I have (under Inform 6) a supermarket where I can pick up various goods. I do not want the player to be able to leave the supermarket while having unpaid goods with him, and I want him to be able to pay for specific goods. My thought was I could give each item a unique ID (like “unpaid#ware”) and check if the player has something with this ID with him. How could I accomplish this, or which other solution would enable me to filter movement by checking the players inventory for items with a special attribute?
A thing can be buyable. A thing is usually not buyable.
When play begins:
repeat with X running through things in the supermarket:
now X is buyable.
Check going in the supermarket when the player encloses a buyable thing (called the merchandise):
say "Oy! Where are you going with [regarding the merchandise][those] [merchandise]?" instead.
Thanks jrb, but that’s Inform 7. An attribute is probably the way to go under I6, too, but I don’t know how to rummage through the entire inventory. Deep rummage that is, don’t want to promote shoplifting.