Man, it’s easy to come up with a ton of questions really quickly when you start working on a project. I hope I don’t get annoying here.
I searched and couldn’t find anyone else who had asked about this, or an answer that would solve the problem.
The player has a personal key to their house. I don’t want them to be able to drop it, in case at some point later in the game I put in a location only temporarily accessible, and forget about this key that could leave them in an unwinnable state or something. So I do
Instead of putting or inserting or dropping your personal key, say "The last time you left your key lying around,
you couldn't find it again, and had to go through the embarrassing process of getting everything re-keyed."
So far so good. (This does cover all “discards,” correct?)
But if the player wants to “drop all,” I don’t necessarily want them to see a cutesy message every time it tries to drop their personal key. So I want to remove it from consideration.
I did this:
Rule for deciding whether all includes your personal key when putting or inserting or dropping: it does not.
Which works fine when the player is carrying several things:
But produces this bizarre behavior when the player is only carrying their key (actions on):
Strangely enough, putting all on or putting all into correctly produces the result “there are none at all available!” It’s just that dropping is magically changing into throwing the object at itself.
Is this even a good idea, to exclude something from “all” when the player would expect to see “all” inventory items represented in the attempt?
EDIT: I went ahead and submitted this as a bug because the behavior definitely doesn’t seem intended.