How to make a player start with an object that needs to be searched?
AnimMan
29 Dec 2019, 17:32I have this character that I have put a pair of pants on him, but he's woken up from an unusual sleep. The player doesn't know that they have to search the character in order to discover that a key object is in a pocket.
How do I do this? (I'm a beginner) Go easy on me.

Io
29 Dec 2019, 18:45You could always go to that object's Verb tab and manually give it the Search verb? Should work.
AnimMan
29 Dec 2019, 20:21Ok...I'll try that.
What about NPCs. Can you search their clothing? Come to think of it...how do you put clothing on an NPC so that I can search it?

Io
29 Dec 2019, 22:25Now for THAT you'd have to get a bit more creative.
What I'd do is something like this. Mind my psuedocode:
Move Pants to NPC
Move Shirt to NPC
Search NPC's Clothes ->
ClothesList = new Object list
for each Item in NPC
if Item=Pants or Item=Shirt:
add Item to ClothesList
Show a menu "Which clothes do you want to search?" using list ClothesList:
if result=Pants:
"You search NPC's pants."
else if result = Shirt:
"You search NPC's shirt."
mrangel
30 Dec 2019, 10:10Where I've seen a player needing to search their own clothes for items, normally looking at the item is sufficient; so you'd make the coat a container with "hide contents until looked at" ticked.
If you want the player to be able to see an NPC's clothes, the easiest way would be making the NPC a "surface" (on the 'container' tab). This means that the player can see what they're carrying.
It's possible to give an item a worn
attribute set to true
to indicate that the NPC is wearing it, but I think the wearables library doesn't always behave sensibly for NPC clothes.
Though I think this might get a little tedious for the player. Most games would just give the NPC a 'search' verb rather than having to search every item separately.
AnimMan
31 Dec 2019, 05:20Oh! I gotcha. The character is a thief so yes a search character should suffice. However, I want to be able to steal a ring off a hand things like that. So, both of your explanations have pieces that I can use. Thanks!