Description: Run Script question
Chuck
07 Sept 2003, 17:05I need to vary descriptions of locations depending on the presence of a flag. Using a script for descriptions removes the built in list of objects present at the location. To offset this, I include the following line in the description script:
You can see |b#quest.objects#|xb here.
Works great as long as an object is present. If not, I get:
You can see ... here.
Apparently, I need to put in a conditional that I don't know how to write:
If any object is here (what would this be?)
Then msg You can see |b#quest.objects#|xb here.
This does not work (not recognized in any way):
if here <#quest.objects#> then msg <You can see |b#quest.objects#|xb here.>
I like seeing an object list, especially if the pane view is minimized. Ideas anyone?
Chuck
You can see |b#quest.objects#|xb here.
Works great as long as an object is present. If not, I get:
You can see ... here.
Apparently, I need to put in a conditional that I don't know how to write:
If any object is here (what would this be?)
Then msg You can see |b#quest.objects#|xb here.
This does not work (not recognized in any way):
if here <#quest.objects#> then msg <You can see |b#quest.objects#|xb here.>
I like seeing an object list, especially if the pane view is minimized. Ideas anyone?
Chuck
Anonymous
07 Sept 2003, 18:33Chuck wrote..
try this for a 'test condition'
if ( #quest.objects# = ) then ...
this will return true if there are no objects in the current room.
so you can use 'then' or 'else#' parts as needed
Al (MaDbRiT)
Apparently, I need to put in a conditional that I don't know how to write:
try this for a 'test condition'
if ( #quest.objects# = ) then ...
this will return true if there are no objects in the current room.
so you can use 'then' or 'else#' parts as needed
Al (MaDbRiT)
Chuck
07 Sept 2003, 18:37Thanks Al. Be sure to highlight this "equal nothing" in the tutorial you are creating. <nudge><nudge> 8^)**
Chuck
Chuck
Chuck
07 Sept 2003, 18:54Al, you thah man!
if ( #quest.objects# = ) then msg <Nothing is here at the moment.> else msg <You can see |b#quest.objects#|xb here.>
works wonderfully (your library included).
Chuck
if ( #quest.objects# = ) then msg <Nothing is here at the moment.> else msg <You can see |b#quest.objects#|xb here.>
works wonderfully (your library included).
Chuck
I think Im Dead
07 Sept 2003, 19:30Just for reference(and a great billy madison quote)... The quest documentation shows how to do this in the exact same manner.
!!!READING IS GOOD!!! Can we start the story now please?
!!!READING IS GOOD!!! Can we start the story now please?
Chuck
07 Sept 2003, 22:04Awe shucks. 8^)**
Could you give me a section or page number where this is described? The docs are still about 40% sanskrit to me, so I still need this kind of help. I'd like to check that section out though.
Chuck
Could you give me a section or page number where this is described? The docs are still about 40% sanskrit to me, so I still need this kind of help. I'd like to check that section out though.
Chuck
I think Im Dead
08 Sept 2003, 00:58Open them up, right click the part on your left with the sections, pick open all, it will be under the part called "How to customize room descriptions".