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Post by chriscrawford on Jan 30, 2016 10:54:08 GMT -8
I have now wasted several days going back and forth over a simple problem: how, precisely, should combat be executed? The current arrangement is as follows: Fate {tap actor for combat} Attacker Attacker {attack} Defender with ChosenAuragon Defender {defend} Attacker AttackerAuragon DefenderAuragon
either {Attacker or Defender} {defeats} opponent AttackerAuragon DefenderAuragon or {Attacker or Defender} {ties} opponent AttackerAuragon DefenderAuragon
The problem here is that the player can only react to an event if he witnesses it. But if he witnesses it, then it is displayed on the screen. So if the player witnesses "Attacker {attack} Defender with ChosenAuragon", then he also knows what the other guy is attacking with. That won't work.
It appears that I have to hack the code to provide a special case for {attack} and {defend}. It is necessary because the combat animation falls outside the normal conversational process. Ewww... I hate hacks.
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Post by Chris Conley on Feb 8, 2016 8:59:24 GMT -8
Could you split the verb in two? Attacker {attack} Fate to Defender with ChosenAuragon Fate {announce attack to} Defender from Attacker Defender {defend} Attacker DefenderAuragon and then either {Attacker or Defender} {defeats} opponent AttackerAuragon DefenderAuragon or {Attacker or Defender} {ties} opponent AttackerAuragon DefenderAuragon This should preserve the only-if-witness-of-then-can-react-to property of verbs.
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Post by chriscrawford on Feb 10, 2016 6:54:56 GMT -8
That's a good solution; however, I found another one. It turns out that I anticipated this problem years ago and included a feature in the "Sentence Display" dialog box that permits the author to set any WordSocket to NOT display to the player.
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