Scriptable Error Tags
Overcat
10 Apr 2009, 20:42Wondering if the following would be easy to implement:
Instead of...
error <errortype; error message here>
...we could....
error <errortype> { msg <error message here> }
...or...
error <errortype> {
script
Instead of...
error <errortype; error message here>
...we could....
error <errortype> { msg <error message here> }
...or...
error <errortype> {
script
paul_one
11 Apr 2009, 01:48What's the purpose of:
error <TYPE>
.. The whole point of error tags is that it prints out a message for the user when a specific quest problem comes up.
YES, it should be scriptable (currently you have to use functions in the form of: error <TYPE; $FUNCTION$>) but I think the main weakness lies in the string variables.
You have an error (bad location, bad go, bad object) - BUT there's no real way of telling WHAT the error word was.
If it's a bad object - what WAS this BAD object?
If it was a bad go location - what was it?
quest.object and quest.lastobject don't contain the objects (I think they only contain the successful objects).
Same with the location.
So, if you want to script part of an error, then use a function.
error <TYPE>
.. The whole point of error tags is that it prints out a message for the user when a specific quest problem comes up.
YES, it should be scriptable (currently you have to use functions in the form of: error <TYPE; $FUNCTION$>) but I think the main weakness lies in the string variables.
You have an error (bad location, bad go, bad object) - BUT there's no real way of telling WHAT the error word was.
If it's a bad object - what WAS this BAD object?
If it was a bad go location - what was it?
quest.object and quest.lastobject don't contain the objects (I think they only contain the successful objects).
Same with the location.
So, if you want to script part of an error, then use a function.
Overcat
11 Apr 2009, 10:31... (currently you have to use functions in the form of: error <TYPE; $FUNCTION$>)...
I didn't know you could slap a function in there! Thanks, Paul. Solves my immediate problem.
You have an error (bad location, bad go, bad object) - BUT there's no real way of telling WHAT the error word was.
If it's a bad object - what WAS this BAD object?
If it was a bad go location - what was it?
Yes - I wish there was some easy way of retrieving a bad object or bad command.
>put the canister in the box
You don't see that here./I'm not sure what you're referring to.
Which one - the pizza or the box?
paul_one
11 Apr 2009, 16:24Exactly my point Overcat.
.. I guess that's the need for the script/function
.
I think I did it with "bad it"..
Do it for classic IF style stuff, like:
> kick it
Kick what?
> the stool
You kick the stool and watch it fly across the floor.
.. I guess that's the need for the script/function

I think I did it with "bad it"..
Do it for classic IF style stuff, like:
> kick it
Kick what?
> the stool
You kick the stool and watch it fly across the floor.