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View Full Version : Tighter Rules on Match/Matchwait with MOVE?



sahra
03-14-2005, 11:15 AM
Have any other scripters noticed this? I'm morally certain that StormFront's MOVE command (e.g., MOVE EAST, WEST, etc. -- equivalent to 'PUT EAST' with a wait for the transition to the next room) used to populate the input text buffers, letting you set up a match for text returned during the movement. That is, at those boulders in Whistler's Pass, you could say:

loop:
match okay You climb across some large boulders.
match loop You start
MOVE CLIMB BOULDERS
matchwait
okay:
etc.

... and the script would 'see' the returned phrase from the climb (either 'You climb across some large boulders' or 'You start climbing across some boulders but fail, blah, blah, blah') and react to it.

This is no longer true. Now, you have to use PUT CLIMB BOULDERS, or the input buffers aren't populated (apparently) and the script will hang.

This actually makes more sense, in terms of how the functions should work, but it's sure annoying if you've gotten into the habit of scripting with MOVE.

Mistomeer
03-14-2005, 01:23 PM
I've always thought that PUT was necessary in such cases...