I just recently started using Inform 7 and I’m wondering if anyone has suggestions for improving this behavior:
>unlock door What do you want to unlock the door with? >me (first taking yourself) You are always self-possessed.
To me this seems like a bad response [edit to clarify: bad in the sense that we don’t expect to be told whether we can “take me,” we expect to be told whether we can unlock a door with our bare hands] — and the response actually says why it’s bad: since you’re always self-possessed, shouldn’t the program always treat you as “carried”?
I wish it did! I’d much rather it provide “For better or worse, you’re stuck with it” responses for (exceedingly bizarre) attempts to drop oneself, than provide “You’re not holding that” type responses for (fairly reasonable) attempts to use oneself or one’s body parts as tools.
Anyway, I know that I could define the actions as “applying to two things” rather than “applying to one thing and one carried thing,” but that’s undesirable because I like the automatic taking provided by the carrying requirements rule. So far I’ve made some invisible body part objects that are permanently in the inventory (but never listed), but that still doesn’t help me with attempts to use the player itself.
Do I need to rewrite the carrying requirements rule in I6 to make some kind of exception for the player, or is there a cleaner way? (Is there an extension that already deals with this?)