Verbs / commands progress?

Wesk89
22 Feb 2017, 20:27

Hi there,
first of all, sorry for the bad thread title. I didn't know how to put it differently.
Second, sorry if the question was already asked.

How do I let verbs and commands "progress".

For example:
My character is able to shoot a guard, when he has his guard (hehe) down. So, the guard confronts my character and my character shoots the guard. The message says something like "You pull your gun blazingly fast and shoot the guard." Great!
Now the scene can play out very differently though.
The guard and my character are fighting and if the player chooses wrong, a party member is shot. Now, I wanted it so that whatever the player chooses, he will be shot dead, too, because he is down on the ground.
If I write "punch" or "kick" or whatever else, the same message as above plays. So that it seems that my character got the upper hand and killed the guard.

I am really, really new to all this.
I mainly use object flags. Is there a better way? (Of course, I guess). And those seem to be the problem.
Even though I unset flags, it is still showing the wrong message.

I also tried to use an object counter for another approach. The guard can be choked when he is on the ground and there are different stages. (choking, more choking, choking till the guard passes out, choke till the guard is dead).

If I type in "choke guard" the game displays all messages, like this.

  1. You choke the guard.
    The guard tries to fight back.
  2. You choke him more. The guard fights harder.
  3. You choke him harder. The guard faints.
  4. You chocke even harder. The guard dies.

The numbers are just for you to see that those are four different messages I want to print, but all are displays at the same time.

I hope you can help me and know what I mean.
I checked the forums and the tutorials but couldn't find anything. Sorry, if I missed a thread or two.

Thanks!

Regards,
Wesk


crystalwizard
22 Feb 2017, 22:31

for each action, automatically move the player to a different room based on what they did.

In that room, you have the appropriate verbage.

So in room 1, if the player choked the guard, you'd display that the guard fights back, then move the player to room 2. In that room, when they type choke guard, the message would display the guard fights harder, and you move them to room 3. in that room, if they choke him again, this time they see the guard faints.

just make sure that everything else in the rooms in the sequence is absolutely identical, so that from the player's perspective, they can't tell they're moving (other than seeing the room description being redisplayed).
and so on.


The Pixie
23 Feb 2017, 07:58

I would do it as an integer attribute on the guard.

The command can check its value, and print the appropriate message, and then add 1 to the value, so the next time the player will see the next message. When it gets to 4 (or whatever) it also sets the guard to dead.


Father
23 Feb 2017, 14:06

If you wish the player to choke the guard 4 times ,each with a progressing message. You could set up the verb choke on the guard. Then use first time and otherwise.
First time script Message 1
Otherwise ,script first time
First time,script message 2
Otherwise, script first time
First time script message 3
You can do this as many times as you like. Ending with otherwise final message.It's not a fancy way to do it ,but it works for me. The final scripts as well as a message could include scripts, remove guard,show dead body.( already invisible in room)


Wesk89
24 Feb 2017, 09:30

Thank you all for your quick answers!
All methods work great, now I just have to decide which one to use. :)

Cheers!