Fixing Pronouns

I've noticed that some of the built-in commands are using the incorrect pronouns for unresolved issues. For instance, in one game there was wind and I typed, "Listen to the wind" and the auto-response was "You listen, but them makes no sound."

This initially looks like the fault of the game creator, but I've run into this repeatedly across multiple games, including the test run I did of my own. I know objects have three pronouns, Gender, Article, and Possessive. But some of the commands are using the Article pronoun when it should be the Gender pronoun.

Is there a way to fix the default messages so that it uses the right pronouns, other than the obvious but time-consuming workaround of programming a custom version that command from scratch? Thanks in advance for any insights into this matter. I'm curious to hear how others have gotten around this, or if the general consensus is to just ignore it.

[My apologies if this has been covered elsewhere, as I'm new to the Quest program (though I did go through the Tutorial, read through a lot of the other Documentation, and fiddled with both the design tools and have tried playing a few games. But still fairly new, I realize.)]


It depends on the program.
For room or objects, you edit them on the first screen/page.
You uncheck the "default prefix and suffix blah" to change it. You can type something in. You leave it blank if you don't want anything.
"For instance, in one game there was wind and I typed, "Listen to the wind" and the auto-response was "You listen, but them makes no sound.""
I wonder what program this uses?
Mostly likely, the human developer/writer typed it incorrectly!


Krud, thanks for pointing that out, I was not aware of the issue, and will correct it in the next version of Quest. If you see any other examples, do let me know.

If you are using the offline version, you can edit the dynamic template called DefaultListenTo (to find it you will need to set Quest to show library elements in the bottom left of thye screen, and expand the advanced node. Otherwise, you would have to create youre own listen command.


I think you'd only get that auto-response if the 'adventure creator' had set the wind as an 'inanimate object(plural)' and not as a single object. If it's set as a single object you get the auto response "You listen, but it makes no sound.", which does sound a lot better (pun intended).


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