In one particular case in my IF, the player is given a meaningless disambiguation question. I would like to know how to prevent it.
Specifically, I have a clone of the Enchanter Trilogy magic system, in which a spell is a table-defined kind of value and the casting action applies to one spell and one visible thing. Since some spells in the original game, such as GNUSTO (copy a spell scroll into a spell book), target spells (> GNUSTO REZROV), I told Inform to understand the inscribed spell property as describing a spell scroll.
The edge case in this is if the player has two gnusto scrolls and tries to > GNUSTO GNUSTO. The game asks which gnusto scroll she wants to target, even though it’s not obvious to the player why this happens. And since a scroll is consumed when you cast the spell, the decision really doesn’t matter–both are destroyed either way.
And as part of the plot, this exact situation comes up. I already have some code in place specifically for this, to prevent the player from using > GNUSTO GNUSTO with only one scroll. Is there something I could put in there to instruct Inform not to disambiguate and just pick one at random?