Open DavidGriffith opened 7 years ago
My reply:
This is a deficiency in the i6 library to which I haven't given much thought. Precisely what release of the i6 library are you using?
At first I thought that giving the body part an article
property of "your"
would allow what you're trying to do. This only works as far as describing the object, not interacting with it. Tomorrow I'll poke around and see if I can have (the)
processing do something sensible or if I'll need to introduce an owner
property to do the job. It seems simple enough.
It appears that https://github.com/DavidGriffith/inform6lib/blob/master/parser.h#L7029 is a good place to start working on this. The solution may also involve PrefaceByArticle()
at https://github.com/DavidGriffith/inform6lib/blob/master/parser.h#L6890
In http://www.intfiction.org/forum/viewtopic.php?f=7&t=21349, nelsnelson asks this:
Many text-based RPG games support interaction with body parts. For instance,
and
However, when I attempt to model this sort of thing in Inform 6 for an individual player, I see things like this:
I noticed that while the Inform 6 english module defines constants for things like YOURSELFTX, YOUTX, and even MYSELF__TX in Inform 6.12, there are no constants for "your".
It has also been very difficult for me to find examples of referring to objects which can only ever actually belong to the player. Using the search function for these forums is especially challenging, and I can still find a handful of threads discussing body part modeling in Inform 7, but was unable to discover anything for Inform 6. Please bear with me, I realize Inform 6 is a quite a bit outdated. Eventually, I would like to adopt Inform 7, but for now, I'm focusing my efforts exclusively on Inform 6, for reasons.
Supposedly, I could alter the article, but then NPC actions would display incorrectly.
I'd like to come up with some way of presenting the articles used in the body part interaction display messages in such a way that they will work for all cases and perspectives.
This means that the same methodology should work for a player:
As well as for an NPC, as seen from the player's perspective: