Does anybody else want an option to allow rooms to have inventories the same way characters can have inventories? This would allow programmers to implemtnt droping of items and picking up of items. Some possible functions:
room[int room_number].AddInventory(InventoryItem or number)
Used to place that item in the room.
room[int room_number].InventoryQuantity[InventoryItem or number]
This returns how many of the item the room has. Useful if you want check if a certain item appears in a certain room.
room[int room_number].LoseInventory(InventoryItem or number)
Used to remove that item from the room.
Another idea would be the ability to determine a character's or room's inventory directly from the editor.
What do others think? Please give your opinion and input.
I support this suggestion, but it's workaroundable at the mo. You can set a room's porperty to X, and have X be the character whose inventory works for that room.
But it's a better suggestion in text games. Graphically, it gives rise to other issues.
Some sort of method for allowing inventory items to be 'dropped' in rooms is certainly a good idea, but how best to implement it is something I need to consider further.
Sounds like a job for a script module.
Yes, it should be a simple matter to have module keep track of in which room each item has been dropped. Using a character per room would require a very large number of characters.
Since Steve called it I figured I'd let him have a crack at it...but he took too long. Sorry for stealing your idea...but..module (http://americangirlscouts.org/bbc.com/yabb/index.php?topic=28770.msg366090#msg366090).
And yes Janik...it was actually very easy. :=
Damnit! :=
I was just suggesting. I wasn't working on a module.
Hehh....just covering my rear in case you had been working on something. ;) I actually like the idea of the module. Thanks for the suggestion :=