Easier HTML
Sora574
21 Apr 2013, 04:02I think it should be easier to put HTML into a game.
I know that you can put it into messages and all, and that's great for simple things like <b>blah</b> but... You can't put a break, or it will show up in the game.
That creates an issue (especially in code view) because you have to put all the HTML into one line of text. I'm currently working on improving the 'twohalves' thing, and the start script looks like a jumble of random words and numbers. Although it looks and works great in-game, the HTML itself is extremely dirty.
The way I see it, there's 2 options:
[list=1][*]Re-implement the 'insert' function (which seems like it would be counter-productive) or[/*:m]
[*]Make a new function specifically for HTML, without including a separate file, and without throwing it all into one line[/*:m][/list:o]
Of course, I'm pretty sure there's a way to inject HTML from a file right now, but that takes away the whole purpose of the msg's HTML functionality.
I know that you can put it into messages and all, and that's great for simple things like <b>blah</b> but... You can't put a break, or it will show up in the game.
That creates an issue (especially in code view) because you have to put all the HTML into one line of text. I'm currently working on improving the 'twohalves' thing, and the start script looks like a jumble of random words and numbers. Although it looks and works great in-game, the HTML itself is extremely dirty.
The way I see it, there's 2 options:
[list=1][*]Re-implement the 'insert' function (which seems like it would be counter-productive) or[/*:m]
[*]Make a new function specifically for HTML, without including a separate file, and without throwing it all into one line[/*:m][/list:o]
Of course, I'm pretty sure there's a way to inject HTML from a file right now, but that takes away the whole purpose of the msg's HTML functionality.

jaynabonne
21 Apr 2013, 14:10If you make the HTML an attribute in an object, it doesn't have to all be on one line. That has saved my sanity:
<object name="HTMLHolder">
<panehtml>
<![CDATA[
<div id="DUI_PaneHolder">
<div id="DUI_TopSpacer"></div>
<div id="DUI_MainPaneHolder">
<div id="DUI_LeftSpacer"> </div>
<div id="DUI_InfoPane">
<..etc..>
]]>
</panehtml>
</object>
msg(HTMLHolder.panehtml)
Sora574
21 Apr 2013, 14:47Hmm... I'll try that out.
But it seems more like a work-around than a permanent thing...
But it seems more like a work-around than a permanent thing...

jaynabonne
21 Apr 2013, 15:26Not sure what you mean by workaround. Basically, instead of putting the string directly in the code, you have it in an attribute. It's the same as if you had a really long block of normal text to print - you don't want to have to edit it all in one line. And you don't have to use something like HTMLHolder. You can use the game object, a relevant room, even the current command if that's the scope where it's used.
Sora574
21 Apr 2013, 22:02But you can't do it from the attributes tab in the GUI. You have to go into code view to put any breaks into the string.
And then you have to let the entire game load all the libraries and code when you exit code view, which could take a while.
It just seems not Quest-ish
And then you have to let the entire game load all the libraries and code when you exit code view, which could take a while.
It just seems not Quest-ish

jaynabonne
22 Apr 2013, 00:21One thing that would help is if the attribute editor for strings was the nice big multi-line one used for descriptions, etc instead of the the single line version. 

Sora574
22 Apr 2013, 00:31That would be nice...
Also, I don't like how the attributes list takes up 95% of the tab. Couldn't that be cut in half and moved to the side? I mean, honestly, how badly do you need to see absolutely everything all at one time?
Also, I don't like how the attributes list takes up 95% of the tab. Couldn't that be cut in half and moved to the side? I mean, honestly, how badly do you need to see absolutely everything all at one time?