Easy-peasy. The important change is to the actorActionMessages module I posted about elsewhere. It already allowed creation of per-actor action messages, but it turns out that this kind of thing is a parser message. But it was easy enough to update the module to also support per-actor (and per-ActorState
) parser message objects as well.
So we have to add a message object for Alice containing the behavior we want:
alice: Person 'alice' 'Alice'
"She looks like the first person you'd turn to in a problem. "
isHer = true
isProperName = true
;
+NPCParserMessages
personNotHere(a0, a1) {
gMessageParams(a0, a1);
"<q>{You a1/Him}? Who's that?</q> {you/she a0} asks{s a0}. ";
}
;
…to get…
North Room
This is the north room. There's another room to the south.
Alice is standing here.
>alice, give pebble to bob
"Bob? Who's that?" Alice askss.
>