Dead posts cluttering up the front page of certain non-RTC forums are kept here. Threads have the forum subject attached, except custom dungeon threads (which are obvious)
Funny, the chest question was making me think about the 'money' chest before I then saw Adamo's post. I would never dream of askign about the number of chest slots - for one thing, graphically and engine wise it owuld certainly be hard coded.
By size I meant the latter, parameter that allows certain items to go in certain places only. The pouch area cannot take large weapons, screamer slices, clothes etc , and the chest slots have a similar size limitation (they can take slices though). This parameter also applies to chests themselves, as you cannot put a chest in a chest in-game, nor put it in your quiver or pouch.
So, just like the giggler attack can be configured to go into more inventory areas than normal, I wondered if the chest can be re-configured to accept anything, or accept only small items. And similarly, if it's parameter could be changed so it could be placed in 'smaller' inventory slots including normal chests.
Personally I was thinking of a money/key box idea before
I think the permitted locations of the items is
in the item descriptions in the 'graphics.dat'.
If anyone strongly disagrees, I can spend some time
determining the exact algorithm. I think it has
nothing to do with 'size'. For example, you cannot
put a Coin on your head, even though it is 'smaller'
that one of the Helmets.
We could probably write a 'generic' DSA that would
move a chest to your backpack. It could be activated
by a spell or pressurepad or whatever. Similarly
to move chests into chests, etc.
Each item in the game has some bits set or cleared determining where they can go (chest, head, pouch, legs, etc).
I don't know if there are unused bits.