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No drop option in shop needed in Release 2?


Fidcal

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For Release 2 we need a 'cannot drop' option for start items if we want to show fully what the player is starting with. For example, a spawnarg, "startingitem_15_2_nodrop" "1" (default 0). I can't see this on tracker but I'm sure it's been discussed and accepted as necessary. Possibly shelved as too difficult to implement. A common case will be lockpicks as it's hard to imagine an FM where lockpicks might be optional but not critical. If there is a pickable chest for instance with some loot but not essential most players would be asking on the forums what's in there. I can't ever see them being on sale but commonly undroppable start items. For now we can put them straight in the inventory but they won't show as starting equipment in the shop.

 

The code would not only need to disable drop but ideally indicate either passively "lockpicks (essential)" or actively flash a warning if the player clicks it to drop.

 

Should I add to tracker?

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Hm, sounds useful. I think it can be added to the tracker - it's an option anyway.

 

In autumn, there's the time to discuss the feature plan for TDM 1.1 - I'm curious already what we will be putting onto our plates.

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Isn't this a matter of protecting the player from his own stupidity? It's not like they can accidentally drop them (as could possibly happen in a map). And any player that chooses to drop lockpicks, or some unique starting object, can hardly complain later when it turns out they need it.

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