Extra room properties/function

paul_one
28 Feb 2007, 14:14
Well,

In my game description I was to have "you can go north to '#name#'", or some such similar things..
#name# being the name of the room which is in that direction from your current location.

This is a problem!

Consider this: you need to be in a room to get a room's name.
But if you move the player into a certain room, the description get's kicked off..
Which means you then want to move to another location..
goto <infinitum-CRASH!>

I'd like an #(quest.currentroom):north# property which holds the name of the real room. That way you could do:
$objectproperty(#(quest.currentroom):north#;alias)$ to get it..
And it would return a NULL ('!') if the direction didn't exist.. And a '0' if the direction held a script (or even 'script' being returned?).

Either that, or you could have a function called "direction" or "exitname".

also, the built-in variables.. #quest.doorways.dirs# is EXTREMELY hard to parse if you want to write your own exit description.
Can we not have a plain comma-separated list too? Like with the "formatroom"/"currentroom" variables?

Perhaps, even have an array which goes from 0 to 8. This then get's populated as follows:
index[0]: Holds the information on a comma separated list of index numbers.
index[1-8] holds the names of the rooms which are in those directions. 1 being north, 3 being east, 5 being south and 7 being west (the ones in between are obvious).

So, for instance #quest.dirs[0]# could hold: 1,3,4,5
this could be parsed and so:
#quest.dirs[1]# = "street"
#quest.dirs[3]# = "river"
#quest.dirs[4]# = "nightclub"
#quest.dirs[5]# = "toilet"

This is also a challenge going out to anyone: can you get a list of the names of the exits without going through each room and adding in a list of properties?
- I don't like doubling the effort.

Elexxorine
28 Feb 2007, 14:35
It alredy has this, I've used this lots in making following and moving codes for NPC's. Treat the room as an object, the properties 'north' and such will contain the real names of the joined rooms.
set string <mobmoveto; $objectproperty(#mobroom#; #dirmove#)$>
'Mobroom' is the room the npc is in (got using $loc(#mob[i]#)$ in my game). The 'dirmove' is the direction somebodies moved such as 'north'. Similarly if you want the player seen name of the room use '#(mobmoveto):alias#' once that variable it set.

*slap* Can't beleive you didn't know this, you're ment to be good at asl!!!

paul_one
28 Feb 2007, 15:01
.....:shock:
SHUTUP!

::EDIT::
.. Yeah, I even remember giving you the code that did it... How did I forget that so quickly?

- I'm definately not on the ball today.

Elexxorine
05 Mar 2007, 14:03
Haha! Lol. I improved the code you gave me and fitted it better to my game though. lol. Can't beleive you're being so stupid Tron! My intire faith in you... gone, no more...

paul_one
05 Mar 2007, 14:40
Gone, no more?

You mean, your faith - once gone - has now returned?
YAAAAYY

.. On a side note, I really am not with it lately, programming or anything.... Perhaps I need more booze!

Elexxorine
06 Mar 2007, 11:46
And we all know alcyhol helps you think better. lol. *slap*

Cryophile
07 Mar 2007, 21:56
I think you're beginning to appreciate the effects of inebriation, tr0n. I require alcohol to function normally throughout my daily life as well!

Well, maybe not quite that bad. I do like my vodka though. Especially Marx Vodka. Good stuff.

paul_one
08 Mar 2007, 10:34
Haha, yeah - it lubricates the brain!

Elexxorine
08 Mar 2007, 14:34
Ha! Love to see you too in a room together... Think you'd both need carrying home afterwards. lol.

Cryophile
08 Mar 2007, 18:40
Actually, two drunk people can stumble each other around quite efficiently. It works like this: /\

paul_one
08 Mar 2007, 18:49
I've never been able to get paraletically drunk.
I always throw up before hand.. Or the morning after.

Elexxorine
09 Mar 2007, 09:20
That's gross. Anyways, I've never got drunk really got really giggley once when I had loads of pimms and rum... lol. Spirits seem to make me giggley and hyper, beers and stuff make me groggy and give me headaches, and I hate wine to much to drink it... lol.

007bond
10 Mar 2007, 04:15
Interesting how a feature request topic can turn into a discussion about alcohol. Maybe it's a subliminal message to alex to include something alcohol related in the next version of Quest? :D
I personally will never touch alcohol (for those wondering)

Elexxorine
12 Mar 2007, 09:47
Why not?

007bond
14 Mar 2007, 23:04
Because I don't like what it does to my body.
I don't like the idea of not being in full control of what I do

Elexxorine
19 Mar 2007, 11:17
KK. Lol. Fair enough.