Unwanted verbs in object hyperlink display
TriangleGames
18 Feb 2013, 15:15I have an object the player cannot identify at first (because they're in the dark), but the custom verbs for it were added to the Display Verbs under the object tab, because I'm using "Automatically generate object display verbs list."
In general, I'm enjoying that convenience, but in this case the verbs "pour" and "drink" are kind of a big give away as to what the object is (a wineskin).
So, I simply deleted them from the Display Verbs list, but they still show up in the game when the player clicks the hyperlink. Is the only way to get rid of them to turn off the "auto-generate verb list" feature? I was hoping to keep using it, but I'm not sure what else I could do. Also, if I switch it off now, will I need to redo the lists for all my objects, or will the ones it has already populated stay the way they are?
In general, I'm enjoying that convenience, but in this case the verbs "pour" and "drink" are kind of a big give away as to what the object is (a wineskin).
So, I simply deleted them from the Display Verbs list, but they still show up in the game when the player clicks the hyperlink. Is the only way to get rid of them to turn off the "auto-generate verb list" feature? I was hoping to keep using it, but I'm not sure what else I could do. Also, if I switch it off now, will I need to redo the lists for all my objects, or will the ones it has already populated stay the way they are?
sgreig
18 Feb 2013, 17:24I'm probably not qualified to answer this really as I've never used this feature yet, but I would hazard a guess to say that if you don't want those verbs displayed you won't be able to use the automatic verb list generation.

Pertex
19 Feb 2013, 08:32It's not that difficult to add an option not to generate the automatic list for special objects. I will talk with Alex about it.
HegemonKhan
20 Feb 2013, 08:57or an alternative method is to make a toggle choice upon each individual object, of whether you want it to be automatic or not.
would this be done by making the boolean attribute (and via using a tab coding for making a toggle button for using in the editor) on the "object" object type (and copy-pasting the "automatic" coding, and also the additional core codings needed), instead of the "automatic" toggle just being on the game object only ?
would this be done by making the boolean attribute (and via using a tab coding for making a toggle button for using in the editor) on the "object" object type (and copy-pasting the "automatic" coding, and also the additional core codings needed), instead of the "automatic" toggle just being on the game object only ?

R2T1
07 Mar 2013, 00:26Sorry for re-visiting this. Was there an item put up to make the changes?
I'm also trying to turn off the automatic display for just one item until after it has been EXAMINED. Currently, it shows the additional verb (WEAR) when you click on the hyperlink of the object. I change the .alias of the object after it has been examined and test for this change in order to use the verb but I don't want it to show up until after it has been identified.
Perhaps if the main game toggle can still be there but an individual verb toggle to over-ride it could be added??
Or can it be done through some fancy inline HTML / JS code?
I can post the code I have for the object if it helps, but will have to wait till tonight to get it off my home PC.
I'm also trying to turn off the automatic display for just one item until after it has been EXAMINED. Currently, it shows the additional verb (WEAR) when you click on the hyperlink of the object. I change the .alias of the object after it has been examined and test for this change in order to use the verb but I don't want it to show up until after it has been identified.
Perhaps if the main game toggle can still be there but an individual verb toggle to over-ride it could be added??
Or can it be done through some fancy inline HTML / JS code?
I can post the code I have for the object if it helps, but will have to wait till tonight to get it off my home PC.
TriangleGames
07 Mar 2013, 20:52R2T1 wrote:Was there an item put up to make the changes?
Perhaps if the main game toggle can still be there but an individual verb toggle to over-ride it could be added?
I still don't see anything in the issue tracker or on uservoice, so I added it as a suggested feature:
Suggestion on quest.uservoice.com

Pertex
08 Mar 2013, 07:26I have created a pull request but I think it's not that what you want to have.
The list is auto generated while runtime, so you don't now which verbs will be in the list when you create your game.
"Auto generate object display verb list" is a really useful option, but it should be possible to exclude specific verbs when using it."
The list is auto generated while runtime, so you don't now which verbs will be in the list when you create your game.
TriangleGames
08 Mar 2013, 11:08Pertex wrote:I have created a pull request but I think it's not that what you want to have."Auto generate object display verb list" is a really useful option, but it should be possible to exclude specific verbs when using it."
The list is auto generated while runtime, so you don't now which verbs will be in the list when you create your game.
I don't understand why that's a problem. What I'm picturing is a checkbox next to each verb that would say something like, "Do not add to display list," or simply, "Hide verb," that would cause the process to skip that verb when it compiles the list.

Pertex
08 Mar 2013, 12:17So you only want to exclude verbs which are listed in the verbs table? You don't want to remove the internal verbs like take or lookat?
TriangleGames
08 Mar 2013, 13:32That's right. The reason it has come up is cases where the player can't fully identify the item at first glance, so its purpose is mysterious. For instance, I have a scene where the player is in the dark and sees a "wet, squishy, oval shaped thing" amidst the wreckage of a battle (my hope is that players will think it's an organ or something gross). So, if the hyperlink pops with "Open, Close, Pour, Drink" it makes it too obvious that the "mystery item" is a wineskin pouch. So, it's only "custom" or object-specific verbs I want more control over.

Pertex
08 Mar 2013, 14:42But if this object is a container, open and close would be shown by default which can't be changed. With my solution it would be possible to remove ALL verbs from the menu which are added to the verb list. Would that be ok?
TriangleGames
08 Mar 2013, 15:31Pertex wrote:But if this object is a container, open and close would be shown by default which can't be changed. With my solution it would be possible to remove ALL verbs from the menu which are added to the verb list. Would that be ok?
In this particular case, it's not actually a container. All it have inside is liquid, so "open/close" are basically just forcing the player to "prepare" it (you can't drink from a closed wineskin).
I'm not sure what you mean by "your solution."

Pertex
08 Mar 2013, 15:56I checked in some changes so you can choose only the verbs from the verblist in the hyperlink menu or all autogenerated verbs exclude the verbs in the vers list
HegemonKhan
08 Mar 2013, 16:05my problem is with verbs you want created after something happens (such as via a script for an "event" in the game), such as for example:
with Pixie's Spell Library, you're not suppose to be able to have the verb "cast" until you learn the spell (the "spell learning" script adds in or creates the "cast" verb), but with autogenerate on, the "cast" verb is displayed immediately, before you use the "learn" verb.
with Pixie's Spell Library, you're not suppose to be able to have the verb "cast" until you learn the spell (the "spell learning" script adds in or creates the "cast" verb), but with autogenerate on, the "cast" verb is displayed immediately, before you use the "learn" verb.
TriangleGames
08 Mar 2013, 16:52I'm not sure I understand what you're saying here:
I still don't know a lot about lists/dictionaries, but would it be possible to ADD a verb mid-play by putting it into whatever list/dictionary has the object's verbs in it? I don't even know if that makes sense, but it was only idea I had for adding verbs during play.
Pertex wrote:I checked in some changes so
{does this mean you just added something to Quest?}
you can choose only the verbs from the verblist in the hyperlink menu or all autogenerated verbs exclude the verbs in the verbs list
{so, (option A) verblist ONLY,
(option B) everything BUT verblist,
correct?}
HegemonKhan wrote:my problem is with verbs you want created after something happens (such as via a script for an "event" in the game), such as for example:
with Pixie's Spell Library, you're not suppose to be able to have the verb "cast" until you learn the spell (the "spell learning" script adds in or creates the "cast" verb), but with autogenerate on, the "cast" verb is displayed immediately, before you use the "learn" verb.
I still don't know a lot about lists/dictionaries, but would it be possible to ADD a verb mid-play by putting it into whatever list/dictionary has the object's verbs in it? I don't even know if that makes sense, but it was only idea I had for adding verbs during play.
HegemonKhan
08 Mar 2013, 19:40that is what is being done, but the autogenerate shows this verb before the script is ever triggered to create~show the verb.
here's Pixie's Spell Type:
when you click on the hyperlink, it shows the verb "cast", before you ever click on the verb "learn", when you got autogenerate on.
also, with autogenerate on, when you create a new list, it keeps the old verbs up too.
~I might be confusing these two things, going off my memory after some time, so I might have one of these things, muddled up, lol.
------------------
for 5.3, here's how lists work:
btw: list = stringlist
<displayverbs type="list">drink</displayverbs>
(creates a new list, verbs: learn)
<displayverbs type="listextend">drink</displayverbs>
(adds the verbs to the old list, verbs: drop, drink)
here's Pixie's Spell Type:
<type name="spell">
<inventoryverbs type="list">Learn</inventoryverbs>
<displayverbs type="list">Learn</displayverbs>
<drop type="boolean">false</drop>
<take type="boolean">false</take>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<learn type="script"><![CDATA[
if (not this.parent = player) {
this.parent = player
this.inventoryverbs = Split ("Cast", " ")
msg (DynamicTemplate("SpellLearnt", this))
}
else {
msg ("[SpellAlreadyKnown]")
}
]]></learn>
</type>
when you click on the hyperlink, it shows the verb "cast", before you ever click on the verb "learn", when you got autogenerate on.
also, with autogenerate on, when you create a new list, it keeps the old verbs up too.
~I might be confusing these two things, going off my memory after some time, so I might have one of these things, muddled up, lol.
------------------
for 5.3, here's how lists work:
btw: list = stringlist
<displayverbs type="list">drink</displayverbs>
(creates a new list, verbs: learn)
<displayverbs type="listextend">drink</displayverbs>
(adds the verbs to the old list, verbs: drop, drink)