fix(items): make scenery items fixed so they cannot be taken

Nothing stopped the player from picking up scenery. The front door is an
ordinary switchable item in the foyer whose on-transition sets the 'left_manor'
flag that every ending keys off, so it could be carried into the cellar and used
there to end the game two floors underground. The chapel shrine could likewise
be carried out and the locket/photograph ritual performed anywhere.

Item gains a 'fixed' flag; TakeCommand refuses fixed items and leaves them in
the room. Fixed items stay usable in place, so all recipes still work.

Marked fixed: front_door, shrine, generator, valve, portrait — their
descriptions already claimed they were bolted down.
This commit is contained in:
2026-07-14 12:38:16 +02:00
parent 65a8935e32
commit 285e68055e
6 changed files with 82 additions and 7 deletions

View File

@@ -40,6 +40,7 @@
- type: plain
id: valve
name: Drainage Valve
fixed: true
description: |
A rusted drainage valve set into the cellar wall. Its wheel is missing —
it is part of the house, not something you can carry off.
@@ -52,6 +53,7 @@
- type: plain
id: generator
name: Generator
fixed: true
description: |
A rusty generator with an empty fuse socket. It is bolted to the floor —
you will have to work on it where it stands.
@@ -71,6 +73,7 @@
- type: plain
id: shrine
name: Stone Shrine
fixed: true
description: |
A small stone shrine with a shallow offering niche. It is mortared into
the chapel floor — a place to leave something, not to take it.
@@ -80,6 +83,7 @@
- type: switchable
id: front_door
name: Front Door
fixed: true
description: The heavy front door. It would let you leave the manor for good.
initialState: false
onText: |
@@ -113,6 +117,7 @@
- type: readable
id: portrait
name: Family Portrait
fixed: true
description: A faded oil portrait above the dining-room hearth.
readText: |
A stern family poses before the manor. A small brass plate reads only: