by Roody_Yogurt » Tue Jan 10, 2012 12:35 pm
Yeah, it sounds like you already understand the heart of the problem so I won't go into it.
The way I get around this problem is by using events like the following:
Code: Select all
event in cruiser
{
if verbroutine = &DoLookAround
{
"\nDang, this cruiser is so cool."
}
}
Now, this event will run whenever it's in scope. It'll be triggered every time the player types "LOOK."
Of course, this only works when you want the item to be described last, and if you have other events, you might have to watch the order that they are defined to determine which is printed where.
Otherwise, you might be better off just hard-writing it into the long_desc's, yeah.
Yeah, it sounds like you already understand the heart of the problem so I won't go into it.
The way I get around this problem is by using events like the following:
[code]
event in cruiser
{
if verbroutine = &DoLookAround
{
"\nDang, this cruiser is so cool."
}
}
[/code]
Now, this event will run whenever it's in scope. It'll be triggered every time the player types "LOOK."
Of course, this only works when you want the item to be described last, and if you have other events, you might have to watch the order that they are defined to determine which is printed where.
Otherwise, you might be better off just hard-writing it into the long_desc's, yeah.