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Containers. Quiet. Hidden. Objects.

 
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Ice Cream Jonsey



Joined: 27 Apr 2002
Posts: 20088
Location: Colorado

PostPosted: Wed Nov 26, 2008 12:56 am    Post subject: Containers. Quiet. Hidden. Objects. Reply with quote

OK, there is something that absolutely drives me nuts in Hugo. I must be doing it wrong. It's probable that I f'ed up the library.

I constantly find myself in a situation as follows:

1) I have an object like, say, a cauldron.
2) Inside the cauldron is an oyster.
3) I use the "if self is not visited" bit to mention the oysters. I might say something like, "You smell the scent of oysters here!"
4) I set the oysters to be in the cauldron.

OK, so far so good.

- When the player enters the room, he is going to see something like:

There is a cauldron here. Inside the cauldron is the oyster.

I hate hate hate how that looks.

What I would prefer it do is say nothing about the oysters. I'd like the game to say:

There is a cauldron here.

I can get the above to happen if I set the oyster to be hidden. Then it won't be listed as contents for the cauldron. But this also means that the player cannot >look at it! Infuriating!

I can't even set the cauldron to be scenery because even if I did, I have situations where I want a particular non-player character to have items that are described elsewhere, not listed when the room description lists the contents of things, and yet still addressable by the player.

Am I missing something easy, regarding this?
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the dark and gritty...Ice Cream Jonsey!
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Worm



Joined: 24 Aug 2002
Posts: 3626
Location: tucked away between the folds of your momma, safe

PostPosted: Wed Nov 26, 2008 8:39 am    Post subject: Reply with quote

Can't you make the cauldron create the oyster?
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Good point Bobby!
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Merk



Joined: 22 Nov 2004
Posts: 192
Location: Wichita, KS

PostPosted: Wed Nov 26, 2008 3:44 pm    Post subject: Reply with quote

You need to override list_contents{ } for the cauldron. I can give you an example if needed, but I'm feeding a baby at the moment. :)
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Roody_Yogurt



Joined: 29 Apr 2002
Posts: 1993
Location: Milwaukee

PostPosted: Fri Dec 03, 2010 12:47 pm    Post subject: Reply with quote

Today, I've been looking at the old posts on here and coming up with my own solutions to the problems.

I played with this one for a while. Initially, I had the oysters set as hidden and had to have a before to temporarily set them as not hidden so that DoLookIn could work properly.

Eventually, I just went with this, using code from the dresser from Guilty Bastards:

Code:
object cauldron "cauldron"
{
   noun "cauldron"
   in CauldronRoom
   is container, open
   list_contents
   {
      ! Skip contents-listing if not looking specifically inside
      if verbroutine ~= &DoLookIn
         return 1
      else
         {
         return 0
         }
   }
}

object oysters "oysters"
{
   noun "oysters"
   is plural
   in cauldron
}

[/code]
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