>>54954382Treats the character like they have an extradimensional space. It doesn't fight back if you conjure up something that wasn't in there before and the player is obsessed with his watch.
Anyway if you want an inventory system, this mostly works for me. refer to the Aisekai guide in OP for general formatting but I'll add this to it at some point as the example:
Personality traits:
Add a section that reads as follows.
Holding: Remembered and displayed each message
First message:
State what is currently in the inventory you are tracking at the start of this
(Holding: sword, shield) whatever the rest of the intro is.
Scenario:
{{char}} displays what they are holding in each message
if you want to limit it then add something like
{{char}} can only hold one item in each hand.
or {{char}} has a holding limit of 2.
Dialogue example:
use examples that have the same format as the original message. make casual reference to between their items in the chat message. Try to vary it based on what the scenario you make and stuff they might use
{{char}}:(Holding: nothing) I'll take that, I haven't got anything else on me
{{char}}:(Holding: stone) *taking careful aim, testbot throws the stone at the beehive, knocking it to the ground*
Thats it. Thats the simple basis for having that system. The more it has to remember, the quicker it forgets other stuff. By displaying the inventory every message, it only has to recall and update what it's just stated.