Taking a casual dive into the code base, I think there may be a way to expand the clothing condition system to support a condition list and status setup. Presently, an item has a string list of tags. If that string list could be reworked to support something along the lines of a simple (string,char) struct, you could easily implement the foundation to support an item tag with status number system that can be expanded to support a variety of things. Would have to look at the code base more to see how used the item_tag thing is used and how much effort it would take… But it might still be work even moderate effort to rework.
What does a String, Char struct open up? A Flag and Status system.
For example with the whole clothing cleanliness bit…
You have these string flag for various status effects:
Dirt
Slime
Stain
BoomerBile
Water
Now for each effect, you have levels within the -128 to 0 to 127 a standard char variable provides. So on an example T-shirt:
Dirt, 1
Water, 1
Slightly dirty, slightly wet. Nothing to be worried about. You write functions to judge character demeanor by searching the item_tags for key things and weighing their statuses. So, a clean freak might have a lower tolerance than a “Nasty Mutha” who could have layers for dirt caked on and may even like it.
Now you tumble on the ground in a rainstorm, that same T-shirt:
Dirt, 5
Water, 10
Got some dirt on that shirt and a lot of water. But, there is hope… you can wash off the dirt.
Dirt, 1
Water, 20
Now dry that shirt off or let it dry on it’s own.
But, there are other aspects this opens up…
Damage marks:
Slash
Rip
Tear
Bullet_Hole
Burn
Each damage aspect affects the properties of the clothing apart from just strict condition change. Slashes reduce heat properties, but not so much on the coverage. Bullet_Holes affect the coverage and heat properties slightly. Rips reduce coverage. Burns reduce the maximum condition the item can be repaired to. Coupled with a Status elements you can maintain the aspect but negate the bad effects. Hence, you can patch up the bullet_holes, but keep their look… since you could have characters that like that look and it may be useful for intimidating NPCs.
Fixing bullet holes completely (Higher skill required)
Bullet_Hole, 5 -> Bullet_Hole, 3
Fixing a bullet hole by patching (Simple enough skill required)
Bullet_Hole, 1 -> Bullet_Hole_Patched, 1
There are good things you can do with clothing:
Pressed - A nice pressed shirt for the professionals
Cleaned - A good clean pair of underwear
Dry-Cleaned - Getting all fancy now?
Dried - Nothing like a good pair of freshly dried socks.
Decal_X - You own or faction specific decal for pride and identification
Decoration - Just because it’s the apocalypse doesn’t mean arts and crafts aren’t allowed, good practice and allows you to bring back audacious Christmas sweaters!
Reinforced - Existed before, but instead of a simple condition level, you can have multiple levels of reinforcement based on your skill level to get clothing levels of toughness to withstand more damage.
Tailored - You can have more levels of the clothes being fitted to you. Master tailors will be able to work on clothes and greatly reduce encumbrance levels by fitting them to their exact dimensions.
And, you can customize the appearance of the items in the game:
Red - The general amount of red in the item’s color
Green - The general amount of green in the item’s color
Blue - The general amount of blue in the item’s color
Pattern_X - Clothing patterns
Writing_X - "Your Message Here"
Image_X - “Your Picture Here”
This system would allow enough flexibility and game expansion to allow both negative and position elements of different degrees to be had, while still providing options for players to game. For example, early game… clothing from zombies wouldn’t be that bad since the apocalypse just got started. But later game clothing from zombies will probably be more nasty and deteriorated. Hopefully, the player has either found or made their own good clothing and would be able to handle scavenging at this point. And this would make clothing from buildings and shops more valuable since it’ll probably have pressed, cleaned, dried, and other conditions. And you can even reward those will higher skill levels by allowing higher levels of tailoring fit and reinforce clothing to greater degrees and allow those characters to salvage and fix clothing faster and better.
Plus it opens up the floor for the modders to have some fun.
But this is just one random idea so far…