using 'volume', a quick-brief example:
<object name="bag">
<attr name="alias" type="string">bag</attr>
<attr name="changedvolume" type="script">
if (bag.volume > 1000) {
bag.alias = "near-bursting bag"
} else if (bag.volume > 500) {
bag.alias = "bulging bag"
} else {
bag.alias = "bag"
}
</attr>
</object>
using item quantity, a quick-brief example:
<object name="bag">
<attr name="alias" type="string">bag</attr>
<attr name="item_quantity" type="int">0</attr>
<attr name="changedvolume" type="script">
count = 0
foreach (object_variable, GetDirectChildren (bag)) {
count = count + 1
}
bag.item_quantity = count
</attr>
<attr name="changeditem_quantity" type="script">
if (bag.item_quantity > 10) {
bag.alias = "near-bursting bag"
} else if (bag.item_quantity > 5) {
bag.alias = "bulging bag"
} else {
bag.alias = "bag"
}
</attr>
</object>
--------
laughs... I just remembered that 'ListCount' exists, lol... I haven't been using quest for awhile due to school/school work, lol
(well my example above, shows how 'ListCount' works/is probably generally done underneath by quest... lol)
using item quantity (using ListCount), a quick-brief example:
<object name="bag">
<attr name="alias" type="string">bag</attr>
<attr name="item_quantity" type="int">0</attr>
<attr name="changedvolume" type="script">
bag.item_quantity = ListCount (GetDirectChildren (bag)) {
</attr>
<attr name="changeditem_quantity" type="script">
if (bag.item_quantity > 10) {
bag.alias = "near-bursting bag"
} else if (bag.item_quantity > 5) {
bag.alias = "bulging bag"
} else {
bag.alias = "bag"
}
</attr>
</object>