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From: CardinalT <cardinalt@helpmejebus.com>
Subject: Re: Making a parser - what are the minimal requirements?
Newsgroups: rec.arts.int-fiction
Date: Sun, 10 Mar 2002 23:36:24 -0800
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Kodrik wrote:

> Well, there are two sets of keys, global keys that are always accounted
> for and local keys that are accounted for only when an object is
> accessible.
>
> The global keys are made to handle global responses:
>>take {whatever}
> You can't take that
>
> It basically checks if the verb take is in the sentence, if it is, then it
> outputs this appropriate message, "you can't take that" or whatever. This
> key will be considered last so if other keys are active for "take cloak",
> they will be considered first.

The only problem here is that (correct me if I'm wrong) your system can't
distinguish one type of object from another, so the default response has to
cover the entire gamut of game objects.

For instance, in Hugo or Inform you might see something like this:

        verb "wear"
                *               DoVague
                * clothing      DoWearClothing
                * object        DoWearOtherStuff

Now, when the parser finds a potential match, it checks to see whether the
object has the attribute "clothing." If it does, it executes one routine.
If it doesn't, it executes another.

My understanding is that your system can't do that. Is that right? Or is
their some way of "typing" objects?

Because if you'd make your system do that so that we could provide
customized error messages, you'd remove a huge hurdle that currently stands
in the way of the adoption of your system.

--
--CardinalT
  Archbishop of Frith and Funeral Barker to the Stars
