Stackable inventory

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beowuuf
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Stackable inventory

Post by beowuuf »

The ability to have multiple items in certain inventory slots.

For example, a ring can be placed in the hand, and other items can be placed ontop of it
Things like capes can be placed ontop of necklaces in the neck slot
You could have a piece of armour placed ontop of clothes for whatever subtle armour benefit
If there was ever a proper bandage item to reduce the effects of critical injuries, these could be worn under any carried items on the body

This would obviously mean that items would have a more subtle size rating than they have now, to indicate if something else could be placed ontop of them, and if so what size it would have to be

The way this could work for movement of items is that the usual swapping and removing is still in place. The only time you can ever try to stack an item ontop of another is to enter the inventory, and press some new icon (that toggles stacking on/off). This stacking also disables as soon as you exit the inventory, even if you move to another character.
So for example if you have a ring under a falchion in the action hand, then this behaves like a character with a falchion only in the hand. If you click on the falchion with another item, then a swap will happen unless it's another ring (assume you can only have one ring on a hand). If however you simply remove the falchion, then the ring is underneath ready to use. The only way to then put the falchion back into the hand would be to go into the inventory. If you put the falchion back normally, the ring would swap with it.
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Lunever
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Re: Stackable inventory

Post by Lunever »

Good idea. Other items could be stacked also in the bagpack, for example coins wouldn´t need as much space as a sword anymore.
Yet the stack mode shouldn´t be deactivated automatically, or it wouldn´t be possible in the above example to grab the falchion from the characters hand, shoot a lightning from the ring and then take up the falchion for melee again.
A possibility to circumvent this problem would be to have only one ring per Hand usable (similar to good ol´AD&D) and make it usable by clicking upon the first action item (the falchion) with the second or third mouse button.
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Zed5Duke
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Post by Zed5Duke »

Its nice idea, something similar was used in Rage Of Mages, M&M or Ravenloft. So you should wear shirt and on that chainmail and on that plate armor. Bud items icons are too small. RTC was create for emulate DM, but it has much more possibilities. I think about RTC version for Hi-Res graphics, some new era of dungeons.
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beowuuf
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Post by beowuuf »

This is almost doable with mechanics (see my example in the editing dungeon) so probably best to kill this thread.
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Sophia
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Post by Sophia »

Well, it's almost doable, you're right, but it'd get kind of sticky if you had a lot of items that could be combined.

I wonder how much trouble a "stackable" flag would be for items. They'd have to be both considered in the same inventory slot at the same time, which, depending on how the data structure is laid out, could be a major nightmare.
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