Adding new actions for inventory items
Posted: Fri Jan 20, 2012 1:03 pm
I am thinking about a possible method to add more custom actions that the player can perform with objects in the inventory. Right now, items that the player can carry can be one of (not counting spells/skills):
- weapons: can be readied/unreadied, dropped
- armor: can be readied/unreadied, dropped
- misc. items: can be used, dropped
So, the actions that can be performed with these items are limited. For example, one useful action might be to allow the player to more closely Examine an item (such as a book or spell scroll) before deciding whether to use it.
Some action options that might be useful to add would be:
o Examine
o Read
o Eat
o Drink
o Combine (would involve the player selecting two objects in a row)
o Give
o Sell (if selling items to someone outside the shop interface)
So, if you selected one of these from a macro, an inventory selection screen would come up listing items that the player could select from (similar to the USE, READY, DROP, etc.) selection screens. The screen would say "SELECT ITEM TO EXAMINE" or a similar message depending on the action.
The macro would then receive the number of the item that the player selected (or 0 if none was selected), and the macro would take over from that point.
The one detail would come in that the macro would have to pre-specify which objects would be available in the list, if you didn't want irrelevant objects being displayed (like a silver key for the EAT command). But there might be a way to automate this; I will have to think about it.
Any suggestions for any other actions that could be added?
- weapons: can be readied/unreadied, dropped
- armor: can be readied/unreadied, dropped
- misc. items: can be used, dropped
So, the actions that can be performed with these items are limited. For example, one useful action might be to allow the player to more closely Examine an item (such as a book or spell scroll) before deciding whether to use it.
Some action options that might be useful to add would be:
o Examine
o Read
o Eat
o Drink
o Combine (would involve the player selecting two objects in a row)
o Give
o Sell (if selling items to someone outside the shop interface)
So, if you selected one of these from a macro, an inventory selection screen would come up listing items that the player could select from (similar to the USE, READY, DROP, etc.) selection screens. The screen would say "SELECT ITEM TO EXAMINE" or a similar message depending on the action.
The macro would then receive the number of the item that the player selected (or 0 if none was selected), and the macro would take over from that point.
The one detail would come in that the macro would have to pre-specify which objects would be available in the list, if you didn't want irrelevant objects being displayed (like a silver key for the EAT command). But there might be a way to automate this; I will have to think about it.
Any suggestions for any other actions that could be added?