I could be wrong, but I think I may have been the one who originally reported this to Graeme Cree's list of Infocom bugs:
MASTER, KILL ME WITH SWORD
"If you wish," he replies.
If you insist.... Poof, you're dead!
**** The dungeon master has died ****
The dungeon master follows you.
Your sword has begun to glow very brightly.
(The aforementioned bug list mentions other strange messages from asking him to kill someone.)
The "If you wish" message comes from this part of DUNGEON-MASTER-F:
(<VERB? PUSH TURN SPIN FOLLOW STAY OPEN CLOSE WAIT
ATTACK WALK-TO>
<COND (<VERB? STAY FOLLOW WAIT> T)
(T <TELL "\"If you wish,\" he replies." CR>)>
<RFALSE>)
The "If you insist...." message comes from this part of CRETIN-FCN:
(<VERB? ATTACK MUNG>
<COND (<AND ,PRSI <FSET? ,PRSI ,WEAPONBIT>>
<JIGS-UP "If you insist.... Poof, you're dead!">)
(T
<TELL "Suicide is not the answer." CR>)>)
And the message saying that the dungeon master has died comes from JIGS-UP when the WINNER isn't the ADVENTURER object.
I have no idea what was supposed to happen here, but since it's clearly not working perhaps ATTACK should simply be dropped from the list of commands that the Dungeon Master will try to obey?
I could be wrong, but I think I may have been the one who originally reported this to Graeme Cree's list of Infocom bugs:
(The aforementioned bug list mentions other strange messages from asking him to kill someone.)
The "If you wish" message comes from this part of
DUNGEON-MASTER-F
:The "If you insist...." message comes from this part of
CRETIN-FCN
:And the message saying that the dungeon master has died comes from
JIGS-UP
when theWINNER
isn't theADVENTURER
object.I have no idea what was supposed to happen here, but since it's clearly not working perhaps
ATTACK
should simply be dropped from the list of commands that the Dungeon Master will try to obey?