>dig ground
You find a rusty iron key!
(Taken.)
>e
(unlocking the vault door first)
(with the rusty iron key)
Unlocked.
(opening the vault door first)
Opened.
It's pitch black in here. Stumbling around in the dark isn't such a hot idea: you're liable to be eaten by a grue.
>
Now, the automatic-door-unlocking was one of the first things ever added to Roodylib so, of course, I've learned a lot since then and I thought it was worth taking another swing at it. Here is a transcript of what would happen now:
>dig groundAs you can see, it now combines information where it can, and I added some spacing to make it prettier. The "(and then opening it)" message was especially tricky to do, but I think the code I threw together should work well enough (it relies on checking the parser_data[PARSER_STATUS] value, and I don't see that changing anytime soon).
You find a rusty iron key!
(Taken.)
>e
(unlocking the vault door with the rusty iron key first)
Unlocked.
(and then opening it)
Opened.
It's pitch black in here. Stumbling around in the dark isn't such a hot idea: you're liable to be eaten by a grue.
>
I also threw in an option where, if the key object is set quiet, a regular >UNLOCK DOOR asks the player to be more specific or in something like the instance above, does:
>dig ground
You find a rusty iron key!
(Taken.)
>e
The vault door is locked.
>unlock door with key
Unlocked.
>lock door
(with the rusty iron key)
Locked.
>e
(unlocking the vault door with the rusty iron key first)
Unlocked.
(and then opening it)
Opened.
It's pitch black in here. Stumbling around in the dark isn't such a hot idea: you're liable to be eaten by a grue.
>
I figure there might be instances where you want the player to figure out which key is correct. After being used correctly once, it'll do automatic unlocking/locking no problem from then on.
Anyhow, I wanted to put the feature there, but I doubt many people will use it so I won't even go to the trouble of aliasing quiet to another more-apt attribute name to be used in these instances.
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