It would be neat if we could pick up objects and have them stored in an "inventory" that is then available to us wherever we are. Would allow us to collect things and use them later or just build big collections.
Comments: 35
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22 Jan, '20
ZechariahAnd add an option to use show inventory and a list for Bot/AI gives a list of what u have then you use it by saying use item like in RPGs
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23 Jan, '20
Tiamat4If development could go a hybrid route (where some text is produced via prediction and some is via another method), inventory seems like a good place to try it out.
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31 Jan, '20
VantaBlackAmalgamStill want an ‘inventory’ thingy... like have the ai remember what all you have picked up? Or at least give me an option like ‘there’s a shiny rock half buried in the sand, would you like to take it with you?’ And then yes or no y’know?
And when you forget what you have you can do a command like /inventory and it’ll list off your items, you can also do /drop (item name) and you’ll drop it or /use (item name) on the orc (or whatever) -
01 Feb, '20
DevonThis is mostly nontrivial. The best possible is a solution using /remember
so typing "/grab rock" would be equivalent to the inputs "grab a rock" and "/remember You have a rock"
and "/drop rock" would be equivalent to "drop a rock" and forgetting you have a rock. -
15 Apr, '20
MurbleFor now I just use the /remember command to say I have something. Sucks though because it doesn't seem to care much about it either way.
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26 Apr, '20
JUGGERNAUTLMGI think it should definitely at least show a list (with use/equip buttons) for all the items you have stored. This is a feature I've been looking for since I started AI Dungeon.
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25 May, '20
David AdminI marked this as planned as it's definitely on our radar. It's something very difficult to achieve though with the limitations of the AI. We're working on creating new AI models that will be able to handle this kind of data.
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27 May, '20
LazarheaDIt could destroy creativity as you won't just be able to pull out a multitool at any point and feel badass.
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20 Jun, '20
Devon Admin"An inventory that both shows and displays what items the player has." (suggested by CJiscoolguy on 2020-06-17), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Jun, '20
YessumsIdea: (Sure, this would damper on the AI stuff, but...) How about a menu like the quests where you can input items and (Though this could be more trouble than it's worth.) their descriptions? The items would 'activate' when used with item related verbs!
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02 Jul, '20
DeweyAt this point, it's kind of like a dream: Every single time you check your bag, things are different. Manually using the /remember command seems a bit too tedious. Sometimes, the story just continues without even looking in my inventory. (try: Do "check inventory")
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05 Jul, '20
MikeThey plan on implementing this feature sometime soon. For now, using the remember prompt is a good alternative way of storing items. Typing something like this: "You have a(n) [object/item] in your hands." will force the AI to remember. And if you want to drop something; "You dropped the [object/item]." is also a good way of telling it that you no longer have that thing. Making certain items or objects vital to certain quests or objectives would also be a good option.
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16 Jul, '20
SeanPerhaps something as simple as a “remember” button which shortcuts the /remember function so that story flow For the average user isn’t interrupted by “coding” might do the trick?
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23 Jul, '20
Devon Admin"Inventory, map, character list." (suggested by Dylan! on 2020-07-22), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Jul, '20
RiftsCurrently I just use the /remember command/button to store my inventory, character skills, and general notes. Since scenario creators may end up using that function for the crafting of their story, you often end up having to delete definitions for key unique terms as you're both limited to the same 1000 character limit. I think having a secondary /remember function or button, private to the end user, could solve alot of the character tracking issues (even if it's just a exact copy of /remember).
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07 Aug, '20
Criswould need a "auto-removal mechanism" too. imagine if you are arrested but the police never takes your gun, that would be stupid.
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18 Aug, '20
ArmokJust had some thoughts about how this could be implemented.
- You could have defaut World Info entry, that's just a list that starts with "You have a" and is then a comma-separated list that the player has to manually add and remove stuff from, and has keywords like "Inventory", "use", etc. Done this way, unless I missed something you'd not need any new AI work at all it'd just be an interface change for the existing system. If it's short enough, maybe make item name keywords to. -
18 Aug, '20
Armok(Continued from above) ... An approach you could easily build later from that which require more work is to basically make it the same thing as World Info, with the name of the item just being the first keyword, and the entry being either the 3 prompts around where the item is picked up or it's name occurs. There'd also still be the "whole inventory" that's simply treated as a single item named "Inventory", keeps an updated list of names with "you have a" as described.
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18 Aug, '20
Armok(Continued from above) ... I have a bunch more ideas, but this is the second time I've run into the common character cap so I'll stop for now.
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11 Sep, '20
Lucas9348Is there a list for all of the possible '${}' commands? I wish it were more accessible.
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16 Sep, '20
Kucing-OrangeThe addition of an inventory may be useful for adventurers as it can understand loots, remaining ammunitions, remaining hits, or even remaining mana's. For example: You have 10 remaining arrows, the inventory would says "Arrow : 10 remaining". If you shoot the arrow once, the remaining arrows will decrease by one and so on until the last arrow is shot, and you cannot shoot any more arrows, and when the arrow drops to zero, the word "arrow" in the inventory menu will be deleted, ...
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16 Sep, '20
Kucing-Orangeand then the AI must understand how the bow works if there are no more arrows in it, which means the player no longer has the ability to shoot any more arrows from the bow, and if the player found or grab more arrows, the word "arrow : x remaining" will automatically appear in the inventory menu. That's what I thought, but I don't think if it is gonna work because it's in a java script? I don't know if is that even the case and I don't know how it works, so maybe it wouldn't works.
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16 Sep, '20
Kucing-OrangeThat's merely just my opinion.
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18 Sep, '20
FreddyEI just published a script that does exactly that. Look for the scenario "Inventory Script v.1" by FreddyE.
Usage: "PUT THING" puts something into the inventory. GET THING, gets something out of it. If you try to GET something you don´t have the game will react accordingly. It only works if the mode of the ingame text entry bar is set to "Story" when typing.
Example: "You PUT the BANANA into your bag" -
21 Sep, '20
Rushifa2kAlso with this add a command the ai will know, "Add ________ to inventory" so the ai knows its there.
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21 Sep, '20
Zenith MergedAllow players to create scenarios where the player can only use what they are carrying until they pick something else up, and allow the game to remember what the player is wearing (also useful in nsfw scenarios to prevent having to remove the same clothes multiple times)
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21 Sep, '20
Daviljoe193 Merged"Ability to have an inventory" was marked as planned, so it's likely that this would become a part of the feature anyway when it's introduced.
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21 Sep, '20
Devon Admin"Optional fixed item inventories and equipment lists" (suggested by Zenith on 2020-09-21), including upvotes (1) and comments (1), was merged into this suggestion.
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30 Sep, '20
PatThis is one of the first things I thought should be added just to help with AI memory and to make the story less random outputs.
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18 Oct, '20
Devon Admin"Add something like inventory" (suggested by Still Jobs on 2020-10-18), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Oct, '20
Valdemar SvenssonYes, we’ll finally have to look for items instead of just randomly picking up a knife that we didn’t know we had.
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09 Nov, '20
leoisverytriggeredrightnpw45in creative mode there should be a button where you can add items without using story mode to spawn it in and then collect it.
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20 Nov, '20
Hemeecheeyou could easily do "picks up legendary sword of Larion's first king", but that would just add more spice, im down
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08 Dec, '20
Scales3837This can be done with scripts maybe?
if user types command /inventory then show what the player owns -
12 Jan
Mr. RyryWe totally need this. I have my support on it and I have fabricated a post on why it is amazing.