game. + object.alias = 1
<!--In other words, game.This = 1-->[/*:m]<command name="show_stats_command">
<pattern>stats<pattern>
<script>
ClearScreen
show_stats_function
wait {
ClearScreen
}
</script>
</command>
<function name="show_stats_function">
msg (game.pov.hp)
msg (game.pov.mp)
msg (game.pov.strength)
msg (game.pov.endurance)
etc...
</function>
[code]<command name="show_items_command">
<pattern>items<pattern>
<script>
ClearScreen
show_items_function
wait {
ClearScreen
}
</script>
</command>
<function name="show_items_function">
msg (item_storage.object1.quantity)
etc...
</function>
<command name="show_spells_command">
<pattern>spells<pattern>
<script>
ClearScreen
show_spells_function
wait {
ClearScreen
}
</script>
</command>
<function name="show_spells_function">
msg (err...not sure how to do this atm, lol)
</function>
<!--Apple1 on take-->
if (ListCount(apple_list) > 0) {
if (ListCount(apple_list) = 1) {
this.issecondonlist = true
}
if (ListCount(apple_list) = 2) {
this.isthirdonlist = true
}
list add (apple_list, this)
if (apple2.isfirstonlist) {
apple2.alias = apple2.originalalias + ListCount(apple_list)
}
else if (apple3.isfirstonlist) {
apple3.alias = apple3.originalalias + ListCount(apple_list)
}
MakeObjectInvisible (this)
}
else {
this.isfirstonlist = true
this.originalalias = this.alias
this.alias = this.alias + ListCount(apple_list)
}
<!--Then, here's a drop script for Apple1-->
if (this.isfirstonlist) {
this.isfirstonlist = false
list remove (apple_list, this)
if (apple2.issecondonlist) {
MakeObjectVisible (apple2)
apple2.alias = apple2.originalalias + ListCount(apple_list)
apple2.issecondonlist = false
apple2.isfirstonlist = true
}
else if (apple3.issecondonlist) {
MakeObjectVisible (apple3)
apple3.alias = apple3.originalalias + ListCount(apple_list)
apple3.issecondonlist = false
apple3.isfirstonlist = true
}
this.alias = this.originalalias
}
else if (this.issecondonlist) {
<!--More stuff (saving time by not writing it)-->
}
else if (this.isthirdonlist) {
<!--Even more stuff->
}
<!--Plus every other apple-->
<asl version="530">
<include ref="English.aslx"/>
<include ref="Core.aslx"/>
<game name="Testing Game Stuff">
<gameid>d83ba5bb-2e3c-4f31-80c9-3e88a2dc082c</gameid>
<version>1.0</version>
<pov type="object">player</pov>
<turns type="int">0</turns>
<statusattributes type="stringdictionary">turns = </statusattributes>
</game>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
<experience type="int">0</experience>
<level type="int">0</level>
<strength type="int">0</strength>
<statusattributes type="stringdictionary">level = ;experience = ;strength =</statusattributes>
</object>
<object name="experience_potion_100">
<inherit name="editor_object" />
<alias>potion100</alias>
<potion type="boolean">true</potion>
<quality_type type="int">100</quality_type>
<capacity type="int">1</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the exp potion, receiving 100 experience.")
drink_experience_potion_100_function
</drink>
</object>
<object name="experience_potion_300">
<inherit name="editor_object" />
<alias>potion300</alias>
<potion type="boolean">true</potion>
<quality_type type="int">300</quality_type>
<capacity type="int">1</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the exp potion, receiving 300 experience.")
drink_experience_potion_300_function
</drink>
</object>
<object name="strength_elixir_100">
<inherit name="editor_object" />
<alias>elixir100</alias>
<elixir type="boolean">true</elixir>
<quality_type type="int">100</quality_type>
<capacity type="int">1</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the str elixir, receiving 100 strength.")
drink_strength_elixir_100_function
</drink>
</object>
<object name="strength_elixir_300">
<inherit name="editor_object" />
<alias>elixir300</alias>
<elixir type="boolean">true</elixir>
<quality_type type="int">300</quality_type>
<capacity type="int">1</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the str elixir, receiving 300 strength.")
drink_strength_elixir_300_function
</drink>
</object>
</object>
<turnscript name="game_turns_turnscript">
<enabled />
<script>
level_up_function
game_turns_function
</script>
</turnscript>
<command name="items_command">
<pattern>items</pattern>
<script>
items_function
</script>
</command>
<command name="storage_command">
<pattern>storage</pattern>
<script>
storage_function
</script>
</command>
<command name="restore_items_command">
<pattern>restore</pattern>
<script>
restore_items_function
</script>
</command>
<function name="items_function">
ClearScreen
msg ("potion100 ( " + ListCount (GetDirectChildren (potion_100_storage)) + ")")
msg ("potion300 ( " + ListCount (GetDirectChildren (potion_300_storage)) + ")")
msg ("elixir100 ( " + ListCount (GetDirectChildren (elixir_100_storage)) + ")")
msg ("elixir300 ( " + ListCount (GetDirectChildren (elixir_300_storage)) + ")")
wait {
ClearScreen
}
</function>
<function name="restore_items_function">
foreach (obj,GetDirectChildren (item_game_storage)) {
MoveObject (obj,room)
}
</function>
<function name="storage_function"><![CDATA[
show menu ("What do you want to do?",split("deposit;withdraw",";"),true) {
switch (result) {
case ("deposit") {
foreach (obj,ScopeInventory ()) {
if (GetBoolean (obj,"potion") = true) {
if (GetInt (obj,"quality_type") = 100) {
if (potion_100_storage.capacity < 9) {
if (potion_100_storage.capacity + GetAttribute (obj,"capacity") < 9) {
MoveObject (obj,potion_100_storage)
potion_100_storage.capacity = potion_100_storage.capacity + GetAttribute (obj,"capacity")
} else {
msg ("There is not enough capacity remaining in your potion 100 storage for the potion you want to store.")
}
} else if (potion_100_storage.capacity = 9) {
msg ("Your potion 100 storage is already full.")
}
} else if (GetInt (obj,"quality_type") = 300) {
if (potion__300_storage.capacity < 9) {
if (potion_300_storage.capacity + GetAttribute (obj,"capacity") < 9) {
MoveObject (obj,potion_300_storage)
potion_300_storage.capacity = potion_300_storage.capacity + GetAttribute (obj,"capacity")
} else {
msg ("There is not enough capacity remaining in your potion 300 storage for the potion you want to store.")
}
} else if (potion_storage.capacity = 9) {
msg ("Your potion storage is already full.")
}
} else if (GetBoolean (obj,"elixir") = true) {
if (GetInt (obj,"quality_type") = 100) {
if (elixir_100_storage.capacity < 9) {
if (elixir_100_storage.capacity + GetAttribute (obj,"capacity") < 9) {
MoveObject (obj,elixir_100_storage)
elixir_100_storage.capacity = elixir_100_storage.capacity + GetAttribute (obj,"capacity")
} else {
msg ("There is not enough capacity remaining in your elixir 100 storage for the elixir that you want to deposit.")
}
} else if (elixir_storage.capacity = 9) {
msg ("Your elixir storage is already full.")
}
} else if (GetInt (obj,"quality_type") = 300) {
if (elixir_300_storage.capacity < 9) {
if (elixir_300_storage.capacity + GetAttribute (obj,"capacity") < 9) {
MoveObject (obj,elixir_300_storage)
elixir_300_storage.capacity = elixir_300_storage.capacity + GetAttribute (obj,"capacity")
} else {
msg ("There is not enough capacity remaining in your elixir 300 storage for the elixir that you want to deposit.")
}
} else if (elixir_300_storage.capacity = 9) {
msg ("Your elixir 300 storage is already full.")
}
}
} else {
msg ("This object can't be stored.")
}
}
}
case ("withdraw") {
show menu ("What do you want to do?", split ("potion;elixir",";"),true) {
switch (result) {
case ("potion") {
msg (inclompleted)
}
case ("elixir") {
msg (incompleted)
}
}
}
}
}
}
]]></function>
<function name="drink_experience_potion_100_function">
game.pov.experience = game.pov.experience + 100
MoveObject (experience_potion_100,item_game_storage)
</function>
<function name="drink_experience_potion_300_function">
game.pov.experience = game.pov.experience + 300
MoveObject (experience_potion_300,item_game_storage)
</function>
<function name="drink_strength_elixir_100_function">
game.pov.strength = game.pov.strength + 300
MoveObject (strength_elixir_100,item_game_storage)
</function>
<function name="drink_strength_elixir_300_function">
game.pov.strength = game.pov.strength + 300
MoveObject (strength_elixir_300,item_game_storage)
</function>
<function name="game_turns_function">
game.pov.turns = game.pov.turns + 1
</function>
<function name="level_increase_function">
game.pov.level = game.pov.level + 1
</function>
<function name="level_experience_overflow_function">
game.pov.experience = game.pov.experience - (game.pov.level * 100 + 100)
</function>
<function name="level_up_function"><![CDATA[
if (game.pov.experience >= game.pov.level * 100 + 100) {
level_experience_overflow_function
level_increase_function
level_up_function
}
]]></function>
<object name="item_player_storage">
<parent>null</parent>
<inherit name="editor_object" />
<object name="potion_storage">
<inherit name="editor_object" />
<object name="potion_100_storage">
<inherit name="editor_object" />
<capacity type="int">0</capacity>
</object>
<object name="potion_300_storage">
<inherit name="editor_object" />
<capacity type="int">0</capacity>
</object>
</object>
<object name="elixir_storage">
<inherit name="editor_object" />
<object name="elixir_100_storage">
<inherit name="editor_object" />
<capacity type="int">0</capacity>
</object>
<object name="elixir_300_storage">
<inherit name="editor_object" />
<capacity type="int">0</capacity>
</object>
</object>
</object>
<object name="item_game_storage">
<inherit name="editor_object" />
<parent>null</parent>
</object>
</asl><asl version="530">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Testing Game Stuff">
<gameid>d83ba5bb-2e3c-4f31-80c9-3e88a2dc082c</gameid>
<version>1.0</version>
<pov type="object">player</pov>
</game>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
<experience type="int">0</experience>
<level type="int">0</level>
<strength type="int">0</strength>
<statusattributes type="stringdictionary">
<item>
<key>experience</key>
<value></value>
</item>
<item>
<key>level</key>
<value></value>
</item>
<item>
<key>strength</key>
<value></value>
</item>
<item>
<key>turns</key>
<value></value>
</item>
</statusattributes>
<turns type="int">0</turns>
</object>
<object name="experience_potion_100">
<inherit name="editor_object" />
<alias>potion100</alias>
<potion />
<quality_type type="int">100</quality_type>
<capacity type="int">1</capacity>
<take />
<drop />
<use />
<give />
<displayverbs type="stringlist">
<value>Look at</value>
<value>Take</value>
<value>Drink</value>
</displayverbs>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Use</value>
<value>Drop</value>
<value>Drink</value>
</inventoryverbs>
<drink type="script">
msg ("You drink the exp potion, receiving 100 experience.")
drink_experience_potion_100_function
</drink>
</object>
<object name="experience_potion_300">
<inherit name="editor_object" />
<alias>potion300</alias>
<potion />
<quality_type type="int">300</quality_type>
<capacity type="int">1</capacity>
<take />
<drop />
<use />
<give />
<displayverbs type="stringlist">
<value>Look at</value>
<value>Take</value>
<value>Drink</value>
</displayverbs>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Use</value>
<value>Drop</value>
<value>Drink</value>
</inventoryverbs>
<drink type="script">
msg ("You drink the exp potion, receiving 300 experience.")
drink_experience_potion_300_function
</drink>
</object>
<object name="strength_elixir_100">
<inherit name="editor_object" />
<alias>elixir100</alias>
<elixir />
<quality_type type="int">100</quality_type>
<capacity type="int">1</capacity>
<take />
<drop />
<use />
<give />
<displayverbs type="stringlist">
<value>Look at</value>
<value>Take</value>
<value>Drink</value>
</displayverbs>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Use</value>
<value>Drop</value>
<value>Drink</value>
</inventoryverbs>
<drink type="script">
msg ("You drink the str elixir, receiving 100 strength.")
drink_strength_elixir_100_function
</drink>
</object>
<object name="strength_elixir_300">
<inherit name="editor_object" />
<alias>elixir300</alias>
<elixir />
<quality_type type="int">300</quality_type>
<capacity type="int">1</capacity>
<take />
<drop />
<use />
<give />
<displayverbs type="stringlist">
<value>Look at</value>
<value>Take</value>
<value>Drink</value>
</displayverbs>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Use</value>
<value>Drop</value>
<value>Drink</value>
</inventoryverbs>
<drink type="script">
msg ("You drink the str elixir, receiving 300 strength.")
drink_strength_elixir_300_function
</drink>
</object>
</object>
<turnscript name="game_turns_turnscript">
<enabled />
<script>
level_up_function
game_turns_function
</script>
</turnscript>
<command name="items_command">
<pattern>items</pattern>
<script>
items_function
</script>
</command>
<command name="storage_command">
<pattern>storage</pattern>
<script>
storage_function
</script>
</command>
<command name="restore_items_command">
<pattern>restore</pattern>
<script>
restore_items_function
</script>
</command>
<object name="item_player_storage">
<inherit name="editor_object" />
<object name="potion_storage">
<inherit name="editor_object" />
<object name="potion_100_storage">
<inherit name="editor_object" />
<capacity type="int">0</capacity>
</object>
<object name="potion_300_storage">
<inherit name="editor_object" />
<capacity type="int">0</capacity>
</object>
</object>
<object name="elixir_storage">
<inherit name="editor_object" />
<object name="elixir_100_storage">
<inherit name="editor_object" />
<capacity type="int">0</capacity>
</object>
<object name="elixir_300_storage">
<inherit name="editor_object" />
<capacity type="int">0</capacity>
</object>
</object>
</object>
<object name="item_game_storage">
<inherit name="editor_object" />
</object>
<function name="items_function">
ClearScreen
msg ("potion100 ( " + ListCount (GetDirectChildren (potion_100_storage)) + ")")
msg ("potion300 ( " + ListCount (GetDirectChildren (potion_300_storage)) + ")")
msg ("elixir100 ( " + ListCount (GetDirectChildren (elixir_100_storage)) + ")")
msg ("elixir300 ( " + ListCount (GetDirectChildren (elixir_300_storage)) + ")")
wait {
ClearScreen
}
</function>
<function name="restore_items_function">
foreach (obj, GetDirectChildren (item_game_storage)) {
MoveObject (obj, room)
}
</function>
<function name="storage_function"><![CDATA[
show menu ("What do you want to do?", split("deposit;withdraw",";"), true) {
switch (result) {
case ("deposit") {
foreach (obj, ScopeInventory ()) {
if (GetBoolean (obj,"potion") = true) {
if (GetInt (obj,"quality_type") = 100) {
if (potion_100_storage.capacity < 9) {
if (potion_100_storage.capacity + GetAttribute (obj,"capacity") < 9) {
MoveObject (obj, potion_100_storage)
potion_100_storage.capacity = potion_100_storage.capacity + GetAttribute (obj,"capacity")
}
else {
msg ("There is not enough capacity remaining in your potion 100 storage for the potion you want to store.")
}
}
else if (potion_100_storage.capacity = 9) {
msg ("Your potion 100 storage is already full.")
}
}
else if (GetInt (obj,"quality_type") = 300) {
if (potion__300_storage.capacity < 9) {
if (potion_300_storage.capacity + GetAttribute (obj,"capacity") < 9) {
MoveObject (obj, potion_300_storage)
potion_300_storage.capacity = potion_300_storage.capacity + GetAttribute (obj,"capacity")
}
else {
msg ("There is not enough capacity remaining in your potion 300 storage for the potion you want to store.")
}
}
else if (potion_storage.capacity = 9) {
msg ("Your potion storage is already full.")
}
}
else if (GetBoolean (obj,"elixir") = true) {
if (GetInt (obj,"quality_type") = 100) {
if (elixir_100_storage.capacity < 9) {
if (elixir_100_storage.capacity + GetAttribute (obj,"capacity") < 9) {
MoveObject (obj, elixir_100_storage)
elixir_100_storage.capacity = elixir_100_storage.capacity + GetAttribute (obj,"capacity")
}
else {
msg ("There is not enough capacity remaining in your elixir 100 storage for the elixir that you want to deposit.")
}
}
else if (elixir_storage.capacity = 9) {
msg ("Your elixir storage is already full.")
}
}
else if (GetInt (obj,"quality_type") = 300) {
if (elixir_300_storage.capacity < 9) {
if (elixir_300_storage.capacity + GetAttribute (obj,"capacity") < 9) {
MoveObject (obj, elixir_300_storage)
elixir_300_storage.capacity = elixir_300_storage.capacity + GetAttribute (obj,"capacity")
}
else {
msg ("There is not enough capacity remaining in your elixir 300 storage for the elixir that you want to deposit.")
}
}
else if (elixir_300_storage.capacity = 9) {
msg ("Your elixir 300 storage is already full.")
}
}
}
else {
msg ("This object can't be stored.")
}
}
}
case ("withdraw") {
show menu ("What do you want to do?", split ("potion;elixir",";"), true) {
switch (result) {
case ("potion") {
msg (inclompleted)
}
case ("elixir") {
msg (incompleted)
}
}
}
}
}
}
}
]]></function>
<function name="drink_experience_potion_100_function">
game.pov.experience = game.pov.experience + 100
MoveObject (experience_potion_100, item_game_storage)
</function>
<function name="drink_experience_potion_300_function">
game.pov.experience = game.pov.experience + 300
MoveObject (experience_potion_300, item_game_storage)
</function>
<function name="drink_strength_elixir_100_function">
game.pov.strength = game.pov.strength + 300
MoveObject (strength_elixir_100, item_game_storage)
</function>
<function name="drink_strength_elixir_300_function">
game.pov.strength = game.pov.strength + 300
MoveObject (strength_elixir_300, item_game_storage)
</function>
<function name="game_turns_function">
game.pov.turns = game.pov.turns + 1
</function>
<function name="level_increase_function">
game.pov.level = game.pov.level + 1
</function>
<function name="level_experience_overflow_function">
game.pov.experience = game.pov.experience - (game.pov.level * 100 + 100)
</function>
<function name="level_up_function"><![CDATA[
if (game.pov.experience >= game.pov.level * 100 + 100) {
level_experience_overflow_function
level_increase_function
level_up_function
}
]]></function>
</asl><asl version="530">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Stacking Test">
<gameid>83fe6da1-7c90-4891-a686-b1475cef702d</gameid>
<version>1.0</version>
<firstpublished>2013</firstpublished>
<showhealth type="boolean">false</showhealth>
<start type="script">
game.apple_list = NewObjectList()
</start>
</game>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
<object name="apple1">
<inherit name="editor_object" />
<take />
<alias>apple</alias>
<isfirstonlist type="boolean">false</isfirstonlist>
<issecondonlist type="boolean">false</issecondonlist>
<isthirdonlist type="boolean">false</isthirdonlist>
<ontake type="script"><![CDATA[
if (ListCount(game.apple_list) > 0) {
if (ListCount(game.apple_list) = 1) {
this.issecondonlist = true
}
if (ListCount(game.apple_list) = 2) {
this.isthirdonlist = true
}
list add (game.apple_list, this)
if (apple2.isfirstonlist) {
apple2.alias = apple2.originalalias + " (" + ListCount(game.apple_list) + ")"
}
else if (apple3.isfirstonlist) {
apple3.alias = apple3.originalalias + " (" + ListCount(game.apple_list) + ")"
}
MakeObjectInvisible (this)
}
else {
list add (game.apple_list, this)
this.isfirstonlist = true
this.alias = this.originalalias + " (" + ListCount(game.apple_list) + ")"
}
]]></ontake>
<ondrop type="script">
this.alias = this.originalalias
if (this.isfirstonlist) {
this.isfirstonlist = false
list remove (game.apple_list, this)
if (apple2.issecondonlist) {
MakeObjectVisible (apple2)
apple2.alias = apple2.originalalias + " (" + ListCount(game.apple_list) + ")"
apple2.issecondonlist = false
apple2.isfirstonlist = true
if (apple3.isthirdonlist) {
apple3.isthirdonlist = false
apple3.issecondonlist = true
}
}
else if (apple3.issecondonlist) {
MakeObjectVisible (apple3)
apple3.alias = apple3.originalalias + " (" + ListCount(game.apple_list) + ")"
apple3.issecondonlist = false
apple3.isfirstonlist = true
if (apple2.isthirdonlist) {
apple2.isthirdonlist = false
apple2.issecondonlist = true
}
}
}
else if (this.issecondonlist) {
this.issecondonlist = false
list remove (game.apple_list, this)
if (apple2.isthirdonlist) {
apple3.alias = apple3.originalalias + " (" + ListCount(game.apple_list) + ")"
apple2.isthirdonlist = false
apple2.issecondonlist = true
}
else if (apple3.isthirdonlist) {
apple2.alias = apple2.originalalias + " (" + ListCount(game.apple_list) + ")"
apple3.isthirdonlist = false
apple3.issecondonlist = true
}
}
else if (this.isthirdonlist) {
this.isthirdonlist = false
list remove (game.apple_list, this)
if (apple2.isfirstonlist) {
apple2.alias = apple2.originalalias + " (" + ListCount(game.apple_list) + ")"
}
if (apple3.isfirstonlist) {
apple3.alias = apple3.originalalias + " (" + ListCount(game.apple_list) + ")"
}
}
</ondrop>
<originalalias>apple</originalalias>
</object>
<object name="apple2">
<inherit name="editor_object" />
<take />
<alias>apple</alias>
<isfirstonlist type="boolean">false</isfirstonlist>
<issecondonlist type="boolean">false</issecondonlist>
<isthirdonlist type="boolean">false</isthirdonlist>
<ontake type="script"><![CDATA[
if (ListCount(game.apple_list) > 0) {
if (ListCount(game.apple_list) = 1) {
this.issecondonlist = true
}
if (ListCount(game.apple_list) = 2) {
this.isthirdonlist = true
}
list add (game.apple_list, this)
if (apple1.isfirstonlist) {
apple1.alias = apple1.originalalias + " (" + ListCount(game.apple_list) + ")"
}
else if (apple3.isfirstonlist) {
apple3.alias = apple3.originalalias + " (" + ListCount(game.apple_list) + ")"
}
MakeObjectInvisible (this)
}
else {
list add (game.apple_list, this)
this.isfirstonlist = true
this.alias = this.originalalias + " (" + ListCount(game.apple_list) + ")"
}
]]></ontake>
<ondrop type="script">
this.alias = this.originalalias
if (this.isfirstonlist) {
this.isfirstonlist = false
list remove (game.apple_list, this)
if (apple1.issecondonlist) {
MakeObjectVisible (apple1)
apple1.alias = apple1.originalalias + " (" + ListCount(game.apple_list) + ")"
apple1.issecondonlist = false
apple1.isfirstonlist = true
if (apple3.isthirdonlist) {
apple3.isthirdonlist = false
apple3.issecondonlist = true
}
}
else if (apple3.issecondonlist) {
MakeObjectVisible (apple3)
apple3.alias = apple3.originalalias + " (" + ListCount(game.apple_list) + ")"
apple3.issecondonlist = false
apple3.isfirstonlist = true
if (apple1.isthirdonlist) {
apple1.isthirdonlist = false
apple1.issecondonlist = true
}
}
}
else if (this.issecondonlist) {
this.issecondonlist = false
list remove (game.apple_list, this)
if (apple1.isthirdonlist) {
apple3.alias = apple3.originalalias + " (" + ListCount(game.apple_list) + ")"
apple1.isthirdonlist = false
apple1.issecondonlist = true
}
else if (apple3.isthirdonlist) {
apple1.alias = apple2.originalalias + " (" + ListCount(game.apple_list) + ")"
apple3.isthirdonlist = false
apple3.issecondonlist = true
}
}
else if (this.isthirdonlist) {
this.isthirdonlist = false
list remove (game.apple_list, this)
if (apple1.isfirstonlist) {
apple1.alias = apple1.originalalias + " (" + ListCount(game.apple_list) + ")"
}
if (apple3.isfirstonlist) {
apple3.alias = apple3.originalalias + " (" + ListCount(game.apple_list) + ")"
}
}
</ondrop>
<originalalias>apple</originalalias>
</object>
<object name="apple3">
<inherit name="editor_object" />
<take />
<alias>apple</alias>
<isfirstonlist type="boolean">false</isfirstonlist>
<issecondonlist type="boolean">false</issecondonlist>
<isthirdonlist type="boolean">false</isthirdonlist>
<ontake type="script"><![CDATA[
if (ListCount(game.apple_list) > 0) {
if (ListCount(game.apple_list) = 1) {
this.issecondonlist = true
}
if (ListCount(game.apple_list) = 2) {
this.isthirdonlist = true
}
list add (game.apple_list, this)
if (apple1.isfirstonlist) {
apple1.alias = apple1.originalalias + " (" + ListCount(game.apple_list) + ")"
}
else if (apple2.isfirstonlist) {
apple2.alias = apple2.originalalias + " (" + ListCount(game.apple_list) + ")"
}
MakeObjectInvisible (this)
}
else {
list add (game.apple_list, this)
this.isfirstonlist = true
this.alias = this.originalalias + " (" + ListCount(game.apple_list) + ")"
}
]]></ontake>
<ondrop type="script">
this.alias = this.originalalias
if (this.isfirstonlist) {
this.isfirstonlist = false
list remove (game.apple_list, this)
if (apple1.issecondonlist) {
MakeObjectVisible (apple1)
apple1.alias = apple1.originalalias + " (" + ListCount(game.apple_list) + ")"
apple1.issecondonlist = false
apple1.isfirstonlist = true
if (apple2.isthirdonlist) {
apple2.isthirdonlist = false
apple2.issecondonlist = true
}
}
else if (apple2.issecondonlist) {
MakeObjectVisible (apple2)
apple2.alias = apple2.originalalias + " (" + ListCount(game.apple_list) + ")"
apple2.issecondonlist = false
apple2.isfirstonlist = true
if (apple1.isthirdonlist) {
apple1.isthirdonlist = false
apple1.issecondonlist = true
}
}
}
else if (this.issecondonlist) {
this.issecondonlist = false
list remove (game.apple_list, this)
if (apple1.isthirdonlist) {
apple2.alias = apple2.originalalias + " (" + ListCount(game.apple_list) + ")"
apple1.isthirdonlist = false
apple1.issecondonlist = true
}
else if (apple2.isthirdonlist) {
apple1.alias = apple1.originalalias + " (" + ListCount(game.apple_list) + ")"
apple2.isthirdonlist = false
apple2.issecondonlist = true
}
}
else if (this.isthirdonlist) {
this.isthirdonlist = false
list remove (game.apple_list, this)
if (apple1.isfirstonlist) {
apple1.alias = apple1.originalalias + " (" + ListCount(game.apple_list) + ")"
}
if (apple2.isfirstonlist) {
apple2.alias = apple2.originalalias + " (" + ListCount(game.apple_list) + ")"
}
}
</ondrop>
<originalalias>apple</originalalias>
</object>
</object>
</asl>
HegemonKhan wrote:what~how would the coding (in general, non-quest, coding language) look like anyways for what you want to do? Can quest be able to do the type of coding you need, or not?
if the player has an object with the alias 'apple', and the player picks up an object with the alias 'apple', make 'apple' and 'apple' show in the inventory as 'apples ( number of apples in inventory)
then, if you drop an apple, remove 1 apple from the inventory and add it to the room the player is currently in
<asl version="530">
<include ref="English.aslx"/>
<include ref="Core.aslx"/>
<game name="Testing Game Stuff">
<gameid>d83ba5bb-2e3c-4f31-80c9-3e88a2dc082c</gameid>
<version>1.0</version>
<pov type="object">player</pov>
<turns type="int">0</turns>
<statusattributes type="stringdictionary">turns = </statusattributes>
<start type="script">
msg ("Type in \"helpme\" for helpme command")
</start>
</game>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
<experience type="int">0</experience>
<level type="int">0</level>
<strength type="int">0</strength>
<statusattributes type="stringdictionary">level = ;experience = ;strength =</statusattributes>
</object>
<object name="experience_potion_100_1">
<inherit name="editor_object" />
<alias>potion1001</alias>
<potion type="boolean">true</potion>
<quality_type type="int">100</quality_type>
<capacity type="int">1</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the exp potion, receiving 100 experience.")
obj = experience_potion_100_1
drink_experience_potion_100_function (obj)
</drink>
</object>
<object name="experience_potion_300_1">
<inherit name="editor_object" />
<alias>potion3001</alias>
<potion type="boolean">true</potion>
<quality_type type="int">300</quality_type>
<capacity type="int">3</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the exp potion, receiving 300 experience.")
obj = experience_potion_300_1
drink_experience_potion_300_function (obj)
</drink>
</object>
<object name="strength_elixir_100_1">
<inherit name="editor_object" />
<alias>elixir1001</alias>
<elixir type="boolean">true</elixir>
<quality_type type="int">100</quality_type>
<capacity type="int">1</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the str elixir, receiving 100 strength.")
obj = strength_elixir_100_1
drink_strength_elixir_100_function (obj)
</drink>
</object>
<object name="strength_elixir_300_1">
<inherit name="editor_object" />
<alias>elixir3001</alias>
<elixir type="boolean">true</elixir>
<quality_type type="int">300</quality_type>
<capacity type="int">3</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the str elixir, receiving 300 strength.")
obj = strength_elixir_300_1
drink_strength_elixir_300_function (obj)
</drink>
</object>
<object name="experience_potion_100_2">
<inherit name="editor_object" />
<alias>potion1002</alias>
<potion type="boolean">true</potion>
<quality_type type="int">100</quality_type>
<capacity type="int">1</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the exp potion, receiving 100 experience.")
obj = experience_potion_100_2
drink_experience_potion_100_function (obj)
</drink>
</object>
<object name="experience_potion_300_2">
<inherit name="editor_object" />
<alias>potion3002</alias>
<potion type="boolean">true</potion>
<quality_type type="int">300</quality_type>
<capacity type="int">3</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the exp potion, receiving 300 experience.")
obj = experience_potion_300_2
drink_experience_potion_300_function (obj)
</drink>
</object>
<object name="strength_elixir_100_2">
<inherit name="editor_object" />
<alias>elixir1002</alias>
<elixir type="boolean">true</elixir>
<quality_type type="int">100</quality_type>
<capacity type="int">1</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the str elixir, receiving 100 strength.")
obj = strength_elixir_100_2
drink_strength_elixir_100_function (obj)
</drink>
</object>
<object name="strength_elixir_300_2">
<inherit name="editor_object" />
<alias>elixir3002</alias>
<elixir type="boolean">true</elixir>
<quality_type type="int">300</quality_type>
<capacity type="int">3</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the str elixir, receiving 300 strength.")
obj = strength_elixir_300_2
drink_strength_elixir_300_function (obj)
</drink>
</object>
<object name="experience_potion_100_3">
<inherit name="editor_object" />
<alias>potion1003</alias>
<potion type="boolean">true</potion>
<quality_type type="int">100</quality_type>
<capacity type="int">1</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the exp potion, receiving 100 experience.")
obj = experience_potion_100_3
drink_experience_potion_100_function (obj)
</drink>
</object>
<object name="experience_potion_300_3">
<inherit name="editor_object" />
<alias>potion3003</alias>
<potion type="boolean">true</potion>
<quality_type type="int">300</quality_type>
<capacity type="int">3</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the exp potion, receiving 300 experience.")
obj = experience_potion_300_3
drink_experience_potion_300_function (obj)
</drink>
</object>
<object name="strength_elixir_100_3">
<inherit name="editor_object" />
<alias>elixir1003</alias>
<elixir type="boolean">true</elixir>
<quality_type type="int">100</quality_type>
<capacity type="int">1</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the str elixir, receiving 100 strength.")
obj = strength_elixir_100_3
drink_strength_elixir_100_function (obj)
</drink>
</object>
<object name="strength_elixir_300_3">
<inherit name="editor_object" />
<alias>elixir3003</alias>
<elixir type="boolean">true</elixir>
<quality_type type="int">300</quality_type>
<capacity type="int">3</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the str elixir, receiving 300 strength.")
obj = strength_elixir_300_3
drink_strength_elixir_300_function (obj)
</drink>
</object>
<object name="experience_potion_100_4">
<inherit name="editor_object" />
<alias>potion1004</alias>
<potion type="boolean">true</potion>
<quality_type type="int">100</quality_type>
<capacity type="int">1</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the exp potion, receiving 100 experience.")
obj = experience_potion_100_4
drink_experience_potion_100_function (obj)
</drink>
</object>
<object name="experience_potion_300_4">
<inherit name="editor_object" />
<alias>potion3004</alias>
<potion type="boolean">true</potion>
<quality_type type="int">300</quality_type>
<capacity type="int">3</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the exp potion, receiving 300 experience.")
obj = experience_potion_300_4
drink_experience_potion_300_function (obj)
</drink>
</object>
<object name="strength_elixir_100_4">
<inherit name="editor_object" />
<alias>elixir1004</alias>
<elixir type="boolean">true</elixir>
<quality_type type="int">100</quality_type>
<capacity type="int">1</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the str elixir, receiving 100 strength.")
obj = strength_elixir_100_4
drink_strength_elixir_100_function (obj)
</drink>
</object>
<object name="strength_elixir_300_4">
<inherit name="editor_object" />
<alias>elixir3004</alias>
<elixir type="boolean">true</elixir>
<quality_type type="int">300</quality_type>
<capacity type="int">3</capacity>
<take />
<drop />
<use />
<give />
<displayverbs>Look at; Take; Drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the str elixir, receiving 300 strength.")
obj = strength_elixir_300_4
drink_strength_elixir_300_function (obj)
</drink>
</object>
</object>
<turnscript name="game_turns_turnscript">
<enabled />
<script>
level_up_function
game_turns_function
</script>
</turnscript>
<command name="help_me_command">
<pattern>helpme</pattern>
<script>
help_me_function
</script>
</command>
<command name="items_command">
<pattern>items</pattern>
<script>
items_function
</script>
</command>
<command name="storage_command">
<pattern>storage</pattern>
<script>
storage_function
</script>
</command>
<command name="restore_items_command">
<pattern>restore</pattern>
<script>
restore_items_function
</script>
</command>
<command name="take_all_command">
<pattern>takeall</pattern>
<script>
take_all_function
</script>
</command>
<command name="drop_all_command">
<pattern>dropall</pattern>
<script>
drop_all_function
</script>
</command>
<command name="capacity_command">
<pattern>capacity</pattern>
<script>
capacity_function
</script>
</command>
<function name="help_me_function">
msg ("Commands: takeall, dropall, storage, items, capacity, restore")
</function>
<function name="take_all_function">
foreach (obj,ScopeReachableNotHeld ()) {
MoveObject (obj,game.pov)
}
</function>
<function name="drop_all_function">
foreach (obj,ScopeInventory ()) {
MoveObject (obj,game.pov.parent)
}
</function>
<function name="items_function">
msg ("potion 100 (" + ListCount (GetDirectChildren (potion_100_storage)) + ")")
msg ("potion 300 (" + ListCount (GetDirectChildren (potion_300_storage)) + ")")
msg ("elixir 100 (" + ListCount (GetDirectChildren (elixir_100_storage)) + ")")
msg ("elixir 300 (" + ListCount (GetDirectChildren (elixir_300_storage)) + ")")
</function>
<function name="capacity_function">
msg ("potion 100 storage: " + potion_100_storage.capacity + " / 9")
msg ("potion 300 storage: " + potion_300_storage.capacity + " / 9")
msg ("elixir 100 storage: " + elixir_100_storage.capacity + " / 9")
msg ("elixir 300 storage: " + elixir_300_storage.capacity + " / 9")
</function>
<function name="restore_items_function">
foreach (obj,GetDirectChildren (item_game_storage)) {
MoveObject (obj,room)
}
</function>
<function name="storage_function"><![CDATA[
show menu ("What do you want to do?",split("deposit;withdraw",";"),true) {
switch (result) {
case ("deposit") {
foreach (obj,ScopeInventory ()) {
if (GetBoolean (obj,"potion") = true) {
if (GetInt (obj,"quality_type") = 100) {
if (potion_100_storage.capacity < 9) {
if (GetInt (potion_100_storage,"capacity") + GetInt (obj,"capacity") <= 9) {
MoveObject (obj,potion_100_storage)
potion_100_storage.capacity = GetInt (potion_100_storage,"capacity") + GetInt (obj,"capacity")
} else {
msg ("There is not enough capacity remaining in your potion 100 storage for the potion you want to store.")
}
} else if (potion_100_storage.capacity = 9) {
msg ("Your potion 100 storage is already full.")
}
} else if (GetInt (obj,"quality_type") = 300) {
if (potion_300_storage.capacity < 9) {
if (GetInt (potion_300_storage,"capacity") + GetInt (obj,"capacity") <= 9) {
MoveObject (obj,potion_300_storage)
potion_300_storage.capacity = GetInt (potion_300_storage,"capacity") + GetInt (obj,"capacity")
} else {
msg ("There is not enough capacity remaining in your potion 300 storage for the potion you want to store.")
}
} else if (potion_300_storage.capacity = 9) {
msg ("Your potion storage is already full.")
}
}
} else if (GetBoolean (obj,"elixir") = true) {
if (GetInt (obj,"quality_type") = 100) {
if (elixir_100_storage.capacity < 9) {
if (GetInt (elixir_100_storage,"capacity") + GetInt (obj,"capacity") <= 9) {
MoveObject (obj,elixir_100_storage)
elixir_100_storage.capacity = GetInt (elixir_100_storage,"capacity") + GetInt (obj,"capacity")
} else {
msg ("There is not enough capacity remaining in your elixir 100 storage for the elixir that you want to deposit.")
}
} else if (elixir_100_storage.capacity = 9) {
msg ("Your elixir storage is already full.")
}
} else if (GetInt (obj,"quality_type") = 300) {
if (elixir_300_storage.capacity < 9) {
if (GetInt (elixir_300_storage,"capacity") + GetInt (obj,"capacity") <= 9) {
MoveObject (obj,elixir_300_storage)
elixir_300_storage.capacity = GetInt (elixir_300_storage,"capacity") + GetInt (obj,"capacity")
} else {
msg ("There is not enough capacity remaining in your elixir 300 storage for the elixir that you want to deposit.")
}
} else if (elixir_300_storage.capacity = 9) {
msg ("Your elixir 300 storage is already full.")
}
}
} else {
msg ("This object can't be stored.")
}
}
}
case ("withdraw") {
show menu ("What do you want to do?", split ("potion;elixir",";"),true) {
switch (result) {
case ("potion") {
show menu ("What do you want to do?", split ("100;300",";"),true) {
switch (result) {
case ("100") {
withdraw_potion_100
}
case ("300") {
withdraw_potion_300
}
}
}
}
case ("elixir") {
show menu ("What do you want to do?", split ("100;300",";"),true) {
switch (result) {
case ("100") {
withdraw_elixir_100
}
case ("300") {
withdraw_elixir_300
}
}
}
}
}
}
}
}
}
]]></function>
<function name="withdraw_potion_100">
foreach (obj,GetDirectChildren (potion_100_storage)) {
potion_100_storage.capacity = GetInt (potion_100_storage,"capacity") - GetInt (obj,"capacity")
MoveObject (obj,game.pov)
}
</function>
<function name="withdraw_elixir_100">
foreach (obj,GetDirectChildren (elixir_100_storage)) {
elixir_100_storage.capacity = GetInt (elixir_100_storage,"capacity") - GetInt (obj,"capacity")
MoveObject (obj,game.pov)
}
</function>
<function name="withdraw_potion_300">
foreach (obj,GetDirectChildren (potion_300_storage)) {
potion_300_storage.capacity = GetInt (potion_300_storage,"capacity") - GetInt (obj,"capacity")
MoveObject (obj,game.pov)
}
</function>
<function name="withdraw_elixir_300">
foreach (obj,GetDirectChildren (elixir_300_storage)) {
elixir_300_storage.capacity = GetInt (elixir_300_storage,"capacity") - GetInt (obj,"capacity")
MoveObject (obj,game.pov)
}
</function>
<function name="drink_experience_potion_100_function" parameters="obj">
game.pov.experience = game.pov.experience + 100
MoveObject (obj,item_game_storage)
</function>
<function name="drink_experience_potion_300_function" parameters="obj">
game.pov.experience = game.pov.experience + 300
MoveObject (obj,item_game_storage)
</function>
<function name="drink_strength_elixir_100_function" parameters="obj">
game.pov.strength = game.pov.strength + 100
MoveObject (obj,item_game_storage)
</function>
<function name="drink_strength_elixir_300_function" parameters="obj">
game.pov.strength = game.pov.strength + 300
MoveObject (obj,item_game_storage)
</function>
<function name="game_turns_function">
game.turns = game.turns + 1
</function>
<function name="level_increase_function">
game.pov.level = game.pov.level + 1
</function>
<function name="level_experience_overflow_function">
game.pov.experience = game.pov.experience - (game.pov.level * 100 + 100)
</function>
<function name="level_up_function"><![CDATA[
if (game.pov.experience >= game.pov.level * 100 + 100) {
level_experience_overflow_function
level_increase_function
level_up_function
}
]]></function>
<object name="item_player_storage">
<parent>null</parent>
<inherit name="editor_object" />
<object name="potion_storage">
<inherit name="editor_object" />
<object name="potion_100_storage">
<inherit name="editor_object" />
<capacity type="int">0</capacity>
</object>
<object name="potion_300_storage">
<inherit name="editor_object" />
<capacity type="int">0</capacity>
</object>
</object>
<object name="elixir_storage">
<inherit name="editor_object" />
<object name="elixir_100_storage">
<inherit name="editor_object" />
<capacity type="int">0</capacity>
</object>
<object name="elixir_300_storage">
<inherit name="editor_object" />
<capacity type="int">0</capacity>
</object>
</object>
</object>
<object name="item_game_storage">
<inherit name="editor_object" />
<parent>null</parent>
</object>
</asl>Sora574 wrote:Hmm...
I actually don't understand what you did.
Well, not really what, it's more like... Why?
It looks like you're using a 'storage' command to insert and withdraw objects from storage units. (?) This would come in handy for a bank (so don't throw out the coding -- you may be on to something) but I don't see why you wouldn't just make it automatic, for this purpose.
I also don't understand why all the potions and elixirs are numbered. (potion1001, potion3001, elixir1001, elixir3001...) Perhaps this is just saying the amount of strength or experience it gives you, followed by a number to distinguish them from each other?
Plus, the 'storage' command only seems to work if you have everything in your inventory, and then it makes storage objects (?) named 'potion3004' and 'elixir3004'... This isn't really 'stacking', it's more like pouring a bunch of drinks into the same cup -- which comes to another bug (?) you can drink the entire storage unit. But it only gives you 300 of whatever.
Did I miss something here?...
foreach (obj,ScopeInventory ()) {
if (GetBoolean (obj,"potion") = true and GetInt (obj, "quality_type" = 100) {
list add (game.potion_100_list,obj)
} else if (GetBoolean (obj,"potion") = true and GetInt (obj, "quality_type" = 300) {
list add (game.potion_300_list,obj)
} else if (GetBoolean (obj,"elixir") = true and GetInt (obj, "quality_type" = 100) {
list add (game.elixir_100_list,obj)
} else if (GetBoolean (obj,"potion") = true and GetInt (obj, "quality_type" = 300) {
list add (game.elixir_300_list,obj)
}
}
// then just do your display code
this.alias = this.originalalias
this.alias = this.originalalias + " (" + ListCount(game.listname_list) + ")"
etc etc etc
// but you still got to figure out what you want to do with all of the objects, lol and mehforeach (obj,ScopeInventory ()) {
if (GetBoolean (obj,"potion") = true and GetInt (obj, "quality_type" = 100) {
list_count
} else if (GetBoolean (obj,"potion") = true and GetInt (obj, "quality_type" = 300) {
list_count
} else if (GetBoolean (obj,"elixir") = true and GetInt (obj, "quality_type" = 100) {
list_count
} else if (GetBoolean (obj,"potion") = true and GetInt (obj, "quality_type" = 300) {
list_count
}
// this doesn't work, but I think it *MAY* be somewhat on the right track... I hope... lol
<function name="list_count" parameters="obj">
foreach (objobj,ScopeInventory ()) {
if (objobj.name = obj.name) {
objobjobj = obj
this.alias = this.originalalias + " (" + ListCount(foreach (objobjobj, ScopeInventory ()) + ")"
}
}
</function>
// but you still got to figure out what you want to do with all of the objects, lol and mehHegemonKhan wrote:...
how do you set it up, so that it displays "apple (99)" in the inventory or even possibly to actually "stack" the objects... ???