Fashion
From Cities
Fashion is determined by what you are wearing and holding. Fashions can be combined. For example, if you were wearing earmuffs and a pair of shades, you might be cute-pimp. Combinations work to a maximum of two.
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Fashion Benefits
Every week (on Saturday), a new fashion is chosen randomly. Players wearing that fashion get the message
You are at the cutting-edge of fashion.
and a bonus of 1AP every hour. After one week, it's become more mainstream, so players will get the message
You are in fashion.
and a bonus of 1AP every three hours (00:00, 03:00, 06:00..). After an additional week, it's starting to get a bit old, so players get the message
You just about in fashion.
and a bonus of 1AP every eight hours.
The bonuses can bring you over max AP.
- You can wear on your fashion 5 minutes before the hour and still get the bonus--Solune 16:22, 13 September 2006 (BST)
- I've put on fashion less than a minute before the hour and got the bonus. -- Cthu1hu 06:25, 3 March 2007 (GMT)
Current Fashion
What's in fashion as of the week of September 6th 2008:
- "Cutting-edge" (1AP/hr):
- "In" (1AP/3hrs):
- "Just about in" (1AP/8hrs):
To edit this go here. It also appears on the homepage.
You can find a history of fashions here
| Primary Fashion | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Secondary Fashion | |||||||||
| Fashions | Urban | Cute | Goth | Industrial | Kinky | Military | Pimp | Punk | |
| Urban | Urban | Urban-Cute | Urban-Goth | Urban- Industrial | Urban- Kinky | Urban- Military | Urban- Pimp | Urban-Punk | |
| Cute | Cute-Urban | Cute | Cute-Goth | Cute- Industrial | Cute-Kinky | Cute- Military | Cute-Pimp | Cute-Punk | |
| Goth | Goth-Urban | Goth-Cute | Goth | Goth- Industrial | Goth-Kinky | Goth- Military | Goth-Pimp | Goth-Punk | |
| Industrial | Industrial- Urban | Industrial- Cute | Industrial- Goth | Industrial | Industrial- Kinky | Industrial- Military | Industrial- Pimp | Industrial- Punk | |
| Kinky | Kinky- Urban | Kinky-Cute | Kinky-Goth | Kinky- Industrial | Kinky | Kinky- Military | Kinky-Pimp | Kinky-Punk | |
| Military | Military- Urban | Military- Cute | Military- Goth | Military- Industrial | Military- Kinky | Military | Military-Pimp | Military- Punk | |
| Pimp | Pimp-Urban | Pimp-Cute | Pimp-Goth | Pimp- Industrial | Pimp-Kinky | Pimp- Military | Pimp | Pimp-Punk | |
| Punk | Punk- Urban | Punk-Cute | Punk-Goth | Punk- Industrial | Punk-Kinky | Punk- Military | Punk-Pimp | Punk | |
| Unclaimed | Will try within 3 hours | Already tried | Claimed & untried | Claimed & tried | Try again | Re-tried | "Cutting-Edge" Fashion | "In" Fashion | "Just About In" Fashion |
If you are testing a random fashion, choose unclaimed fashions first. In the event of a re-do, fashions labeled as verified by a claimer should be considered faithful (plus the different colours make it easier to revert for next week.) See the Talk page to claim your own fashions for testing.
I've just reset the fashion testing table. This is the regular expression I used in perl:
s/\{\{(?!DkB|B|LtB|G])[a-z]{1,10}\}\}/{{g}}/ig --Hotchpotch 08:32, 22 June 2008 (BST)
- Here's one that should work in javascript, on the *section* "edit" screen:
javascript:var b=document.getElementById('wpTextbox1'),t=b.value.match(/((?:\n|.)*)(\{\|(?:\n|.)*)(\{\|(?:\n|.)*)/);t[2]=t[2].replace(/{{(?:r|o|pink|purple)}}/ig,'{{G}}').replace('{{red}}','{{yellow}}');b.value=t[1]+t[2]+t[3];alert('Fashions reset!');- And this one will cycle the "in" fashions:
javascript:var b=document.getElementById('wpTextbox1'),t=b.value.match(/((?:\n|.)*)(\{\|(?:\n|.)*)(\{\|(?:\n|.)*)/);t[2]=t[2].replace('{{LtB)}}','{{G}}').replace('{{B}}','{{LtB}}').replace('{{DkB}}','{{B}}');b.value=t[1]+t[2]+t[3];alert('Fashions cycled!');- Incen 10:11, 12 July 2008 (BST)
Fashion points
Fashion score appears to be strongest fashion + 2*(second strongest fashion). Fashions other than top 2 don't count. To maximize your score your would want to have 2 relatively balanced fashions (although there's no evidence that maximizing your score is beneficial). Hendsch 21:59, 11 September 2006 (BST)
- all other data moved to Talk page--Solune 10:54, 12 September 2006 (BST)
Fashion types
Note that wearable items must be worn to give the fashion.
In a two-genre fashion, the secondary fashion is named first. Thus, "Industrial-Urban" is mostly Urban with some Industrial flair.
There's a precedence rule at work here. If you have 5 points in fashion A, and 5 points in fashion B, your combined fashion might be A-B or B-A. We need to document what wins over what. Here's some data to start with - fashions earlier in the list "win" for equal individual points. If you find counter-examples to this list, please document in Precedence examples
Fashions are listed in order of decreasing precedence. For convenience, the precedence is summarized here:
- Punk beats
- Urban beats
- Military beats
- Pimp beats
- Goth beats
- Industrial beats
- Kinky beats
- Cute
Notes
Guards Helmet
- No bonus for just having it on. Only works if you equip the helmet. --Gretchin 23:14, 18 November 2006 (GMT)
Safety Pin / Rivet
- 1 point each; trying to wear more than 10 gives a message 'too much bling baby' as it counts as a bling, and 10 is the max number of blings you can have on.
Fashion Override
- Goth-Kinky can be achieved by wearing a Cod Piece and holding a Bit of Silver!!! Perhaps equippable items override the precedence of the different fashions...
Hamsters
- Hamsters give fashion, since one gives 3* Kinky-Pimp I assume that each chromosome gives 1 point in a fshion, fashion is hereditary and so we should be able to breed hamsters for any fashion...
