I sort of agree with your last sentence but not necessarily the first. I think we should only really allow nesting 1 deep for item searches. backpack->container->item and no further. If you put a container into another container you have to remove it first to get the items in it.
I think we should also make use of "it doesn't fit" in order to determine what goes where. that should be the error for putting a halberd into your quiver. Or a large chest into a small one.
If I was to redesign inventory from scratch it would probably look very very different. I think it could be supported based on your design outline but I'll describe it anyway and see whether it's worthwhile to be supportable.
Player gets limited inventory slots (probably a lot lower than now) which can only hold single items. There should be an "allow stacking" parameter, the backpack has it disallowed. Slots should be variable throughout the game, you can imagine a cloak that gives you 2 extra inventory slots for example. Each inventory slot can include a single item or a larger container. Examples of containers are "spellbooks", "scroll cases," "wand cases," "quivers," "food sacks," "potion cases" and so on. Quivers would allow stacking as would potion cases (items are indistinguishable), but perhaps not wand cases. There are various different types of cases that offer smaller/larger capacities and elemental protection benefits.
Common commands for interacting with containers are "Put into container," "Remove from container," "Transfer between containers," and "Reorder container." Picking up an item automatically places it into an appropriate container if there is room and if it's the only container option that can accept it. Otherwise it prompts with "which container?" Using an item automatically brings up all items in appropriate containers.
Spellbooks are worth special notice. Spellbooks are blank and the player reads spells into them. Each book has a capacity value and also possibly includes elemental properties. Just like other containers elemental damage may not destroy the entire container but may destroy several spells. (books should provide significantly larger values than currently to account for the players possible desire to include key spells several times.) You put a spell into the spellbook by transcribing it from another spellbook or from a scroll (spellscroll perhaps?). Removing a spell from a book erases it, as does transcribing it into a different spellbook.
I think we should also make use of "it doesn't fit" in order to determine what goes where. that should be the error for putting a halberd into your quiver. Or a large chest into a small one.
If I was to redesign inventory from scratch it would probably look very very different. I think it could be supported based on your design outline but I'll describe it anyway and see whether it's worthwhile to be supportable.
Player gets limited inventory slots (probably a lot lower than now) which can only hold single items. There should be an "allow stacking" parameter, the backpack has it disallowed. Slots should be variable throughout the game, you can imagine a cloak that gives you 2 extra inventory slots for example. Each inventory slot can include a single item or a larger container. Examples of containers are "spellbooks", "scroll cases," "wand cases," "quivers," "food sacks," "potion cases" and so on. Quivers would allow stacking as would potion cases (items are indistinguishable), but perhaps not wand cases. There are various different types of cases that offer smaller/larger capacities and elemental protection benefits.
Common commands for interacting with containers are "Put into container," "Remove from container," "Transfer between containers," and "Reorder container." Picking up an item automatically places it into an appropriate container if there is room and if it's the only container option that can accept it. Otherwise it prompts with "which container?" Using an item automatically brings up all items in appropriate containers.
Spellbooks are worth special notice. Spellbooks are blank and the player reads spells into them. Each book has a capacity value and also possibly includes elemental properties. Just like other containers elemental damage may not destroy the entire container but may destroy several spells. (books should provide significantly larger values than currently to account for the players possible desire to include key spells several times.) You put a spell into the spellbook by transcribing it from another spellbook or from a scroll (spellscroll perhaps?). Removing a spell from a book erases it, as does transcribing it into a different spellbook.
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