All Conversations Created Equal

I’m trying to set up a little module that I can use over and over again, that sets all conversation styles equal. I got some help on this months ago, but I can’t find the post now. In any case, I think I learned most of what I needed to know then and can lift the code out of my first game.

However,

Entire code:

[code]The onlyroom is a room.
Guy is a man in the onlyroom.
Guy is carrying a ball.

[define talking]
Talking to is an action applying to one visible thing.
Understand “talk to [someone]” as talking to.

Carry out talking to:
Say “This is a custom response.”

[set all conversations to “talking to”]
Instead of asking someone (called the listener) about something:
Try talking to the listener instead.

Instead of telling someone (called the listener) about something:
Try talking to the listener instead.

Instead of answering someone (called the listener) that something:
Try talking to the listener instead. [/code]

Play:

I certainly didn’t expect that – what the heck? The Guy is right there!

On a related note, are there any “talking” actions that I’m missing? The goal is to have some NPCs that say certain things in non-conversation-centric games when they are spoken to, regardless of whether they are asked, told, said hello to, and any other style of talking that a player might come up with.

The convention (and how the parser works) is to use the form NPC, TOPIC. So if you try GUY, HELLO it should work.

You might want to cover YES and NO as well. And perhaps commanding NPCs too, especially if you wish to cover the NPC, TOPIC commands.

Oh, duh. This is what happens when a casual player tries to make games. Time to round up some beta testers.

Thanks for your help Nitku.