Right now, RTC has a lot of ability to create and play around with new objects, but not so much with existing objects. The new MOVE_ actions in 0.39 could serve as a template for solving this problem, though.
I am suggesting some kind of "Move Here" action: The item that would be moved around by invoking the action is moved to the location of the first object of the type specified by the action's first argument. For example, then a storage area could have a unique, special flooritem in it, and items could be MOVEHEREd to it. To get them to the party's location, a quickly expiring item could be created on the floor near them and objects would then be MOVEHEREd back there. Objects already in hand would probably get pushed onto the floor, much like CREATE_NEW_IN_HAND. By having a dungeon item MOVEHERE to the hand, push the item currently in hand onto the floor, and then SWAP the item on the floor away, it can appear to combine a MOVE and a SWAP, too.
[Done for V0.39] A slightly weirder MOVE
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- George Gilbert
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Done for V0.39
For added flexibility, I've made it so that it will only move to a "visible" item of the specified object class. That way you can have multiple items of a object in a dungeon and by cunning use of toggling them can select which of the destinations you want.
If there are multiple visible destinations, then the engine picks the first one it finds (and therefore from a dungeon designers point of view, it could be any of them) - so make sure only one is visible in your dungeon at any one time!
For added flexibility, I've made it so that it will only move to a "visible" item of the specified object class. That way you can have multiple items of a object in a dungeon and by cunning use of toggling them can select which of the destinations you want.
If there are multiple visible destinations, then the engine picks the first one it finds (and therefore from a dungeon designers point of view, it could be any of them) - so make sure only one is visible in your dungeon at any one time!