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  • In Inform 7, is it possible to use a second noun construct with "pull"?

    - by Beska
    I'll eat my hat if I get a good answer to this...I suspect that although I'm a rank beginner in Inform 7, and I'm guessing this isn't that hard, but there are probably not many people here who are familiar with Inform 7. Still, nothing ventured... I'm trying to create a custom response to a "pull" action. Unfortunately, I think the "pull" action doesn't normally expect a second noun. So I'm trying something like this: The nails are some things in the Foyer. The nails are scenery. Instead of pulling the nails: If the second noun is nothing: say "How? Are you going to pull the nails with your teeth?"; otherwise: say "I don't think that's going to do the job." But while this compiles, and the first part works, the "I don't think..." section is never called...the interpreter just responds "I only understood you as far as wanting to pull the nails." Do I have to create my own custom action for this? Overwrite the standard pull action? Am I missing something simple that will allow me to get this to work?

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  • How can I handle arbitrary text as "nouns" in Inform 7?

    - by Beska
    In Inform, I'd like to be able to create a new action, and have it be able to work on aribitrary text. I can easily create a new action that will work on existing things. Finding is an action with past participle found, applying to one thing. Understand "Find [something]" as finding. Carry out finding: say "You find [the noun]." But this only works on items that exist within the game world. If I try to "find fdsljk", for instance, it will fail because I haven't created a "fdsljk". I'd like to be able to "find fdsljk" and then be able to grab that extra text and respond with it...something like "You find the fdsljk." I was thinking that something like A foo is a kind of value. Finding is an action with past participle found, applying to one foo. Understand "Find [something]" as finding. Carry out finding: say "You find [the foo]." might be close...but it doesn't work. I get an error that reads: You wrote 'say "You find [the foo]."' , and in particular 'the foo': but this asked to say something of a kind which can't be said, or rather, printed. Although this problem can arise when you use complicated text substitutions which come in variant forms depending on the kinds of value used, far more often what this means is just that you tried to use a substituted value (e.g., in 'say "The dial reads [V]."') of a kind which could not be printed out. For instance, if V is a number or a piece of text, there is no problem: but if V is a parsing topic, say an entry in a 'topic' column of a table, then this problem will arise. The italics are mine, and highlight the key...I think this should be doable, but I'm taking the wrong path. Clues?

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  • Interactive Fiction engine and Tech Support - has anyone done this? [on hold]

    - by Larry G. Wapnitsky
    I've always been a big fan of Interactive Fiction and have been wanting to try my hand at it for a while. I have a need to create a decision tree for my tech support group (L1-L3) and feel as though presenting a decision tree in the form of an IF game would be rather interesting and helpful. I plan on using Inform7, but am curious if anyone has done anything like this in the past. If so, can you present examples, links to examples, opinions? Thanks, Larry

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  • Tools for game script / storyboard

    - by Pietro Polsinelli
    I am searching for a tool that will help in writing a game script. By "script" I mean the text core of a storyboard - without the drawing drafts, which may or may not be there (yet). What I'm thinking of will let write a piece of text of the script, define a simplified workflow from that step, and then define the text of next steps, and so on. Searching online, I found Inform http://inform7.com/ ("A Design System for Interactive Fiction Based on Natural Language") which in theory is exactly what I am searching for, but trying to use it it has this model of a space (a dungeon, a library) where you are picking up objects and exploring them. In my case I am designing more a Sims like game, the flow is entirely different. Considering non specific software, mind mapping tools miss the linearity of the process. What I am writing is a directed graph - simply a work-flow, but the way I want to design it is more text based than work-flow based. SO what I'm doing now is using a text editor, which I'll transform directly in code. Any suggestions?

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