I'm planning on using a classic nine-verb SCUMM interface for my game, but with a difference: The statusline changes based on what action a given verb will produce.
For instance, switching to "Pick Up" mode and hovering over a given hotspot would update the statusline with a sentence like "Grab High-voltage wires" or "Quietly make off with Stapler".
How would I go about writing a system to take this into account?
The properties are exactly what you need.
Select one of your hotspots or objects, then click the "Properties..." button and create nine text properties corresponding to the verbs. You can even supply a default text.
In the repeatedly_execute part that updates the statusline, you'd then access the properties by using Hotspot.GetPropertyText(verb) or Object.GetPropertyText(verb), where verb is a string that holds the current action.
Same for characters, of course.
Sounds simple enough, though I am using the Monkey Island 2 template, which is fairly complex. I'm not sure how I would add in such a change since it seems to handle the statusline in very specific terms.
Which template and AGS version are you using?
Just post the link to the template and I will look into it.
Monkey Island 2 template v2.7 (http://www.lumpcity.co.uk/~skimbleshanks/templates/MI2v2.7.zip)
I'm using AGS 2.71, so I had to modify it to get it running properly.
I'll look into it, but it'll take some time.
I'm really pissed right now, so you'll have to wait until tomorrow :=
Basically, I've told you how to do it, so try it yourself!
Sorry, I completely forgot about this.
I proudly (ahem) present: MI2 V2.7 alternative verb template (http://www.2dadventure.com/ags/MI2_otherverbs.zip)
Well, it's not an AGS template but the game's dir. Doesn't matter anyway.
Search the global script for "KhrisMUC" to find the few lines of additional code, if you're interested.
To change the verbs, simply select an object, hotspot or character and click "Properties...". For an example, check out the sign in the first room.