jaynabonne wrote:I discovered the same problem and was basically told, "Don't do that." (That, basically, libraries are meant for code and not meant to include additions to the overall room topology, which should all reside in the main aslx file - something which I disagree with as an overall organizational principle, and I still consider this a bug).
I resorted to setting the parent in code instead of in data.
As I suspected.
What I wanted to do is to have a new type which player and NPCs can inherit from, and which would add some objects to them by default. Those objects should have handling logic in the library but it should be customizable in the editor for each character.
Since it is impossible to add objects to characters this way (due to Quest just copying the code over and worse yet, not displaying the object which is added in the editor), I am at a loss as to how to solve this problem.
I could programmatically add the objects to the character when they inherit from certain type (that would probably require that I add game start script which would do the actual object creation), but then I cannot customize individual characters from the editor because those dynamically created objects don't exist in the code. Worse yet, I don't know how to add a script to the object I just created, not to mention how tedious would it be to loop through all the objects and add several scripts to each one of them.
It turns out that the only solution is to create objects in the editor and then inherit them from the object type. When you have 10 characters going around and adding several objects per character and then inheriting those objects from their respective types is much more tedious and error prone compared to simply being able to make characters inherit from a type and have the objects added automatically.
Furthermore, there should be a way to say that an object is a part of player and
not in the inventory so it can be visible without having to create a player as an open container with all the problems which arise from that such as listing those objects together with inventory items and saying that the player is containing them. Inform 7 has a way to define objects which are part of something and that is really a missing feature here.
If you are curious why would I need such a feature, I am trying to create anatomically correct player and NPCs.