A nice person on IRC who tried my game told me they couldn't examine a certain item after takeing it. I checked it myself too, and it seems that generally, after you take an item you can't examine it. At least for my game, this is a problem because if you took somethig, the critical info in its on_examine isn't available anymore, not even as a reminder (it could be long, or contain some clues, etc.).
Is HERITAGE meant to support examine of inventory items? Could it be added?
Also is there a workaround, considering this is tagged as an improvement? My game can't properly be played until this issue is solved in some way... (some items have on_examines which change when certain things happen)
A nice person on IRC who tried my game told me they couldn't `examine` a certain item after `take`ing it. I checked it myself too, and it seems that generally, after you take an item you can't `examine` it. At least for my game, this is a problem because if you took somethig, the critical info in its `on_examine` isn't available anymore, not even as a reminder (it could be long, or contain some clues, etc.).
Is HERITAGE meant to support `examine` of inventory items? Could it be added?
Also is there a workaround, considering this is tagged as an improvement? My game can't properly be played until this issue is solved in some way... (some items have `on_examine`s which change when certain things happen)
At first glance, this could be solved by adding .concat(inventory)@Line945, but I am not sure whether it will
break functionality - synonyms behavior and instances.
At first glance, this could be solved by adding `.concat(inventory)` [@Line945](https://notabug.org/SylvieLorxu/HERITAGE/src/2e4180285bcc06d3f19380f50281851412389a6e/engine.js#L945), but I am not sure whether it will
break functionality - synonyms behavior and instances.
Synonyms unfortunately make this very complicated to write. I already spent a few hours on it before until I stopped having fun. It should probably just be written in a sane way and readding synonym support later.
Synonyms unfortunately make this very complicated to write. I already spent a few hours on it before until I stopped having fun. It should probably just be written in a sane way and readding synonym support later.
Maybe synonyms should be kept in a different data structure and every time there
is a need to access an item, the name is checked against that database. Currently
the synonyms are kept in the same list with the items and this is making it harder
to add code. I might be wrong though.
Maybe synonyms should be kept in a different data structure and every time there
is a need to access an item, the name is checked against that database. Currently
the synonyms are kept in the same list with the items and this is making it harder
to add code. I might be wrong though.
A nice person on IRC who tried my game told me they couldn't
examine
a certain item aftertake
ing it. I checked it myself too, and it seems that generally, after you take an item you can'texamine
it. At least for my game, this is a problem because if you took somethig, the critical info in itson_examine
isn't available anymore, not even as a reminder (it could be long, or contain some clues, etc.).Is HERITAGE meant to support
examine
of inventory items? Could it be added?Also is there a workaround, considering this is tagged as an improvement? My game can't properly be played until this issue is solved in some way... (some items have
on_examine
s which change when certain things happen)At first glance, this could be solved by adding
.concat(inventory)
@Line945, but I am not sure whether it will break functionality - synonyms behavior and instances.Synonyms unfortunately make this very complicated to write. I already spent a few hours on it before until I stopped having fun. It should probably just be written in a sane way and readding synonym support later.
Maybe synonyms should be kept in a different data structure and every time there is a need to access an item, the name is checked against that database. Currently the synonyms are kept in the same list with the items and this is making it harder to add code. I might be wrong though.