Newsgroups: rec.arts.int-fiction
Subject: Re: [TADS] creating items not listed in inventory
From: Shadow Wolf <shadow_wolf@softhome.net>
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uknowit@idunno.org (T Raymond) wrote in
news:Xns9237D530951DTjR8675309@209.25.157.130:

> "M Beyer" <not@not.net> wrote in
> news:pnoR8.27043$_E7.3435179113@newssvr10.news.prodigy.com:
>
>> What i'm looking to do is create objects a character has on them,
>> but aren't listed when they type I, or maybe thats what I hope to
>> do, and somebody knows an easier way
>>
>> here's an example of why i want to do it. Let's say I had a
>> puzzle where a player had to put their left hand on one stone
>> tablet, and their right on another, I want them to be able to
>> type put right hand on tablet, and actually have them put their
>> right hand on the tablet. I figure I can just have the function
>> transfer all body parts back to the player when the event is
>> over, (or should they leave the room) but doing this the
>> traditional way would list these two hands as inventory items,
>> which would be messy
>>
>> any suggestions?
>
> Sure, it involves rewriting the function that prints lists. that
> would be listcont, or listcontcont, I can never remember. All your
> parts would be the same class and you add a clause to the list
> building function to ignore that class of objects.
>
> Tom

Don't have to go that far -- just make them fixeditems (You can still move
them around by overriding verDoPutOn, etc.) Fixeditems are not listed by
the list-printing functions.

--
Shadow Wolf
shadow_wolf@softhome.net
Stories at http://www.asstr.org/~Shadow_Wolf



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