I need to change the default return message.
Echoparticle
24 Apr 2014, 18:19Okay, so I have a door that is technically locked, but in my game I tell that the door is unlocked, but it won't budge for a different reason. However, when the simple command 'open door' is entered, the game returns with "The door is locked." I feel that this is something really simple, but I'm missing it. Can anyone help me?

jaynabonne
24 Apr 2014, 18:30Per the "Please read this before asking for help" message at the top of the forum, it really helps if you can attach your current game file or at least show some of what you have done. It's hard to tell exactly what you have or haven't done that is leading to the problem.
Echoparticle
24 Apr 2014, 18:48My apologies.
Playable version:
http://textadventures.co.uk/games/view/ ... escription
Editable version:
https://www.dropbox.com/s/56h6k2uikr5th ... melia.aslx

Playable version:
http://textadventures.co.uk/games/view/ ... escription
Editable version:
https://www.dropbox.com/s/56h6k2uikr5th ... melia.aslx

jaynabonne
24 Apr 2014, 20:15Add this to your "door" object:
Or got to the door, click its Attributes tab, go down to the attributes and click the "+Add". Set the name to "key" and hit OK. Choose the type as Object and pick "key" from the dropdown list.
You have the door set up as locked and auto-open, but you didn't designate what the key was that unlocks it.
If that's not clear, let me know, and I can upload a modified file.
<key type="object">key</key>
Or got to the door, click its Attributes tab, go down to the attributes and click the "+Add". Set the name to "key" and hit OK. Choose the type as Object and pick "key" from the dropdown list.
You have the door set up as locked and auto-open, but you didn't designate what the key was that unlocks it.
If that's not clear, let me know, and I can upload a modified file.
Echoparticle
24 Apr 2014, 20:44I don't think I was clear enough. I want to simply change the default text that returns when the player types "open door", which as it stands, will come back as "It is locked," but that messes with how I want the puzzle to go. I know the door doesn't unlock and open normally, like with a key, and I want it that way.
Here's the puzzle, if you didn't already try it. When you light the candle in the first room, you illuminate the wardrobe, which allows you to find both a key and a bowl of cheese. Using the key on the door does nothing, and I have it set up so that it tells the player that the door is already unlocked, but it won't budge. The actual solution to the puzzle is that the player must melt the bowl of cheese using the candle, and then use the melted fondue as a lubricant agent to force the door open. I recognize cheese may not act this way, and I might change it to something else, but as of now that's how I want the puzzle to go.
Here's the puzzle, if you didn't already try it. When you light the candle in the first room, you illuminate the wardrobe, which allows you to find both a key and a bowl of cheese. Using the key on the door does nothing, and I have it set up so that it tells the player that the door is already unlocked, but it won't budge. The actual solution to the puzzle is that the player must melt the bowl of cheese using the candle, and then use the melted fondue as a lubricant agent to force the door open. I recognize cheese may not act this way, and I might change it to something else, but as of now that's how I want the puzzle to go.

jaynabonne
24 Apr 2014, 21:34I see. Sorry for my confusion. 
One way to do it is this:
1) Remove the following from the door (these make it locked, needing a key):
The first one is an inherited type. The other three are attributes.
2) Add a script to handle the open case. Here's an example:
You will probably want to expand it to allow the door to be opened once the condition keeping it closed is gone.

One way to do it is this:
1) Remove the following from the door (these make it locked, needing a key):
<inherit name="container_lockable" />
<autounlock />
<autoopen />
<locked />
The first one is an inherited type. The other three are attributes.
2) Add a script to handle the open case. Here's an example:
<openscript type="script">
msg("No matter how hard you pull, the door won't open.")
</openscript>
You will probably want to expand it to allow the door to be opened once the condition keeping it closed is gone.