When an object is "found_in" several rooms, but isn't
static or scenery, and the player takes the item, the next
time they pass through a room where it is found, it is
removed from them and put back in the room without telling
the player. The solution is up to the programmer: either have multiple
instances of the object, each of which can be taken, or
trap the "take" action. The more "natural" implication could also be enforced by
changed the MoveFloatingObjects() routine. In line 698
of verblibm "if (address~=0 && i hasnt absent)" add "&&
~~IndirectlyContains(player, i)";
About Patches
Issue L61026
Default behaviour of taking floating objects
Submitted by: Cedric Knight
Appeared in: Library 6/10 or before
Fixed in: Library 6/11
Problem
Solution
Last updated 17 April 2013.
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