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?
Containers. Quiet. Hidden. Objects.
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Containers. Quiet. Hidden. Objects.
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Today, I've been looking at the old posts on here and coming up with my own solutions to the problems.
I played with this one for a while. Initially, I had the oysters set as hidden and had to have a before to temporarily set them as not hidden so that DoLookIn could work properly.
Eventually, I just went with this, using code from the dresser from Guilty Bastards:
[/code]
I played with this one for a while. Initially, I had the oysters set as hidden and had to have a before to temporarily set them as not hidden so that DoLookIn could work properly.
Eventually, I just went with this, using code from the dresser from Guilty Bastards:
Code: Select all
object cauldron "cauldron"
{
noun "cauldron"
in CauldronRoom
is container, open
list_contents
{
! Skip contents-listing if not looking specifically inside
if verbroutine ~= &DoLookIn
return 1
else
{
return 0
}
}
}
object oysters "oysters"
{
noun "oysters"
is plural
in cauldron
}