[MUD-Dev] Text Parsing
Adam Wiggins
adam at angel.com
Mon Jun 7 10:46:19 CEST 1999
On Wed, 2 Jun 1999, Caliban Tiresias Darklock wrote:
> On 09:15 PM 6/2/99 -0700, I personally witnessed Ben Greear jumping up to say:
> >Chris Gray wrote:
> >When you start depending too heavily
> >on correctly built worlds/objects, you are liable to get into situations
> >where an innocent mistake in building makes it almost impossible to interact
> >with an entity.
>
> I recall once seeing "An evil-looking metal talon" lying around on a MUD
> after defeating some monster or other. So I tried "get evil". Nope... "get
> metal". Nope... "get talon". Nope... ahh, screw it. "get all": "You pick up
> the demon claw". Sure enough, "drop demon" dropped it; "get claw" picked it
> up.
> And you thought "find the verb" was bad? Try "find the noun" sometime. ;)
My favorite was a weapon which answered only to "irgaak" - but lying on the
ground, the description was "a jagged weapon of iron lies here", or something.
Sometimes builders even do this on purpose, as part of a cute little "game".
As a result, one of the first things I did when I went to work on my own little
diku-clone, oh so long ago, was to nuke the "keyword" field. Instead, the
name field became the keyword. It worked extremely well and made building
easier. ('a', 'the' and similar connecting words were not counted)
Adam W.
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