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PostPosted: Sun May 08, 2016 1:28 pm 
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Ah, so to elaborate, right now Scroll Thief will say "F R O T Z" instead of frotz when accessibility is on. I'm considering adding a command "SHORTEN FROTZ" to make it say frotz from then on. It sounds like you would find that useful?

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PostPosted: Sun May 08, 2016 1:31 pm 
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Here's a modified version of my earlier example. This one lets you turn off individual words. No doubt there are things that could be improved though. I made a "spell all" command rather than a command to spell out individual words, because I wasn't sure how players would specify which word to spell if they didn't know the spelling.

Code:
A thing can be oddly-spelled. A thing is usually not oddly-spelled.

A thing can be either spoken normally in spelling mode or spelled out in spelling mode. An oddly-spelled thing is usually spelled out in spelling mode.

spelling-mode is a truth state that varies. spelling-mode is initially false.

After printing the name of an oddly-spelled thing (called the current item) when spelling-mode is true and the current item is spelled out in spelling mode:
   let strange-name be the printed name of the current item;
   say " (spelled [run paragraph on]";
   repeat with N running from 1 to the number of characters in strange-name:
      say "[character number N in strange-name] ";
   say ")".

Toggling spelling is an action out of world.
Understand "spelling" as toggling spelling.

Carry out toggling spelling:
   if spelling-mode is false:
      now spelling-mode is true;
   otherwise:
      now spelling-mode is false;
   say "Spelling mode is now [if spelling-mode is true]on[otherwise]off[end if].".

When play begins, say "This game has a mode that spells out unusual words. To toggle this mode, type 'spelling.' Once in spelling mode, you can turn spelling off and on for individual words. For example, if the word is 'zxyq,' you can turn off spelling by typing 'stop spelling zxyq.'  To turn spelling back on for all unusually-spelled words, type 'spell all.'".

Stopping spelling is an action applying to one thing.
Understand "stop spelling [thing]" as stopping spelling.

Check stopping spelling:
   if the spelling-mode is false:
      say "Spelling mode is not currently on. To turn it on, type 'spelling.'" instead;
   if (the noun is not oddly-spelled) or (the noun is spoken normally in spelling mode):
      say "The word '[noun]' is not being spelled out." instead.
      
Carry out stopping spelling:
   now the noun is spoken normally in spelling mode;
   say "The word '[noun]' will now be spoken as a complete word."
   
Spelling all is an action out of world.
Understand "spell all" as spelling all.

Check spelling all:
   if the spelling-mode is false:
      say "Spelling mode is not currently on. To turn it on, type 'spelling.'" instead.

Carry out spelling all:
   repeat with item running through oddly-spelled things:
      now item is spelled out in spelling mode.


Lab is a room.

A gurphlub is here. The gurphlub is oddly-spelled.

A detember is here. The detember is oddly-spelled.

A sneaker is here.


Test me with "spelling / look / stop spelling gurphlub / look / spell all / look / spelling".


And as I was typing this I missed some other posts. Sorry for any redundancy.


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PostPosted: Sun May 08, 2016 3:26 pm 
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Yes, I think the shortened form would be useful, especially if a lot of unusual words appear in the text. The example code looks good, too.

Neil


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PostPosted: Sun May 08, 2016 6:06 pm 
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In speech mode, does there even need to be a command prompt? Since that is a visual idiom, I would guess having the voice-over stop speaking is enough. Especially since it's been mentioned that one needn't wait for the speech to stop, and in my experiments I found myself interrupting the narration a lot anyway.

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PostPosted: Sun May 08, 2016 6:17 pm 
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bg wrote:
Here's a modified version of my earlier example. This one lets you turn off individual words. No doubt there are things that could be improved though. I made a "spell all" command rather than a command to spell out individual words, because I wasn't sure how players would specify which word to spell if they didn't know the spelling.


This looks nice and I could see implementing it into a project. The only issue I see is if you write an initial description for objects. I guess the way around this is

Code:
A quordpleen is in Dank Dungeon. "A quordpleen[if spelling-mode is true and the current item is spelled out in spelling mode], spelled q u o r d p l e e n,[end if] rests against the wall.

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PostPosted: Sun May 08, 2016 6:52 pm 
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You could also do:
Code:
"A [quordpleen] rests against the wall."

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PostPosted: Sun May 08, 2016 7:00 pm 
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If I didn't hear a prompt read out, I would think I needed to press a key or the spacebar. I would find it odd. Maybe newer players would prefer that, but I think having a prompt is still useful.

Neil


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PostPosted: Sun May 08, 2016 7:31 pm 
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HanonO wrote:
This looks nice and I could see implementing it into a project. The only issue I see is if you write an initial description for objects.


Thanks. If I thought people would use it I might clean it up and make a proper extension out of it. I don't know how common it is for people to have lots and lots of hard-to-spell words in a game though.


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PostPosted: Sun May 08, 2016 8:09 pm 
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Neil wrote:
If I didn't hear a prompt read out, I would think I needed to press a key or the spacebar. I would find it odd. Maybe newer players would prefer that, but I think having a prompt is still useful.

Neil

Do you prefer a > then, or "Your command" or something else?

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PostPosted: Sun May 08, 2016 10:08 pm 
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My thoughts were one of "your turn." "what now." or "what next." I thought of rotating them randomly but that might be more annoying than consistency.

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