if (not this.parent = game.pov) {
this.parent = spells_known
this.inventoryverbs = Split ("Cast", " ")
msg (DynamicTemplate("SpellLearnt", this))
SetInventory2 (GetDirectChildren (spells_known))
}
else {
msg ("[SpellAlreadyKnown]")
}
]]></learn>
this.parent = containers_room
this.inventoryverbs = Split ("Remove;Drop", " ")
SetInventory2 (GetDirectChildren (containers_room))
It would be easier if you had new verbs for putting something in a rucksack, and kept that separate to PUT <this> IN <that>. You could have STOW <this>, but I cannot think of a good word for removing from the rucksack that will not be used for something else. EXTRACT maybe?
Then I misunderstood your intention altogether, and you should ignore everything I have said so far!
The first two will be best done in the wearables library, in DoWear and DoRemove, I think.
if (player.maxvolume < 1) {
player.maxvolume = 1
if (volume > player.maxvolume) {
continue = false
if (HasString(game.pov, "containerfullmessage")) {
message = prefix + game.pov.containerfullmessage
}
else {
message = prefix + DynamicTemplate("FullInventory", object)
}
}
}
[quote]Take and drop scripts for the backpack:
this.parent = player
player.maxobjects = player.maxobjects + 8
msg("You pick up the backpack; now you can carry lots more")
this.parent = player.parent
player.maxobjects = player.maxobjects - 8
msg("You drop the backpack; now you can carry much less")[/quote]
didn't mean to derail the thread.
Anonynn wrote:Anyway, so I decided to forego the Second Pane since all it was causing was errors. I went ahead and removed all of the "wearable" containers and decided to put them in one place as HK suggested. My question is is there a way to keep the "Storage" item always on top in the inventory? or the always at the very bottom of the inventory? I would prefer the bottom.
As far as I can tell (and I could be wrong), Quest lists items in the order they appear in your game code. That would mean if the storage items are at the bottom of the pane on the left in the editor, they will be at the bottom of your list. I think I would set up a new room called storage items, and put them in there. Of course, you will want the pack to be in a specific place in the game, so in the game start script, set the parent attribute to where you want the item to start.
(maybe if I have the time during summer... I may try to jump into Sora' Stackable Library, trying to understand it, and creating a new updated library for the current version of quest, we'll see if I got the time... as I got to also use summer to understand assembly language and computer archiecture better, as I had to drop out, and will take it again, hopefully getting a B or A grade the second time around, sighs, on top of trying to work on my own quest game progression that I'd ike to do too, lol. Time, despite all the science about it, is quite finite, there's nothing infinite about time, lol)
Anonynn wrote:If I put them in a storage room though, will the player still be able to interact with them and will they still count as the player holding them?
It only has to be there at the start of the game. In your start script move them to wherever the player will find them, and thereafter they can be handled just the same as normal.