How to create the perfect Text Parser

Started by Dualnames, Sun 24/05/2009 15:04:54

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Dualnames

I'm not 100% this is to fit here.

Well, I have a text parser in my game using the IndexOf function (or String.Contains in older AGS versions) to see if player has typed certain words.

I have this four dialog options:

1.Ford what about my home.
2.Ford what about my house.
3.Hand towel to ford.
4.Ask Ford to replace you.

That are triggered when you type something similar to that.
And that's fine with me. Yet however the parser I've scripted doesn't feel like it flows as wanted when player type other stuff. This is the point of the book where the Earth isn't yet destroyed.

1.I would like some advice on how to script a way like Chatroom by JB works (even if you type non-sense stuff system responds very well)


Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

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