hi
i have a problem im running following code
if player's command does not match "x":
say "foo";
almost works …it doesnt work if player’s input is not registered command. how do i make it work so whatever player types in if not x i want to say foo.
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If Inform shall only print foo, and then not try to parse the command any further, then you need to tell it to reject the player's command
, like this:
After reading a command:
if player's command does not match "x":
say "foo[line break]";
reject the player's command;
See also 18.33. Reading a command.
3 Likes
thank you 
its almost working but i have an issue after rejecting command nothing executes in rule i can do work around but is there any way to control flow? for instance
After reading a command:
if flopyNextStep is true:
if player's command does not match "x":
say "bljaka";
reject the player's command;
Continue the action;
Now flopyNextStep is false;
Continue the action.
this will continue until i pres x regardless of anything. can flow of commands be regulated somehow?
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Sorry, I hadn’t seen the later edit with the follow-up question.
Since you marked the thread as solved, you’ve probably already proceeded successfully in the meantime, and/or the discussion has moved on to the newer thread Talking to NPC, I think?
However, if the question here is still relevant, feel free to say so, of course. 
2 Likes
hi
yes the talking NPC is almost solved… i havent yet checked all other info provided there… but quick question… im trying to free user from convo at any time i tried this:
After reading a command:
If command prompt is "Talking to [TalkingPartner] >":
if player's command is not number understood:
now command prompt is ">";
continue the action.
and again if statment is issue …since i want to clear prompt if users input is “eat apple” but not if “6” or “six” is entered
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You can check for that by using this:
if the player's command does not match "[number]":
now the command prompt is ">";
1 Like