Thanks! I tried both methods, and settled on a modification of the first, as it has the least complexities down the road (for example, having 12 bullets, but only putting 4 in the gun, etc), and because I came up with an idea for dealing with the player’s inventory that was a bit different.
I’d rather not make yet another thread so I’ll ask this question here, it’s related as it has to do with the way the inventory and how much can be carried is handled.
A thing has a number called Largeness. The largeness of a thing is usually 3. [Tiny, Small, Medium, Large, Huge = 1,2,3,4,5]
A container has a number called Sizecap. The sizecap of a container is usually 3. [Tiny, Small, Medium, Large, Huge = 1,2,3,4,5]
This is useful to make sure something big can’t be put into a small container, but I realised I can also use it to replace the player carry capacity with something a bit more dynamic. If, every time the player tries to take something, the game can sum up the largeness values of each of the items currently being held (not including those being worn, or those inside containers, just the things being held in the players hands so to speak), the game can easilly decide if the player can hold more or not.
With the idea being, the player could hold lots of small things, or only one or two large things, or somewhere in between. I don’t know the exact code to make this happen, this is what I’ve got although the compiler doesn’t recognise “sum of the largeness of all carried things” (I was just guessing as I couldn’t find what I wanted in the documentation, so reasonable that it would be wrong ):
Check taking something (called the to-be-taken):
Let Value1 be the sum of the largeness of all carried things;
if Value1 is greater than 30:
say "You can't carry any more!";
continue the action
So…how can I make this workable code? Also I know I say thanks, but thanks again, I know I ask a lot of questions