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Threaded Conversation by Chris Conley gives wrong parser errors in 6M62 #48
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I think I've figured out the issue, though I don't know how to solve it properly (can parser errors be stored in a variable?)
The issue is different if I unlist and relist the first rule - I instead get "That noun did not make sense in this context". |
I'm unable to investigate this at the moment, but in the current code of Counterfeit Monkey the |
Looks like you added the error messages to CM in this big commit (Line 770) and had this condition removed/commented from the start. I wonder if you got it from somewhere else that made this change? The rule does have another difference, and it's possible other parts of the extension handle something differently to account for this, so I'll hold off on calling this a definite fix. It seems to work though. |
Yes, almost every extension included in CM has been modified to some extent, but Threaded Conversation is probably the one that has gone through the most changes, first to make it run on 6M62, then to improve performance. Some unused stuff has been cut as well. It would take some fixes to make it work as a standalone extension. |
Oh, and there is no other version of Threaded Conversation that code is taken from. Most of it is from the original 6G60 version, some from the Chris Conley version, the rest from me. |
I didn't even notice that bug. Thanks! It's probably time to publish version 7, so I'll see about getting it listed on the Public Library. I should probably update the version on here... |
When a story includes this extension, the player doesn't get the correct error for trying to interact with something out of scope.
It seems like the game first checks the correct command, then when that doesn't work it checks whether the input is a performative quip. If this test also fails we get the unrecognised verb error.
Sample story:
This will output:
If we don't include the extension, we get the correct errors:
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