LOOK

Ultimate Lex I went through the tutorial and this came up...if I have this kind of piece in my room:

(if(Said('look>'))
(if(Said('/door'))
Print("It's a door.")
)
(else
(if(Said('[ /* , !* ]'))
Print("You're in the blue room.")
)
)
)

Then, if I write "look", I'll get that description, but if I write "look dog", I'll also get that description, so that's not good for that. If I would write that in two Said statements, it would still work the same, so
(if(Said('look')) takes all the other look statements except for those I have made statements directly for. So, how do I make the game to print different text when entering ONLY "look" than entering "look 'someotherwordthatwasnotdefinedyet'"?
Eigen ;)

(if(Said('/door')) << ".. but if I write "look dog" ... "


-Eigen
Ultimate Lex
Eigen wrote:

;)

(if(Said('/door')) << ".. but if I write "look dog" ... "


-Eigen


The point was that when you write "look door" the game will display the text wanted, but when you write SOMETHING ELSE with the look command that still is in the vocabulary, it'll display the same text as when you write JUST "look". Get it?

I'll rephrase: Need help. This is what need:
1) write "look" in room 1, display "This is room1."
2) write "look door" in room 1, display "It's a door."
3) write "look shelf" in room 1, display "It's a shelf."
4) write "look [SOME OTHER WORD THAT STILL IS IN THE VOCABULARY]" display "it's not here."

So, how about now?
Eigen (if(Said('look>'))
(if(Said('/door'))
Print("It's a door.")
)
(if(Said('/man'))
Print("It's a man.")
)
(if(Said('/anyword'))
Print("It's not here.")
)
(if(Said('[ /* , !* ]'))
Print("You're in the blue room.")
)
)


-Eigen
RJD Eh, you beat me to it, Eigen. ;D
Ultimate Lex All right, thanks, got it now.