by Ice Cream Jonsey » Wed Nov 26, 2008 12:56 am
OK, there is something that absolutely drives me nuts in Hugo. I must be doing it wrong. It's probable that I f'ed up the library.
I constantly find myself in a situation as follows:
1) I have an object like, say, a cauldron.
2) Inside the cauldron is an oyster.
3) I use the "if self is not visited" bit to mention the oysters. I might say something like, "You smell the scent of oysters here!"
4) I set the oysters to be in the cauldron.
OK, so far so good.
- When the player enters the room, he is going to see something like:
There is a cauldron here. Inside the cauldron is the oyster.
I hate hate hate how that looks.
What I would prefer it do is say nothing about the oysters. I'd like the game to say:
There is a cauldron here.
I can get the above to happen if I set the oyster to be hidden. Then it won't be listed as contents for the cauldron. But this also means that the player cannot >look at it! Infuriating!
I can't even set the cauldron to be scenery because even if I did, I have situations where I want a particular non-player character to have items that are described elsewhere, not listed when the room description lists the contents of things, and yet still addressable by the player.
Am I missing something easy, regarding this?
OK, there is something that absolutely drives me nuts in Hugo. I [i]must[/i] be doing it wrong. It's probable that I f'ed up the library.
I constantly find myself in a situation as follows:
1) I have an object like, say, a cauldron.
2) Inside the cauldron is an oyster.
3) I use the "if self is not visited" bit to mention the oysters. I might say something like, "You smell the scent of oysters here!"
4) I set the oysters to be [b]in[/b] the cauldron.
OK, so far so good.
- When the player enters the room, he is going to see something like:
[b]There is a cauldron here. Inside the cauldron is the oyster.[/b]
I hate hate hate how that looks.
What I would prefer it do is say nothing about the oysters. I'd like the game to say:
[b]There is a cauldron here.[/b]
I can get the above to happen if I set the oyster to be [b]hidden[/b]. Then it won't be listed as contents for the cauldron. But this also means that the player cannot [b]>look[/b] at it! Infuriating!
I can't even set the cauldron to be [b]scenery[/b] because even if I did, I have situations where I want a particular non-player character to have items that are described elsewhere, not listed when the room description lists the contents of things, and yet still addressable by the player.
Am I missing something easy, regarding this?