else if (HasScript(game.pov.currentcommandpattern, "unresolved")) {
do (game.pov.currentcommandpattern, "unresolved", QuickParams("object", unresolvedobject, "key", unresolvedkey))
}
... in to UnresolvedCommand, we can run a script when a command fails to match an object. This would allow the command to give a better response than "I can't see that. (north)" when the player types PUSH CRATE NORTH, for example saying that there is no exit that way.
Ideally CoreEditorCommand will be updated, as well as any editor languages.
If we insert
... in to UnresolvedCommand, we can run a script when a command fails to match an object. This would allow the command to give a better response than "I can't see that. (north)" when the player types PUSH CRATE NORTH, for example saying that there is no exit that way.
Ideally CoreEditorCommand will be updated, as well as any editor languages.