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Inventory

From Neverend

The inventory consists of 3D objects rather than sprites. When a player places something in inventory, it is still 3D, and can be moved around in a backpack, being on top of other items. The player must rummage through inventory, much like Ultima Online, instead of having everything in a neat list. The option to "sort" will arrange items by size, by type, by weight, and by space.

Weight is also a factor, as different items will weigh different amounts. Items exist as individual items, and stacked items.

Since all items have the same "perspective" in inventory, they have the same scale to one another, in other words they will maintain the same size when placed in inventory.

Inventory may have physical abilities such as allowing an item to "fall" to the back, or flipping inventory over to allow bottom items to be up front.

Inventory volume is based on the sum of all storage items in use, including bags, boxes, backpacks, pockets, and default storage.

Inventories that are not based on backpacks, such as a dimensional hole or metaphysical inventory, will allow items to "float" in inventory without being restricted.

In UO and other Ultima games, the inventory is actually the same graphic as the game world graphic. For example, you find a sword laying on the ground and put it in inventory. The sword on ground image is the same as the sword in inventory image.

Now this is harder in 3D, but it can be done as long as inventory items have the same size perspective. Think of the inventory like a fixed camera in a rectangular room. The room is the inventory window. Players can drag these objects around the room, and they are still the same 3D models. They can drag the models outside of the "room" and on to the game to drop it in the world, or they can drag and drop it on a player or NPC to intiate trade. They can also use macros or other commands to initiate trade rather than using the mouse.

Having items in inventory be the same as in game models gives a feel of perspective for each item, including its size and weight. It also saves time as new sprite graphics don't have to be made for each item.

Items take up a certain amount of space in the inventory, so huge items might take up the entire inventory or leave a tiny bit of space. Items are simply dropped in the "room", and moved around manually for the best fit. They can also be auto-arranged.

Players can get bigger storage "rooms" by equipping bigger storage items, using magical storage items, or by placing bags and boxes inside inventory and opening them to use a sub room.

Player strength determines how much maximum weight a player can carry. A low strength character will have to travel light, or have magic items that allow weight to be reduced.


[edit] Item ownership

Items either have an owner or have no owner. Items with no owner are free to be picked up, used, and moved around.

Items with an owner will be ignored by law abiding NPCs, and trash collecting or scavenging NPCs. They will not be ignored by thieves, bandits, and malicious NPCs or monsters.

Players who take an item that is owned by someone, damage an owned object or building, or move an owned item around will be pointed out by NPCs, who will comment on the action and eventually call the gaurds.

Items that are within a building or a marked territory such as a shop, or a public stage or other display, will be considered owned by someone, and should not be moved or damaged.

Items that are abandoned will lose their ownership and decay.

Items that are handed to others will not have ownership changed, unless the owner decides to give it to the person, sell it, or trade it.

Items that are lost or stolen may be requested by NPCs, such as a thief who steals from other NPCs.

Items that are crafted have no owner until in inventory for some time.

Items in shops and stores should be secured behind cases or in chests, or displayed with a gaurd or bouncer present.

Do not drink someone else's drink or eat someone's food.

Laws can state whether ownership is active or not. In a non-territory area, ownership does not apply. Ownership is disabled by default.

[edit] Showing items

Items are typically shown in a player's hand in order to show the context of an action, such as holding a candle, using a fork to eat, drinking from a cup, or throwing a ball. Held items display the item model attached to the player hand.

  • If the item is being used outside of inventory, it is placed back in its location after the animation is over.
  • If it is within inventory, it is placed back in inventory when the animation is over.
  • If the item is used in trade, it is displayed on the player's hand and leaves inventory to enter another player's inventory if the trade is successful, or remains in inventory if the trade is not successful.
  • If the item is being sold, it is displayed on a shelf or table as an external container.
  • If the item is in a chest, it is displayed within the chest when opened, and not displayed when the chest is closed.

[edit] Inventory check

NPCs can check a player's inventory. Bandits and monsters who see currency, equipment, and food may threaten players, demand handing over items for safe passage, or prompt to hand over the item during combat.

Quest NPCs rely on items to be in inventory to start certain conversations, and dungeon NPCs rely on items to be in inventory to open passages or give further information.

Guards and authorities may check for contraband and weapons. Guards can store player items by taking them and placing them in NPC inventory or shared storage, keeping track of players who need items returned under certain conditions (exiting building, successful trial, dialog).

NPCs can check inventory to beg for currency and items, ask for donations, ask for low level equipment for training, ask to buy an item, or ask about the intention of dangerous or valuable items.

A "hide" system can exist to keep certain items from being detected. For example, a 25% portion of inventory is considered hidden, as long as items are placed in that portion of inventory. Hidden items are immune to detection and stealing. Because of item crowding, not all items can be hidden in this way.

Different bags, storage items, magic items, and spells can increase or decrease the hidden area. Some thief abilities or spells may give access to hidden inventory for viewing and pickpocketing.