Ah, I see.
And where exactly in this structure "hidden" field should be then?
Within item markup:
#DRESS
<item
id="Brothel Gown"
icon="content/items/dress1.png"
desc="This respectable-looking gown holds an enticing secret: parts of it are separately detachable, allowing unrestricted access to the wearer's breasts, ass and genitals. It's perfect for the girl who needs to go from presentable to slutty in the blink of an eye."
price = '500'
sex = 'female'
chance = '35'
badness = '10'
slot = 'body'
hidden = 'true' >
<mod charisma = '10' />
<mod character = '5' />
<mod libido = '20' />
<min libido = '10' />
<min libido = '5' />
<mod service = '5' />
<mod strip = '10' />
<min strip = '5' />
<min strip = '5' />
<mod disposition = '80' />
<mod joy = '20' />
<location name = 'Item Shop' />
<goodtrait name = 'Nymphomaniac' />
<goodtrait name = 'Exhibitionnist' />
<badtrait name = 'Shy' />
<badtrait name = 'Horrific Scars' />
<badtrait name = 'Frigid' />
</item>
I did some thinking during traveling today:
1) Hidden will be set to true by default, there will be some form of NPC character or characters to unlock hidden items for a price. Some items we can even hardcode into the game
2) I might have found a decent way to solve disposition problem. All disposition items will have a field 'origin' set to false. This can not be set in xml and will be scripted in python. While field remains false, disposition bonus will
never be applied. In the same time if you take such an item away from a girl, regardless where she got it from, you'll get a disposition hit of
1.5*disposition value (we can throw a warning screen that player can see once and than disable forever). If
player buys or gives girl an item, origin field is set to 'hero' and disposition bonus will apply normally (on consumption or equipping). It's all very easy to code and seems to be solving all our problems while not being counter intuitive (taking back gifts from a girl or taking items that she bought/earned should have a penalty of some sorts, maybe even if it doesn't mod disposition).
3) Once every 10 days, girls will sell off their inferior items (set at random for all girls so we have no chance to overload the game on next day).
4) Free girls will autobuy consumables that make them prettier/sexier/stronger depending on profession, that should make a very decent money sink so girls don't become to rich.
I've had another set of ideas but those aren't for items. Basically after core is finished, we can do some really cool stuff making game very interesting and intuitive not just by quests but by logic... I figure that after I am done with basics for the guard job, we can go over every concept in the game as we did for items together and I'll code it all in. Editing the code will be a lot easier cause a lot of code is already in place.