Well, I think I’m wrong about some stuff too. Specifically, the “answering it that” action and the “telling it about” action won’t fit into your code, because they deal with the topic “it wasn’t me” rather than the it-wasn’t-me object that you’ve defined.
Uuurrrrgggh, I don’t really have time to think about this very comprehensively but I don’t want to confuse poor dootdoot any more than I can. But here’s how I understand the state of play:
The standard rules define the actions answering it that, telling it about, and asking it about. These are all actions that apply to one thing (the person you’re telling) and one topic, which is basically a text string.
The commands “Boss, good job” and “Answer boss that good job” would both trigger the action of answering the boss that “good job.”
The command “Tell boss about good job” would trigger the action of telling the boss about “good job.”
The command “Ask boss about good job” would trigger the action of asking the boss about “good job.”
I’ve never actually used Conversation Framework, but I think it defines two new actions: Informing it about and quizzing it about. These are both actions applying to two things: The person you’re talking to and the thing you’re talking about. So this is good when you want to talk about something in the game world.
The command “tell boss about rock” would trigger the action of informing the boss about the rock, if the rock is a thing you’ve defined in the game world.
The command “ask boss about rock” would trigger the action of quizzing the boss about the rock.
And if you have something that understands “stone” as the rock, then “ask boss about stone” would also trigger the action of quizzing the boss about the rock.
Now, looking at Eric Eve’s Conversation Nodes, it actually plays nicely with the answering it that action. So if you wanted your conversation to respond to “Boss, it wasn’t me,” then I think you could just write:
Response of Boss when answered that "it wasn't me":
and “Boss, good job” would trigger that. (And if you wanted the boss to understand “Tell boss it wasn’t me” then you could use cvaneseltine’s suggestion to add an understand line and then say “Response of Boss when told about “it wasn’t me”:”.) So you might not need to define a special it-wasn’t-me object.
As for the question of how to cue the player to type “it wasn’t me”; it is difficult! Nothing cvaneseltine and I have said will help with this. Threaded Conversation prints prompts like this; see the example Draconis posted above. But I don’t know much about how to code with it. (Well, I tried to hack with an earlier version of it, but I don’t remember how it worked.)
And there’s also Simple Chat by Mark Tilford, which just gives the player a multiple-choice conversation menu, if you want to go that way.