I disagree with this, but you are absolutely free to use : CREATE in the circustance that you don't want to use POCKET. I think that testing for if the current item is pocketable every time you run a one time cut scene is a little too much work for the beginner coder. Yes, dropping a ming vase on the floor might be wrong, but it would be equally as wrong for a game to say that it gave you a vase, then you don't have one now, and if you talk to the person who gave you it, they now don't give you it. Equally as wrong too to have some text that shows that a character gave you a vase, and even to have to return to that character. It's a lot of work checking to see if something is conveyable and takeable every time one of these scenes occurs. I happen to think that POCKET is infinately preferable to expecting a first time coder to code something like this:
Advanced case:
: match "talk vicar" { : if (has_not_created "vase") { : if (is_can_carry "vase" == false) { : print "I have a vase for you, but I can see you have your hands full"; } : else { : print "\"Here is that vase I spoke to you about before\""; : create target="inventory"; // Creates without weight / item checks } } }
Simple case:
: match "talk vicar" { : if (has_not_created "vase") { : print "\"Here is that vase I spoke to you about before\""; : pocket "vase"; // creates in inventory if item or weight limit not exceed, or in room if it is. } }
Maybe I can make another command to streamline the first case, but I make no apologies for pocket.
P.S. I can't see if is_can_carry() is a function or not, not currently at computer.