I want my dialogue detection to be semi smart and give the player credit for roughly telling the parser what to do. In the example below, I want Barny to know what to do if he hears password, but my guess doesn’t work.
[code]“hi” by andrew
room 1 is a room. barny is a person in room 1.
the block answering rule is not listed in any rulebook.
persuasion rule for asking barny to try doing something (this is the b1 rule) :
if the player’s command matches the regular expression “password”:
say “Got it.”;
else:
say “Nope.”;
the rule succeeds;
test pwd with “barny,password”[code]
What is the proper syntax for using persuasion rules for this? Or should I be using some error code?
I’d also be curious if there was a way for the parser to convert
BARNY,PASSWORD
to
TELL BARNY ABOUT PASSWORD, where password is a topic.
Thanks!