Hello, im new here, and already seeking for help xD. Probably is a really stupid question .
Well, i created an action (Nosing).
Room1 is a room. here is a banana and a screw.
nosing is an action applying to one thing.
understand "nose [screw]" as nosing.
instead of nosing the screw, try smelling the screw.
instead of smelling anything, say "Smells like a [noun]".
It works fine…
>nose screw
Smells like a screw
but Inform tends to try to supply the noun if user dont give any:
>nose
(the screw)
Smells like a screw
Which is a feature i dont want (with any other objects or such)
i can “fix” with
understand "nose [anything]" as nosing.
but then ill have to write exceptions for all objects i dont want to “nose” or viceversa…
is there a command or something to disable ANY attempt to supply ANY missing word?
Since more than one object is now acceptable for the nosing action, the parser won’t assume one.
You’ll have to write a rule to handle the default case (“nose banana”, “nose player”, etc). But that’s a good thing overall. Players learn the game’s verbs by experimenting, and that only works if all verbs can be parsed with all objects.
first of all: thanx guys for replying! and so fast!
@Zarf: I’ve tried your solution before but the problem is if i want to “understand” a built in verb with a specific item, lets say “take”, it would cause troubles.
for example.
Understand "nose [something]" as taking.
On the other hand, I guess Ron’s approach would fit. Im not in my PC so could not try it yet, but tomorrow hopefully ill try it.