Open eriktorbjorn opened 4 years ago
Similarly, there's a custom message in LOCKED-DOOR-F
that I can't trigger:
(<VERB? MUNG>
<TELL "The door and lock withstand your attempts." CR>)
There's another one in GLOBAL-ROOM-F
:
(<VERB? MUNG ATTACK>
<TELL "It's sturdier than you give it credit for." CR>
<RTRUE>)
The MUNG
action never gets here. The ATTACK
action does, though:
>DESTROY ROOM WITH TANK
Trying to destroy the room has no effect.
>ATTACK ROOM WITH TANK
It's sturdier than you give it credit for.
There is also one in BUNKS-F
:
(<VERB? MUNG>
<TELL
"Some pieces fall away, but the structure holds together." CR>)>>
Tough in this particular case you can find a way to trigger it because there is a sword further down in the wreck, and that does have WEAPONBIT
.
(I just realized that this will also allow you to "DESTROY ROOM WITH SWORD", but it still seems odd that destroying and attacking produce different results when you attack with a non-weapon.)
Also one in GLASS-CASE-F
:
(<AND <VERB? MUNG>
<PRSO? ,GLASS-CASE>>
<TELL "That wouldn't be too smart." CR>)>>
The lighthouse lock is a pseudo object in
WINDING-ROAD-1
. TheLIGHTHOUSE-LOCK-PSEUDO
routine is supposed to handle you trying to break the lock:But it doesn't work:
This is because
PRE-MUNG
handles it. There are exceptions:But there's no exception for
PSEUDO-OBJECT
, and I don't think you can find any object withWEAPONBIT
at this point in the game. (Unless you can somehow try to break it with The Weasel's knife?)I thought it wasn't feasible to add one, but then I found that the game actually compares
PRSO
toPSEUDO-OBJECT
in a couple of different places. I guess we could add something like: