I’m trying to get I7 to recognize certain input.
if the sheriff's man is in location and the topic is "fight":
say "You draw your dagger on the sheriff's man and drive him away."
Problem. You wrote ‘Every move’ : but the punctuation here ‘:’ makes me think this should be a definition of a phrase and it doesn’t begin as it should, with either ‘To’ (e.g. ‘To flood the riverplain:’), ‘Definition:’, a name for a rule (e.g. ‘This is the devilishly cunning rule:’), ‘At’ plus a time (e.g. ‘At 11:12 PM:’ or ‘At the time when the clock chimes’) or the name of a rulebook, possibly followed by some description of the action or value to apply to (e.g. ‘Instead of taking something:’ or ‘Every turn:’).
What are you trying to do? I can’t tell from your code. Are you trying to make something happen if the player types >FIGHT SHERIFF’S MAN?
Yes, I want to make the choices “fight” or “flee.” Here I’m trying to get the character to fight the sheriff’s man. Then I’ll do an “otherwise” for the flee option, I think.
The first problem is the “Every Move” command – I think the right syntax is “Every turn”.
Anyway, this code worked for me. I’m not sure if your “fight” or “flee” commands need an object, but it seems like they don’t.
[code]forest is a room. The player is in the forest.
sheriff’s man is a person. sheriff’s man is in the forest.
fleeing is an action applying to nothing. Understand “flee” as fleeing.
fighting is an action applying to nothing. Understand “fight” as fighting.
Instead of fighting while the sheriff’s man is in location:
say “You draw your dagger on the sheriff’s man and drive him away.”;
stop the action;
Instead of fleeing while the sheriff’s man is in location:
say “You race into the woods, leaving the sherrif’s man in the dust.”;
stop the action;[/code]
You can then add any code before the “stop the action” to create resolutions for fighting or fleeing. This should do the trick without any parser errors.