A little bug fix before work: the stranger wasn’t actually putting anything down! In fact, rather than littering the floor, perhaps he should put everything in his pocket, which will help to draw the player’s attention to an important item in there that sets up the premise…
(if)(item $obj)(then)
The stranger
%% first put down anything already held
(if)($item is #heldby #Stranger)(item $item)(then)
(now)($item is #in #StrangerPocket)
puts (the $item) in his pocket and
(endif)
picks up (the $obj).
(now)($obj is #heldby #Stranger)
(endif)
Then we can make sure those things show up in the room description with a whole dollop of graceless coding…
#AncientSanctum
(room *)
(name *) Ancient Sanctum \(tied to the stranger\)
(look *)
(select)
So this is where the unlikely trio have been journeying towards all this time: a
(or)
A
(stopping)
cavernous chamber carved into the rock of a mountain.
Trala and Lind hold an endless horde of goblins at the arched gateway, while a huge machine of some sort looms over a bottomless pit.
(par)
Within the chamber are a crooked desk, etc. [TO DO]
(par)
(stranger appearance)
(stranger appearance)
%% appearance when holding something
*($obj is #heldby #Stranger)
%% he holds some non-item things that we don't want listed
(item $obj)
The stranger is holding (a $obj), looking around uselessly.
(stranger room inventory)
(stranger appearance)
%% initial appearance - may need some more of these...
The stranger looks around, bewildered.
(stranger room inventory)
(stranger room inventory)
%% what's in the stranger's pocket?
(collect $Obj)
*($Obj is #in #StrangerPocket)
~(current player $Obj)
(into $List)
%% how many things?
(length of $List into $InvCount)
%% first item in pocket is only revealed in room desc when there's a second item
(if) ($InvCount > 1) (then)
In his coat pocket (is $List) (a $List).
(notice $List)
(endif)