Hey all-
So I have a TAKE ALL problem. I have a chest with many things in it. The code is set up so that you only have to take one thing and then it automatically removes the rest of the things, because having to take 5 items individually is annoying. But the player has no way of knowing that I’ve been kind here, and will probably try TAKE ALL. Which is fine, except that getting the things out of the chest triggers an important thing to happen. And there are other things in the room that can be taken. So when you type GET ALL, this is what you get:
chest: You need to leave it here.
thing 1: You need to leave it here. (this, along with the chest, was previously put here by the player)
thing 2: You take things 2, 3, 4, and 5 out of the chest and arrange them on a table. (this will happen no matter what object you try to take out of the chest)
Now the important scene text is triggered. What’s bugging me about this is that extremely important text is sandwiched between the above stuff and below stuff.
thing 3: It’s where it needs to be. Leave it. (things 3, 4, and 5 were automatically taken out along with thing 2, so it’s now that the game triggers them as part of TAKE ALL, and I’ve set it up so they won’t try to carry them around, as they’re needed by an NPC.)
thing 4: It’s where it needs to be. Leave it.
thing 5: It’s where it needs to be. Leave it
I don’t want to turn off TAKE ALL, because it’s handy at various other times in the game. And I thought about turning it off just in this room, but it would annoy me to have the game say “Try taking one thing from the chest” when there are so many things there to take.
These things are all just scene flavor, and I also thought about lumping them together as one thing- like “supplies,” that you could just take as one thing. Which would certainly get rid of the problem. But I rather like the player seeing all these individual supplies in the chest on opening it.
Any ideas for a more graceful solution here? As it is, it’s really clunky, and I don’t like any of the ideas I’ve had for solving it.