Is there a way to see the actual definitions of the standard rules? Like the “can’t take what’s already taken” rule? Basically, I’m trying to create my own rule with a new command “Use”. More specifically, I’m trying to make weapons, but I don’t want the player to be able to use a new weapon if he’s already carrying a current weapon. A description of the result would be something like:
USE SWORD.
You are now equipped with the sword.
USE SWORD.
You are already using the sword.
USE AXE.
You are currently equipped with the sword. You will have to drop the sword if you want to use the axe.
DROP SWORD.
Dropped.
USE AXE.
You are now equipped with the axe.
Additionally, the weapons have a number called AP (attack power). The player has a number called Power. If the player uses a weapon, it increases the player’s power. I think I know how to code this so that if the player drops it, the player’s power decreases. But if the player puts it in a container (say the holdall or some other container or gives it to someone), the player’s power still remains the same as if he’s still using the weapon. I’m guessing I could code it twice (both for carrying out “dropping the weapon” or “putting the weapon into”), but I just know there’s got to be some way to catch everything for when the player stops using/carrying the weapon in any fashion.