**Language / Langue :** [[fr:yaml:objets|FR]] | **EN** ====== Objects and Inventory (YAML) ====== Objects declared in ''objects:'' are added when the player enters the room. They use the native bot commands: ''take'', ''examine'' and ''drop''. Important: YAML objects do not support ''if:'' or ''visible-if:'' directly. To make an object conditional, use another room, an event, a choice, a tag, or an object with ''remove: true''. ===== Full Example ===== - id: library text: | A cluttered table stands in the room. An old chest rests against the wall. objects: - name: grimoire location: table furniture_description: "An old wooden table. A dusty grimoire lies on it." description: "An old grimoire with yellowed pages." pickup_text: "You take the grimoire from the table." furniture_reaction: "Examine the table" pickup_reaction: "Take the grimoire" object_reaction: "Examine the grimoire" - name: key location: invisible description: "A small silver key." pickup_text: "You pick up the key." - name: old_potion remove: true location: invisible remove_text: "The old potion disappears from your bag." ===== Available Fields ===== ^ Field ^ Effect ^ | ''name:'' | Object identifier. Required. | | ''location:'' | Furniture or place where the object is located. Default: ''invisible''. | | ''description:'' | Text shown when the player examines the object. | | ''furniture_description:'' | Text shown when the player examines the furniture/location. If missing, the engine falls back to ''description:''. | | ''pickup_text:'' | Text shown when the object is taken. | | ''remove: true'' | Removes this object when entering the room, equivalent to the legacy ''-name'' prefix. | | ''remove_text:'' | Text used on removal when ''remove: true''. | | ''furniture_reaction:'' | Button shown to examine the furniture. | | ''pickup_reaction:'' | Button shown to take the object. | | ''object_reaction:'' | Button shown to examine the object. | | ''inventory-limit:'' | How many copies the player may hold. Absent: one copy. ''0'': unlimited. | | ''inventory-limit-message:'' | Optional text shown when the limit is reached. | | ''throw-missing-message:'' | Optional text shown when the player throws an object they do not carry. | ===== Furniture, Object and Inventory ===== ''location:'' defines visible furniture. With ''location: chest'', the player can examine ''chest''. ''furniture_description:'' describes the chest, while ''description:'' describes the object itself. ''location: invisible'' means the object exists in the room but is not directly listed as a visible object to take. This is useful for internal states or event-managed objects. ===== Several copies of the same object ===== Declaring the same ''name:'' several times now means several **real copies**, including across different furniture or rooms. Taking one no longer hides the others, and each keeps its own description in the scenery. objects: - name: coin location: chest description: "A worn silver coin." - name: coin location: purse description: "A coin still warm from someone's hand." The inventory groups them as ''coin x 2''. Throwing, using or removing an object only consumes one unit, and the historical ''object'' / ''-object'' conditions keep their meaning. ===== How many copies can be held ===== ''inventory-limit:'' sets the maximum. Without it, the player holds **one** copy. ''0'' means unlimited. objects: - name: torch location: wall inventory-limit: 3 inventory-limit-message: "You already carry three torches." Going over the limit is a normal narrative answer, not an error: the engine states how many copies are already held and what the limit is, then leaves the commands available. The two optional messages accept the usual text processing, including ''v_variable_v'' and ''t_variable_t''. ===== Object Conditions ===== In ''if:'' fields, test objects by name: if: "key" # player owns key if: "-key" # player does not own key ===== Quantity conditions ===== A structured condition compares the number of copies held. events: - if: object: coin quantity: 3 operator: ">=" text: "You have enough coins to pay the ferryman." The editor offers this setting in its condition builder. ===== Add or Remove an Object with do: ===== Recommended form: events: - if: ~ do: - object: rusty_key to: inventory description: "An old rusty key." - object: fake_key to: inventory remove: true text: "Your keyring changes." The legacy action-string form is still accepted: do: - "rusty_key&&inventory&&An old rusty key." - "-fake_key&&inventory&&null" ===== Media in Descriptions ===== ''description:'' and ''furniture_description:'' accept the same media syntax as narrative text: images ''%%[[url]]%%'', sounds ''%%<>%%'' and videos ''%%((url))%%''. Clicking an object in the inventory automatically runs ''inspect ''. ===== See also ===== * [[en:yaml:conditions|Conditions]] * [[en:yaml:actions|Custom actions]] * [[en:yaml:medias|Sounds, images and videos]]