CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
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`"remove_rigid"` removes integrated armor #71980

Closed Standing-Storm closed 5 months ago

Standing-Storm commented 7 months ago

Describe the bug

In Xedra Evolved, Arvore has a trait called Bark Skin, which turns their skin into woody integrated armor, and a trait called Hidden Thorns, which when activated, causes thorn to push through their skin. Hidden Thorns has

"restricts_gear": [ "head", "torso", "arm_l", "arm_r", "leg_r", "leg_l" ], "remove_rigid": [ "head", "torso", "arm_l", "arm_r", "leg_r", "leg_l" ], "allow_soft_gear": true,

...the idea being that since they're thorns, the Arvore cannot wear metal or similar armor over them. However, when used, the Arvore's barkskin--despite being on the Personal layer and Integrated--is removed.

Attach save file

Joppatowne-trimmed.tar.gz

Steps to reproduce

1) Activate the "Hidden Thorns" mutation. 2) Your ++ barkskin is pushed off!

Expected behavior

Integrated armor cannot be removed.

Screenshots

image

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Versions and configuration

Additional context

No response

PatrikLundell commented 7 months ago

It looks to me that the conversion process should be blocked when rigid armor is worn over the bark armor. This would ensure you can't poke someone's eye out with spikes tunneling through a rigid armor. Note that this ought to be on a body part granularity level, so wearing a metal bikini top shouldn't block you from hurting someone with the spikes on your (unarmored) arms.

The alternative is to allow the conversion but have checks in place to ensure it doesn't do anything while covered by rigid armor. The same issue with body part granularity exists in this case.

github-actions[bot] commented 6 months ago

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