> Since this will be a major update, i'll talk again of an > old idea: tagging explicitly every item that can be grabbed. > This is what Iain is already integrating in HH01 if i'm not > mistaken; this will enable Items to be rendered differently > or capitalized at will and, in perspective, inventory > automation. You could for example take a item clicking on > the link it was transformed to. So far I've only taken steps to place the item text inside an item class (i.e. <typ class="item">Rope</typ>), this can then be picked up by either the XSL processor or CSS renderer (i.e. to render the class as bold text). I have been hinting that in addition to this additional information could be encased in the class, such as the item type (melee weapon, ranged weapon or backpack item) and whether the entry is for picking up an item or checking if it is being carried. For instance in one section something along the lines of <typ class="item" type="backpack" event="pickup">Rope</typ> could be used. This would be rendered in bold, however FWAC could detect this class and handle it so that clicking on the text would trigger a process where it would be added to your backpack. Similarly another section you could have : <typ class="item" type="backpack" event="check">Rope</typ> This would also be rendered in bold, however FWAC could handle it so that clicking on the text would trigger a process which checked to see if the Rope was being carried in your backpack. This is all long-term however, if this were to be also attempted throughout the LW books, this would mean fundamental changes to the XML, XSL, etc and require development of reader applications with the power to pick up the class tags and handle them accordingly. Iain. __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com