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Character Writing Help: Questions Directed at the Player

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AdamR876

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Nov 19, 2009, 5:43:31 PM11/19/09
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Basically, I'm trying to get a NPC to ask the player a question, if
answered correctly the NPC asks another question, and finally one
more. If the later question is answered correctly the player gets an
thing, just wondering if someone could help me code that.

Aaron A. Reed

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Nov 19, 2009, 6:49:50 PM11/19/09
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Search for the "answer" command in the docs-- it lets the player type
an arbitrary word. You can then say things like:

Questions asked is a number that varies. Instead of answering "blue"
when location is Bridge and questions asked is at least 2, end the
game saying "You meant yellow."

--Aaron

AdamR876

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Nov 19, 2009, 7:51:05 PM11/19/09
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Alright, well I wrote this:
Instead of asking old guy about "[place]":
Say "' A silent and serene place of solitude, pretty but empty. I
have a quiz for you, would you like to hear it?'" After answering the
old guy that "Yes", say "'What do you see?'"

I loaded it up in the game and when I answered "yes" it said "That was
a rhetorical question." You know what went wrong?

Mike Tarbert

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Nov 20, 2009, 4:16:10 PM11/20/09
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AdamR876 wrote:

>
> Alright, well I wrote this:
> Instead of asking old guy about "[place]":
> Say "' A silent and serene place of solitude, pretty but empty. I
> have a quiz for you, would you like to hear it?'" After answering the
> old guy that "Yes", say "'What do you see?'"
>
> I loaded it up in the game and when I answered "yes" it said "That was
> a rhetorical question." You know what went wrong?
>

This doesn't work for a few different reasons.

1) the syntax for the "answering it that" action is "answer [text] to
[someone]" or "[someone],[text]" (but only in cases where the text can't
be interpreted as a command to the npc); in any case, "yes" by itself
won't trigger it;

2) the single command "yes" triggers the "saying yes" action, to which
the default response is "That was a rhetorical question";

3) the parser will interpret the command "old man, yes" (since "yes" is
a valid command) as "old man, say yes", which results in "To talk to
someone, try "someone, hello" or some such."

See example 308, "Quiz Show" for help on npcs asking the pc questions.
For help on actions, try looking in the actions index as well as turning
actions on in the game window of the IDE by typing "actions" at the
command prompt.

HTH,
Skinny Mike

Mike Tarbert

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Nov 20, 2009, 4:25:20 PM11/20/09
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Mike Tarbert wrote:

> AdamR876 wrote:
>
> Basically, I'm trying to get a NPC to ask the player a question, if
> answered correctly the NPC asks another question, and finally one
> more. If the later question is answered correctly the player gets an
> thing, just wondering if someone could help me code that.

Also, for simpler examples of "yes / no" situations, check out ex. 90
"Sybil 2" and ex. 169 "Proposal."

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