>I'd like to put a mechanism in my evolving game that would allow it to
>make some funny response the first time the player tries something
>pointless, then a duller response on further tries, sort of like the
>way it keeps track of rooms you've already seen. I know Infocom did
>something like this with their 'Invisiclues' in-game hints (keeping
>track of which hints you'd already seen). Is there some
>straightforward way to do this without assigning 14 zillion variables?
> ---Fred M. Sloniker, cleric at large
> L. Lazuli R'kamos, FurryMUCKer
> lazuli@eskimo.com
>I have a wonderful frame of mind. I just don't have a picture.
The way I did it was to give the object the player is dealing with an
attribute--mine was "noticed"--after the first time the thing gets
called . Then the conditional "if object has noticed" would yield a
different action or reply one subsequent calls. If you need more than
one response, try defining a property and use "if" statements to
generate different responses depending on the value of the property,
which you would increment each time the object is addressed.
Bruce Barnett
The best way to accelerate Windows: -9.8 m/s/s