Overworld System
The Overworld
system simulates objects that the player interacts in the overworld,
known as Actor
s. However, the actual overworld in the game is very complex, and
most of the actors don’t even have anything to do with the inventory.
Therefore, the Overworld
system is a ultra-simplified simulation of only
the actors that are involved in inventory glitches:
- The player’s equipment (Weapon, Bow and Shield)
- Any items currently being held by the player in the overworld
- Any items (including materials and equipments) dropped by the player
Material Drop Limit
In the game, you can drop at most 10
items on the ground at a time.
When you drop the 11
-th item, the least recent dropped item will despawn.
This limit is simulated by the Overworld
system in the following way:
- When dropping material with the
drop
command, or auto-dropped from a smuggled state, it gets added to the list of items on the ground - The least recently dropped items will be removed from the list, until there are at most 10 items on the ground
- The removed items are not deleted immediately. You will see
Will despawn
in the tooltip text of the item in the simulator UI. - If you perform any action that takes some time so it’s impossible to preserve the despawning item, the item will be deleted.
It is implemented like this because it is possible to drop more than 10 items, but pick up the items fast enough before it despawns to keep the materials on the ground under the limit. This can be used to optimize IST steps.
For example, the following script will result in 15
apples in the overworld,
5
of which are in the Will despawn
state.
hold 5 apples; drop
hold 5 apples; drop
hold 5 apples; drop
Then:
- If you
pick-up 5 apples
right after, there will be10
apples left on the ground, and5
are added to the inventory. - If you
pause
, there will still be15
apples on the ground, since you couldunpause
and pick them up - If you
get 3 bananas
, the despawning items will now be deleted, and there will be10
apples left on the ground. This is because it’s unlikely the apples are still there after you pick up some other item
Resetting the Overworld
In a long IST setup, there might be times where you travel between different areas in the game, or exit/enter shrines, that cause the overworld to change without necessarily any inventory-related action. There are a few ways you can simulate this:
- Any action that is supposed to reset the overworld will do so automatically,
for example
reload
,enter shrine
, orleave shrine
- The
!load-zone
supercommand can be used to simulate regenerating the game stage with a loading screen, if none of the action commands match your needs.
- The
- The
!clear-ground
supercommand can be used to delete all items on the ground. Use this if you are travelling to another area without a loading screen