I have objects inside packs...
The image shows pack called "this" which of there is only 1 of this which is a "Hippie Bag" that can hold 9.3 weight points and came with 2 spliffs.
It took way too long to decode my item system to build an "item base" for these specialty items (some #iCS Empress Lore based) to be randomly dropped into new packs. Normally I would just use the item API but we need to drop the item into the object-pack not the player's pack. So, I had to transmute some code to reuse it to form the speciality item base.
Next is getting the opening/closing a pack to work; then work on hiding the items when the pack isnt equipped. Then-after, I need to weave in the pack identifier system (half built already) to have pack filling be capable regardless if equipped or not. I want to add in the first recipe system for iCS that will allow a chance of ripping a skull from a head to get a usable cup. This may be used later to handle DIY systems.
I am a lil shocked it took me almost 2 weeks to get here. 2 new systems relient off each other both half done but iCS recognizes nearly another 100 words/phrases.
A lil over 2800 unique words/phrases recognized now.
Originally I was trying to keep a limit but with the idea to change to global recognition and using a more optimised dualistic call approach to the recognizable words, I may be able to use the recognized words database to also help hide pack and hidden writeable data. So limits have been lifted to see if the recognition db "optimizations" work out.
So far, this interactive character sheet handles quite a bit of data in a seemingly dynamic way but there should be room for improvement.
