Oops. Well, that's because I didn't test the code I posted. Perhaps
the following would work instead:
Extend "look" first
* -> Look
* "up" scope=TopicScope "in" noun -> NewConsultR;
(alternatively, you could 'replace' the whole definition of the "look"
verb, and put all the clauses in the correct order).
> Is there any way of making the matching fuzzy? So I could, for
> example, use similar code for NPC's, and just pick out key words for
> them to answer to?
One approach you could try is to replace all the asking verbs in the
Grammar with verbs like this:
Extend "ask" first
* creature "about" ConTopic -> Ask;
(and so on). You could then examine the words following `consult_from'
to see if any of them are keywords the character might respond to.
> How do other people do NPC's in inform, that doesn't restrict the
> player to guess the correct first word games?
I use a mechanism very similar to the one involving `TopicScope' and
`TopicClass' and so on that I described in my last post in this thread.
-- Gareth Rees