Game Development Reference
In-Depth Information
Object -> combat_suit "combat suit"
with name 'combat' 'suit',
description "Your standard-issue insulated combat suit. ",
before [;
Disrobe:
if ( location ~= marshlands ) {
give self ~worn;
"You strip off your combat suit, leaving yourself naked to
the elements. You won't last long like this, but you don't
need to.";
}
"You'll need that suit on to survive in the freezing
marshlands. ";
Drop: if ( location ~= marshlands ) {
if ( self has worn ) {
give self ~worn;
print "You strip off your combat suit, leaving
yourself naked to the elements. ";
}
remove self;
"With bare-ass bravery, you drop your combat suit into the
murk, where it sinks and disappears. You won't last long
like this, but you don't need to.";
}
"You'll need that suit on to survive in the freezing
marshlands. ";
],
has worn transparent
;
Here's an ASK/TELL conversation example from First Things First ,writteninTADS2.
The system I'm using is modified from how the TADS library generally handles it, but I think
it makes it clearer how to use it.
future: Topic
sdesc = "future"
noun = 'future'
state = 0
verDoChange( actor ) =
{
"Everything you do changes the future. ";
}
askingAboutMe( who ) =
{
switch( who )
// matches with NPC class objects
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