intfiction.org

The Interactive Fiction Community Forum
It is currently Sat Feb 23, 2019 4:53 am

All times are UTC - 6 hours [ DST ]




Post new topic Reply to topic  [ 5 posts ] 
Author Message
PostPosted: Wed Feb 13, 2019 11:28 pm 
Offline

Joined: Thu Feb 22, 2018 11:45 pm
Posts: 12
So as the title says, my goal is to not print any nondescript items in a room, unless the player has dropped that item into the room.

Although I have thought about just leaving all nondescript items off all together but that seems pretty harsh, so my current way of handling nondescript items of just having:
Code:
Rule for listing nondescript items: stop.

Doesnt really work unfortunately.


Top
 Profile Send private message  
Reply with quote  
PostPosted: Thu Feb 14, 2019 6:19 am 
Offline

Joined: Mon Dec 15, 2014 9:15 am
Posts: 428
Try this:
Code:
For printing a locale paragraph about an unmentioned handled thing:
   say "You have dropped [the list of handled things in the location] here."


But if you don't mention nondescript things, how will the player find out they are there?


Top
 Profile Send private message  
Reply with quote  
PostPosted: Thu Feb 14, 2019 11:04 am 
Offline

Joined: Sat Jan 23, 2010 4:56 pm
Posts: 5921
You could also do something like this:

Code:
Rule for writing a paragraph about the not handled statue:
   now the statue is mentioned.


This marks the statue as "mentioned" (so it won't be included in the default room output) as long as it is "not handled" (never been picked up by the player).

As jrb notes, you'll usually want to mention the object *somehow*. You might combine the above rule with this sort of room description:

Code:
The Kitchen is a room. "You're in a smoky kitchen. Arcane food preparation implements are strewn across the counters[if the statue is not handled], along with a small statue of Hestia[end if]."


Top
 Profile Send private message  
Reply with quote  
PostPosted: Thu Feb 14, 2019 9:47 pm 
Offline

Joined: Thu Feb 22, 2018 11:45 pm
Posts: 12
Hmm okay thats a good method.

Yes my current method writes a room description that describes what is in the room, but I dont want to have to add custom things for every random item a player could drop, thats just unnecessary


Top
 Profile Send private message  
Reply with quote  
PostPosted: Fri Feb 15, 2019 2:25 pm 
Offline

Joined: Sat Oct 27, 2018 6:35 pm
Posts: 67
If I'm not misunderstanding you, you could handle this by "mentioning" nondescript items in the room description. For example, this:
Code:
The Kitchen is a room.

A pot is in the Kitchen. A fork is in the Kitchen.

The description of the Kitchen is "You're in a smoky kitchen. On the stove is a [pot] filled with burnt soup."

The player carries a recipe.

outputs this:
Quote:
Kitchen
You're in a smoky kitchen. On the stove is a pot filled with burnt soup.

You can see a fork here.

>drop recipe
Dropped.

>look
Kitchen
You're in a smoky kitchen. On the stove is a pot filled with burnt soup.

You can see a recipe and a fork here.

>


Top
 Profile Send private message  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 

All times are UTC - 6 hours [ DST ]


Who is online

Users browsing this forum: Baidu [Spider] and 17 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group