 
 



 
		
		 
 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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