Wearable + container
longFurby
23 Mar 2023, 12:36Hello! I'm pretty new to quest but I've been having an issue lately that I'm not sure the cause of. In the game I'm working on there's an object called an "Apron", this apron is a wearable and contains a knife. When the object is lying in the room, you can take it and open it to get the knife, but if the player wears the apron before opening it, it's no longer available as an option. Is there a way to fix this or get around this issue?
DavyB
23 Mar 2023, 14:45A workaround is to make the apron a 'surface' on which there is a 'pocket' containing the knife.
mrangel
24 Mar 2023, 09:30A wearable object has two attributes, invverbs
and wornverbs
. These control which verbs are shown on the list, depending whether the object is worn or not. If an object is in the inventory but not worn, it will show the verbs from invverbs
, as well as "Look at", "Wear", and "Drop". If it is worn, it will show wornverbs
plus "Look at" and "Remove".
Note that these do not have any effect on whether a command will work; the player can always type "open apron" anyway, it just doesn't appear on the list of displayed verbs.
These lists appear on an object's "Wearable" tab, under the title "Additional display verbs (separate with semi-colons)". However, in order to see them you may have to enable the editor feature "Show advanced options for wearables" (which I think is on the game's "features" tab).
iantommo
01 Apr 2023, 15:40You could make your own COMMAND : "wear apron" and set out what will happen with the knife contained inside it.
i.e. Force the knife to "fall out onto the floor as you put it on"