Wildcards

Jack_Cade
Hi again!

I've had a search around the help file for wildcards, and then a search on the forums. Found an old thread where you seemed to be saying that you can achieve a wildcard effect in a roundabout way:

"if you put as the description as "it's a big red car" and call it "big red car"... then you *should* put in the "alt" bit of the object; "car,big red car, red car, big car" ... my car won't work because you haven't said it's your car.."

I'm afraid I'm being a bit thick and can't follow the meaning here. What I was looking to do was simply create a wide range of things the player can type in that aren't necessarily related to moving around or manipulating objects, and elicit a response from an NPC. As an example, I wanted to cater for the puerile player who tests the limits of the game by typing in lewd suggestions, and have a curt or dismissive response come up. So I would want the Command to cover a range of swear words and phrases in different orders. Is this possible?

Thanks again! Sorry if this is something I should have worked out myself - I *am* using the tutorial and help file to work my way around the program, and it does look like an excellent and flexible piece of software.

Alex
You can probably set up some commands to handle this. For example, if you set up a command called "screw #text#" then it will handle "screw" followed by anything. You can use the string handling functions such as $instr$ to see if #text# contains other text.

Pertex
Or you can add a script "Before each turn" in the Advanced-tab of Game. With such a script you can check the complete input of the player.

Alex
Ah yes, even better!

Jack_Cade
Thanks, guys!

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