jaynabonne wrote:You can call the function ShowRoomDescription. That will invoke the same as if the player typed "look" or had just come into the room.
{if chair.broken:You see some wood remains.}You are in a bedroom and the only thing that catches your eye is a book.
You see a book and some wood remains.
jaynabonne wrote:You can build some level of variability into your room descriptions with text processor commands:
http://quest5.net/wiki/Text_processor
Something like:{if chair.broken:You see some wood remains.}
But your question actually has more in it, because what you have is not a simple "if". You list two examples, but there are more cases just for that one room (e.g. what if you take the book but don't break the chair, or break the chair but don't take the book). One such sentence (the latter) would be:You are in a bedroom and the only thing that catches your eye is a book.
You see a book and some wood remains.
That gets into more algorithmic construction of sentences, something I've worked on and had luck with in some cases but not generalized. You could somewhat handle it by changing the name of the table from "a table" to "some wood remains" or swapping in a wood remains object when the table goes away (that probably makes more sense).
I think you would need to work out all the cases including what the desired text is, and then some code could be written to handle it.
jaynabonne wrote:You can build some level of variability into your room descriptions with text processor commands:
http://quest5.net/wiki/Text_processor
Something like:{if chair.broken:You see some wood remains.}
But your question actually has more in it, because what you have is not a simple "if". You list two examples, but there are more cases just for that one room (e.g. what if you take the book but don't break the chair, or break the chair but don't take the book). One such sentence (the latter) would be:You are in a bedroom and the only thing that catches your eye is a book.
You see a book and some wood remains.
That gets into more algorithmic construction of sentences, something I've worked on and had luck with in some cases but not generalized. You could somewhat handle it by changing the name of the table from "a table" to "some wood remains" or swapping in a wood remains object when the table goes away (that probably makes more sense).
I think you would need to work out all the cases including what the desired text is, and then some code could be written to handle it.