Newsgroups: rec.arts.int-fiction
Subject: Re: [TADS] creating items not listed in inventory
From: Shadow Wolf <shadow_wolf@softhome.net>
References: <pnoR8.27043$_E7.3435179113@newssvr10.news.prodigy.com> <Xns9237D530951DTjR8675309@209.25.157.130> <Xns9237B3789ABBFshadowolfsofthome@128.242.126.67> <Xns9238A9CA323TjR8675309@209.25.157.130> <Xns923868EEACCB0shadowolfsofthome@128.242.126.67> <Pine.GSO.4.44.0206251346070.3917-100000@godzilla5.acpub.duke.edu>
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Georgina Bensley <geo1@duke.edu> wrote in
news:Pine.GSO.4.44.0206251346070.3917-100000@godzilla5.acpub.duke.edu:

>
>> Again, fixeditems are _not_ listed in TADS. Not by inventory, not by
>> look- at, or by anything else. fixeditems have their isListed
>> property set to nil, so listcontgen (which is the basis for all other
>> list-printing functions) does _not_ print them.
>>
>> This is the standard technique for body parts in TADS AIF. It works
>> for non-adult bodyparts as well.
>
> Fixed items set to the actor's location will still turn up in "drop
> all", though, which can get irritating. "You can't drop your hands"
> "You can't drop your nose" "You can't drop your hair" etc etc etc.

notall.t fixes this nicely :-) (from the IF Archive).

>
> One way of dealing with this in non-adult games is to have a
> non-removable clothing item, like underwear or something, and set all
> the body parts up as fixeditems inside the clothing item. They'll
> still be in scope, but you won't get messages for them in "drop all",
> only for the clothing item.
>
> I suppose you could have a generic body/skin item and put the parts
> inside of it for AIF.
>
>


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



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