVAN.

Which part, the enemies taking items out of bags, enemies throwing as attacks, or both?
"I think my associates were turned into monkeys." ~Shitty Bill
Oct 10, 2017, 8:17 pm
#9
Joined: Nov 22, 2013
Occupation: Unemployed bastard
Location: Chile
Interests: Gaming, Modding
Posts: 64
After some testing, this is how satchels are working so far:

-They are really weak, so even throwing one against a wall will break both its lock and the fragile contents inside, if any.
-Can be used as a way to deliver harmful liquids and gasses by filling them with bottles and dwarven bombs and throwing the satchel.
-They have less storage space but enough to fit another satchel or a strong box, if these are not filled with items themselves, that is.
-Most (cloak)backpacks won't fit in them unless they are made of a light material.
-I renamed the "backpack full of gunpowder" to "satchel full of gunpowder" and gave them the satchel sprite instead. They do not fit in (container)satchels.
Oct 10, 2017, 9:24 pm
#10
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
MrMagolor wrote
Which part, the enemies taking items out of bags, enemies throwing as attacks, or both?

Enemies selecting suitable items from their inventories, and enemies throwing as attacks.

EDIT: And also enemies replenishing their stock of items to throw by searching for items on the ground.
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
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