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Wilford Warfstache ([personal profile] cottoncandypink) wrote2016-08-17 12:21 am

A Guide to Inventory Management

It's like having an extra set of pockets that go with you, no matter what you're wearing. Some people's inventories are bigger than others', but they all do the same thing: hold all the junk you can't otherwise hold onto. You know, like how your Elder Scrolls character can carry around 80 pounds of cheese at any given time. It's like that.

Inventory space is nebulous. Almost anything can fit into one's inventory, and depending on the item, multiples can occupy the same slot. Knowing which items stack, and which do not, is a vital part of managing one's inventory and maximising its capacity. As far as Wilford's specific inventory rules go, items as big as a grandfather clock (or someone's grandfather, apparently) can apparently fit into one's inventory.

The mechanics of the inventory are just as mind-bendingly, reality-alteringly weird as they are in any game. For all intents and purposes, items moved in and out of one's inventory pop in and out of existence with no warning. In the blink of an eye, suddenly that wheel of cheese is a giagantic sword that could not have possibly be hidden anywhere on the person holding it.

Wilford has three slots, plus a permanent savelog slot. Nothing else can be placed in this slot that isn't his savelog. In his free slots, he's guaranteed to be carrying at least one weapon at any time. He has a .44 Magnum revolver, a two-shot .22 Derringer, and a switchblade knife. As ammo stacks, he never seems to run out of it for either gun, even when he's having a shootout with cops, with a gun with a two-round capacity.

Anything in Wilford's inventory is only accessible by him. Though, it may be looted upon his death, by someone who has inventory access.

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