I suggest you ...

(Parsing) Ability to create commands that resolve to an action + specific object

To
quote the suggester:

Often a situation arises where I want to understand a form of player
input that doesn't match an existing grammar line, but I don't want to
have to define a whole new verb just to recognize that one command.
You can kludge around this like so:

Understand "turn stereo down" as a mistake ("[trystereoadjusting]").

To say trystereoadjusting: try setting the stereo to 2.

...but what's really needed is a companion to "Understand as a
mistake," that allows for understanding commands which actually do
produce actions in the game world.

Understand "turn stereo down" as a command (setting the stereo to 2).
[Silently substituting missing information needed.]

Understand "bare hands" as a command (attacking the dragon) when
dragon is visible. [Assuming the noun.]

Understand "set [an appliance] to [a number]" as a command (switching
on the the noun) when location is Kitchen. [Discarding the number in
the process as unnecessary.]

Understand "shout [some text] at [someone]" as a command (shouting).
[Where shouting has been defined as applying to nothing.]

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    emshortAdminemshort (Admin, Inform 7) shared this idea  ·   ·  Admin →
    planned  ·  emshortAdminemshort (Admin, Inform 7) responded  · 

    We will probably alter the proposed
    syntax since properly speaking it is understood as an action, not as a
    command.

    1 comment

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      • Ron NewcombRon Newcomb commented  · 

        I define this:

        . . . To say try (act - an action) -- running on: (- RunParagraphOn(); meta = 0; {act}; RunParagraphOn(); -).

        and use it like this:

        . . . Understand "turn stereo down" as a mistake ("[try setting the stereo to 2]").

        Though I'll admit I frequently have line break issues with it.

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