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:
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; }