Peoharen
Sorceror
Fix for layered clothing.
Can a method be created to 'hide' when another equipped item would cover it up?
Example.
When wearing a robe, your arms/legs/chest/bodysash/skirt layers are NOT sent to other players unless the robe is moved off.
Some itemids in the helm layer should disable sending the hair data too.
Why do I suggest this?
Well besides preventing hair from sticking up though hooded robes/hats, or parts of your armor sticking out though your robe. I'm talking about not having to send 3~6 layers of items worth of information a player cannot even see. Say you walk into Luna, there is 30 people there, all wearing their Robe Of MLUberness Luck 95! or something there of. You skip sending sending the FULL information (serial, lists of all props, load this animation etc.) of up to 180 items. Not too bad seeing how that area only had 30 people. What if your shard has 200 people on it on average and you run an event? 150 people show up to your area running past each other serveral times. Sounds like you would save A LOT of bandwith while making a sizable dent in lag for those players since they won't have to download so much as they run around.
A quick note.
The field used to know which layers it hides needs to be overrideable, so scripts for custom art/animations and OSI patch updates can be created and used properly without Core edits.
Can a method be created to 'hide' when another equipped item would cover it up?
Example.
When wearing a robe, your arms/legs/chest/bodysash/skirt layers are NOT sent to other players unless the robe is moved off.
Some itemids in the helm layer should disable sending the hair data too.
Why do I suggest this?
Well besides preventing hair from sticking up though hooded robes/hats, or parts of your armor sticking out though your robe. I'm talking about not having to send 3~6 layers of items worth of information a player cannot even see. Say you walk into Luna, there is 30 people there, all wearing their Robe Of MLUberness Luck 95! or something there of. You skip sending sending the FULL information (serial, lists of all props, load this animation etc.) of up to 180 items. Not too bad seeing how that area only had 30 people. What if your shard has 200 people on it on average and you run an event? 150 people show up to your area running past each other serveral times. Sounds like you would save A LOT of bandwith while making a sizable dent in lag for those players since they won't have to download so much as they run around.
A quick note.
The field used to know which layers it hides needs to be overrideable, so scripts for custom art/animations and OSI patch updates can be created and used properly without Core edits.