lots of questions. enter at own risk.
matt198992
24 Oct 2006, 19:28ok, i have a lot of questions for anyone who can help. i will put them in order of importance 
btw, i have the newest (?) version of the FREE qdk with the 30 day free trial.
1)how do i block a room from being entered until an object is used? for instance, a locked door to the north. you cant enter until you use the key on it. how do i do that? lamens terms please, im new to this. lol.
---SOLVED---
2) when an object is looked at or examined, how do i change the name of the object? like i want it to say "paper" until the player examines it, then rename it "map of ground floor". i know how to run a script when it is examined, and i see how to put pictures up, but i cant find a rename command or anything.
also, i cant figure out how to insert a picture. i found the command and made it for the use command, but the picture wont come up.
3)when im done with the game, how do i get the javascript coding. or whatever coding to put it up (playable) on a web site page, without making them download quest?
4) how do i change a room's description for when the person enters it a second time?
i have more, but will need time to remember them. lol. please help though?

btw, i have the newest (?) version of the FREE qdk with the 30 day free trial.
1)how do i block a room from being entered until an object is used? for instance, a locked door to the north. you cant enter until you use the key on it. how do i do that? lamens terms please, im new to this. lol.
---SOLVED---
2) when an object is looked at or examined, how do i change the name of the object? like i want it to say "paper" until the player examines it, then rename it "map of ground floor". i know how to run a script when it is examined, and i see how to put pictures up, but i cant find a rename command or anything.
also, i cant figure out how to insert a picture. i found the command and made it for the use command, but the picture wont come up.
3)when im done with the game, how do i get the javascript coding. or whatever coding to put it up (playable) on a web site page, without making them download quest?
4) how do i change a room's description for when the person enters it a second time?
i have more, but will need time to remember them. lol. please help though?

darkgoddessnight
24 Oct 2006, 21:41oh oh, I know the answer to number 1!
here is a basic code:
game info <Created with QDK 3.53 - UNREGISTERED EVALUATION VERSION.>
end define
define synonyms
end define
define room <test room>
look <This is a test room. You see a door at the north and a key is lieing obviously in the middle of the room.>
define object <North door>
look <It's a door...nothing special about it.>
use msg <You walk right into the door and bonk your nose! Maybe you need a key...Maybe that one in the middle of the room.>
use <a key> if got <a key> then {
msg <you open the door with the key and walk on through to the room beyond.>
goto <the next room>
lose <a key>
conceal <a key>
}
else msg <You walk right into the door and bonk your nose! Maybe you need a key...maybe that one in the middle of the room?>
end define
define object <a key>
look <It's a key...maybe it goes to that north door.>
take
end define
end define
define room <the next room>
look <You won the game by making it from point a to point b! Yay for you!>
end define
define text <intro>
end define
define text <win>
end define
define text <lose>
end define
if you are using the editor, you will want to create two rooms, room a and room b, create two objects in room a, a door and a key, and then edit the properties of the door by clicking interaction and just insert what objects can be used on the door, in this case, a key.
Let me get back to you on the other questions....or most likely someone else will.
here is a basic code:
game info <Created with QDK 3.53 - UNREGISTERED EVALUATION VERSION.>
end define
define synonyms
end define
define room <test room>
look <This is a test room. You see a door at the north and a key is lieing obviously in the middle of the room.>
define object <North door>
look <It's a door...nothing special about it.>
use msg <You walk right into the door and bonk your nose! Maybe you need a key...Maybe that one in the middle of the room.>
use <a key> if got <a key> then {
msg <you open the door with the key and walk on through to the room beyond.>
goto <the next room>
lose <a key>
conceal <a key>
}
else msg <You walk right into the door and bonk your nose! Maybe you need a key...maybe that one in the middle of the room?>
end define
define object <a key>
look <It's a key...maybe it goes to that north door.>
take
end define
end define
define room <the next room>
look <You won the game by making it from point a to point b! Yay for you!>
end define
define text <intro>
end define
define text <win>
end define
define text <lose>
end define
if you are using the editor, you will want to create two rooms, room a and room b, create two objects in room a, a door and a key, and then edit the properties of the door by clicking interaction and just insert what objects can be used on the door, in this case, a key.
Let me get back to you on the other questions....or most likely someone else will.
Freak
25 Oct 2006, 00:02Problem:
What if the player goes back to the test room? He won't be able to get through the door again without the key.
What if the player goes back to the test room? He won't be able to get through the door again without the key.
matt198992
25 Oct 2006, 01:42AHH! i said lamens terms. yes, im stupid whatever. but i understood about 5% of that. 
-edit-
oh. you are doing it coding wise. can you explain how to do it w/o coding, like using the tools qdk gives you? i stink at coding.

-edit-
oh. you are doing it coding wise. can you explain how to do it w/o coding, like using the tools qdk gives you? i stink at coding.
GameBoy
25 Oct 2006, 12:112)when im done with the game, how do i get the javascript coding. or whatever coding to put it up (playable) on a web site page, without making them download quest?
you can't
darkgoddessnight
25 Oct 2006, 12:16I did explain it in lamens terms down at the bottom! But I will try it again.
Step 1: Create a new game using qdk editor.
Step 2: Create a room and label it room b or something else.
Step 3: Create an object in the room and label it door.
step 4: create another object in the room and label it key.
step 5: edit the doors use description by clicking on the door and then clicking interactions. Click on use, click on the top add button, add key and then click on edit. In the edit screen click on conditional, if the player has an object the key, then print you use the key on the door and walk on through, move the player to room b, take the key from the player and hide the key since there is no destroy object yet although I am going to be trying very hard to cajole alex into making me one for the prosperity for all quest game kind, else print you jiggle the handle but it appears be locked.
Step 6: create room b
step 7: click on game, properties, and make room a your start room.
And to answer freaks question, I think you will have to add an open/ close property. Or you can just create an exit to wherever. I have been using the open close property though I haven't got it perfected yet.
Step 1: Create a new game using qdk editor.
Step 2: Create a room and label it room b or something else.
Step 3: Create an object in the room and label it door.
step 4: create another object in the room and label it key.
step 5: edit the doors use description by clicking on the door and then clicking interactions. Click on use, click on the top add button, add key and then click on edit. In the edit screen click on conditional, if the player has an object the key, then print you use the key on the door and walk on through, move the player to room b, take the key from the player and hide the key since there is no destroy object yet although I am going to be trying very hard to cajole alex into making me one for the prosperity for all quest game kind, else print you jiggle the handle but it appears be locked.
Step 6: create room b
step 7: click on game, properties, and make room a your start room.
And to answer freaks question, I think you will have to add an open/ close property. Or you can just create an exit to wherever. I have been using the open close property though I haven't got it perfected yet.
matt198992
25 Oct 2006, 12:36that just moves the player to another room. what happens if they wanna leave and get back in?
no matter. i found it myself anyway. you have to make a player command of "use key on door", then have it print a message and create an exit to the north on that command.
no matter. i found it myself anyway. you have to make a player command of "use key on door", then have it print a message and create an exit to the north on that command.
darkgoddessnight
25 Oct 2006, 14:57the answer to that question, is make a duplicate door in the ajoining room with the same properties etc. In my game I hate using normal exits in inside areas such as north south east and west. Instead I use the commands go door, or go arch, or go portal etc and then the open close properties with open and close commands. and I would like to point out that your question stated:
1)how do i block a room from being entered until an object is used? for instance, a locked door to the north. you cant enter until you use the key on it. how do i do that? lamens terms please, im new to this. lol.
nothing about getting back into the room you came
hehe
1)how do i block a room from being entered until an object is used? for instance, a locked door to the north. you cant enter until you use the key on it. how do i do that? lamens terms please, im new to this. lol.
nothing about getting back into the room you came

Dr.Froth
25 Oct 2006, 20:40
Lets say you have the "Bedroom" and the "Closet." The closet is locked and you need a key to open it.
When your hero uses the key to unlock the door then turn on a flag (call it "keyuse" or something.
In the compass screen of "Bedroom" change the direction from "Closet" to "script." Edit the script and use a conditional. Make it so that if the flag "keyuse" is on then the player is moved to the closet. If the flag is off, then all you get is "Oh Darn, the door is locked."
When you use the "Closet Key" (either under the use command of the item, or in custom command setting) then you take the key from the player, type in something like "You turn the key and now the door is unlocked," and turn on the flag "keyuse."
Now when they go in the direction of the closet door they can get into the closet...everytime...forever.
Flags are your friend. You can use them to alter room descriptions as well.
matt198992
25 Oct 2006, 21:33hmm....i havent experimented with flags yet and am a little confused. i will try some out and see what they do. thanks ^_^
i did it a different way though. i made it so that you CANT go north through the door. then added the command "use key on door", and added to it that when that comman is used, a room is created to the north. allowing you to move freely back and fourth without having to use the key over and over.
i did it a different way though. i made it so that you CANT go north through the door. then added the command "use key on door", and added to it that when that comman is used, a room is created to the north. allowing you to move freely back and fourth without having to use the key over and over.
davidw
25 Oct 2006, 22:03"Use key on door"? Ouch.
Guess the verb alert.
Guess the verb alert.
Freak
26 Oct 2006, 01:58In the context of a Quest game, "use" is more common, especially if the objects all appear in the inventory / objects widgets.
matt198992
26 Oct 2006, 03:55davidw wrote:"Use key on door"? Ouch.
Guess the verb alert.
you must not play text adventures that often.

davidw
26 Oct 2006, 06:49Been playing them since the 80's. Wrote almost 50 of them myself.
Your turn.
Your turn.
darkgoddessnight
26 Oct 2006, 12:19Actually, before I knew who davidw was, I was and still am a fan of some of his games, my favorites being not another fantasy adventure and oh no not another fantasy adventure. I was never able to beat either one of them because I didn't take the time, but they were very very amusing.
matt198992
27 Oct 2006, 12:28davidw wrote:Been playing them since the 80's. Wrote almost 50 of them myself.
Your turn.
USE is one of the most common actions in the games. whatever. dont come to my thread to argue. either help, or please leave.
davidw
27 Oct 2006, 12:43Which games are you talking about? Quest games specifically or the IF world in general?
If the former, then go ahead and write your game any way you like. So few people will play it, it won't make much difference.
If the latter, you ought to consider something more obvious like
OPEN DOOR
UNLOCK DOOR
OPEN DOOR WITH KEY
UNLOCK DOOR WITH KEY
No one likes guess the verb and using a non-obvious command instead of an obvious one is never a wise idea.
If the former, then go ahead and write your game any way you like. So few people will play it, it won't make much difference.
If the latter, you ought to consider something more obvious like
OPEN DOOR
UNLOCK DOOR
OPEN DOOR WITH KEY
UNLOCK DOOR WITH KEY
No one likes guess the verb and using a non-obvious command instead of an obvious one is never a wise idea.
darkgoddessnight
27 Oct 2006, 13:58amazingly, again, I agree with davidw. I love using my own commands more than the built in commands already in use. But this is partly my fault because I just did a quick script that didn't require a lot of thought on my part. Oh well,
Shadow*
Shadow*