Here's a revision of the inventory items explanation:
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Inventory items, which are typically items the player carries around, are a built-in game object with a built-in corresponding script class. The user assigns each item an image and, optionally, a cursor, as well as a unique script name which allows each item to be easily called or pointed to from within the script.
An inventory item's main capabilities include the following:
- being added to the set of items that belongs to a character
- being displayed in those sets via a built-in class of GUI windows
- becoming active in the game interface (so as to be used by the player)
- being used on game components such as hotspots, room objects, characters, and other inventory items.
- being lost from the set of items available to the current character
All inventory items may be given to a character multiple times, such that a character may possess any number of copies of any particular item, and each character in the game has a distinct inventory set to which items may be added. "Lost," "inactive," or "used" items always remain present and accessible in the script, and can be re-added to a character's inventory, re-activated, and re-used whenever the game requires.
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Inventory items, which are typically items the player carries around, are a built-in game object with a built-in corresponding script class. The user assigns each item an image and, optionally, a cursor, as well as a unique script name which allows each item to be easily called or pointed to from within the script.
An inventory item's main capabilities include the following:
- being added to the set of items that belongs to a character
- being displayed in those sets via a built-in class of GUI windows
- becoming active in the game interface (so as to be used by the player)
- being used on game components such as hotspots, room objects, characters, and other inventory items.
- being lost from the set of items available to the current character
All inventory items may be given to a character multiple times, such that a character may possess any number of copies of any particular item, and each character in the game has a distinct inventory set to which items may be added. "Lost," "inactive," or "used" items always remain present and accessible in the script, and can be re-added to a character's inventory, re-activated, and re-used whenever the game requires.