Exits in room description

Candacis
26 Apr 2013, 22:05
Me again... I used the search function in forum and wiki, but didn't get much result or was a little wary of information about older quest versions.
I want to give the various exits my own description, and not just have them simply listed after the room description without explanation. I want something like this: "You are in a courtyard, in the north you can see a pathway to a lake and in the south lies the road towards the town." Preferable with hyperlinks at north and south.
I discovered the scenery checkbox and it hides the exits and the exits list, but then they don't apprear in the compass panel. Can I hide/switch off the exits list, but still have the compass buttons for the exits?

Connor Wade
27 Apr 2013, 00:15
I'm quite new to this, but as limited as my knowledge of Quest is, I think I have a solution using the GUI. In the Room tab, you can set the description as a script with the "Print (no line-break)" option. Type "You are in a courtyard." there. Then, click on the north exit and set its prefix to "In the" and its suffix to "you can see a pathway to a lake,". Do the same for the south exit (set prefix to "and in the" and suffix to "lies the road towards town.") This should work, provided that the exits are printed in that order. I'm not sure how to alter the order, though, should that not be the case. If there is a way to place hyperlinks in the room description (thereby greatly simplifying things), I would try that first.

Liam315
27 Apr 2013, 02:11
It's actually much easier to do than than. In the object tree on the left side of the screen, select the game object. Then in the "Room Descriptions" tab there will be a heading "Room description layout" with 4 options with a number in a box next to each one. Simply change the number in the box for "exits list" to 0 and you're done, just type your room descriptions as you want them and keep the scenery box unchecked on all the exits you want to show up on the compass panel. On this screen are other options to control how each room is presented that you might want to play around with.

When writing your room descriptions, you might want to consider putting the exit directions in bold so the player can see at a glance what is available to them. It can be hard to memorise a map straight away and scanning through layers of text can be annoying. I know the compass shows available exits and it might not be right for your game, it's just something else to consider.

homeeman
27 Apr 2013, 18:53
Adding on to Liam315's input, you could make the direction names links (if you like those, if not, bold is probably the way to go) by using either the ObjectLink(exit) function, or the {object:yourexit} function in the new parser editor thing.

And in case it's a minority of your rooms that will be needing this functionality, you can turn this function on and off as you need it. The variable is game.autodescription_youcango and you set it 0 to turn off the exits list in your autodescription by putting it in the "Before entering the room" section in your room's [b]Scripts[\b] tab. You turn it back on for all your other rooms by setting it back to its previous number in the "After leaving the room" section of the same tab. Tricks like that are just good to know in general (if you didn't already know them).

Candacis
28 Apr 2013, 15:50
Thank you, all three. I did put the exist list to 0 and it worked ^^
But I didn't unterstand homeemans explanation as how to get a link in the description exit names. I found the {object:exit} function in the parser editor under the room description, but when I try it, it doesn't display a link in the game. What am I doing wrong?

Eine langweilige Küche, eine Treppe führt in den {object:keller}.

homeeman
28 Apr 2013, 16:54
It's hard to say what the issue is at the moment. Are you using the name of the exit, or the alias of the exit in the {object:____} space? If I could see more of your code, I might be able to help a little more.

Candacis
01 May 2013, 22:28
I'm using the name of the exit (keller). The alias is Keller.

<object name="kueche">
<inherit name="editor_room" />
<alias>Küche</alias>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<description>Eine langweilige Küche, eine Treppe führt in den {object:keller}.</description>


Does this help? In the game it shows me the Name of the alias but not as link. I'm using the german language version, maybe this is a problem?

homeeman
02 May 2013, 00:59
I am a big silly. Don't use {object:keller} use {exit:keller}. My fault. Let me know if you have any more trouble with anything.

Candacis
02 May 2013, 13:04
I'm sorry, but {exit:keller} doesn't work either. I don't know what I'm doing wrong :(

jaynabonne
02 May 2013, 15:28
This might do the trick: you need to specify the name of the exit, not the room you want to go to in the {exit:xxx} tag. The problem: exits don't have names by default. You have to give it one.

To do that, go to the room "kueche" and find the exit that leads to "keller". Click that exit entry. It most likely has an empty "name" field. Give it a name (it must be unique) and then use that exit name in the exit tag.

Hope that helps!

Candacis
02 May 2013, 18:24
Yes, that helped! ^^ I now have a link and it directs the player to the next room, but I can't give the exit an alias. Only choose from north, south, down, up etc. And only that gets displayed which sounds awkward in the room description. Can I somehow give the exit an own alias?

edit: Oh, found it out myself. Under the exit - attribute tabs I can change the alias manually ^^ I hope it will be alright if I give the exit the same alias as the room alias.

jaynabonne
02 May 2013, 18:39
That should be fine! :)

homeeman
03 May 2013, 01:09
Oh, I completely misunderstood what you were telling me. It's a good rule of thumb to explicitly name everything you use in Quest just in case you need to refer to it in your code elsewhere. Once you establish a habit of that everything starts to make a little more sense, or it did to me when I first learned that.