Help
Zach
15 Oct 2014, 20:57Hi. I am new to all of this... I need help with my text adventure game. I am working via web browser. I don't know what to do beyond the basics. Please help...

Avantar
15 Oct 2014, 21:28I have never used the online version before but I am sure if you have a specific question, there are people here willing to help as best they can.
Your question is very broad.
Your question is very broad.
Zach
15 Oct 2014, 21:32Well, I am trying to get a pre-game menu for players to choose gender and race... plus I need help with health, bits (money) scripts, etc. All I know how to do is rooms, exits, and objects.
HegemonKhan
15 Oct 2014, 21:59here's some links:
http://docs.textadventures.co.uk/quest/
http://docs.textadventures.co.uk/quest/tutorial/
http://docs.textadventures.co.uk/quest/guides/
http://docs.textadventures.co.uk/quest/ ... ation.html (this is the main link you want to look at)
http://docs.textadventures.co.uk/quest/ ... _menu.html
http://docs.textadventures.co.uk/quest/ ... _case.html
http://docs.textadventures.co.uk/quest/ ... tiple.html
http://docs.textadventures.co.uk/quest/scripts/set.html
http://docs.textadventures.co.uk/quest/elements/
http://docs.textadventures.co.uk/quest/types/
http://docs.textadventures.co.uk/quest/scripts/
http://docs.textadventures.co.uk/quest/functions/
-----------
the two most powerful scripts, which especially when used together, enables you to do 90% of everything that you want to do:
1. the 'if' script:
in the GUI~Editor: run as script -> add a script -> scripts -> if -> [EXPRESSION]: for full custom coding ability, or choose whatever [XXX]
2. the 'set' (Attribute or Variable) script:
http://docs.textadventures.co.uk/quest/scripts/set.html
(this is how you make stats~attributes in a game and how to change~adjust them)
in the GUI~Editor, for Scripting: run as script -> add a script -> variables -> set a variable or attribute -> (set it up, see a good bit below: the 'via scripting' section)
or via Objects:
'player' Object -> Attributes (Tab) -> Attributes -> Add -> (see below)
(Object Name: player)
Attribute Name: strength
Attribute Type: int (integer)
Attribute Value: 0
'player' Object -> Attributes (Tab) -> Attributes -> Add -> (see below)
(Object Name: player)
Attribute Name: endurance
Attribute Type: int (integer)
Attribute Value: 0
dexterity, agility, speed, luck, piety, intelligence, spirituality, mentality, perception, deception, personality, charisma, leadership, hp, mp, level, exp, cash, etc etc etc
--------------
via Scripting:
Object_name.Attribute_name = Value_or_Expression
examples of Integer Attributes:
player.strength = 100
player.strength = player.strength + 5
player.strength = player.strength - 5
player.strength = player.strength * 5
player.strength = player.strength / 5
player.strength = player.strength + player.dexterity
orc.hp = orc.hp - player.weapon_damage - player.weapon_damage * (player.strength / 100) + orc.armor_class * (orc.endurance / 100)
examples of Boolean~Flag Attributes:
orc.dead = false
player.flying = false
player.poisoned = false
player.flying = true
player.sleeping = true
player.sleeping = false
examples of String Attributes:
player.alias = "HK"
player.status_effect = "confused"
player.status_effect = "poisoned"
player.race = "human"
player.gender_string = "male"
player.class = "warrior"
examples of Object Attributes:
player.right_hand = wooden_sword
player.right_hand = wooden_shield
player.head = metal_helmet
player.chest = dragon_mail
player.feet = lava_walking_boots
etc Attribute Types: lists, doubles, dictionaries, etc
-------
some quick examples:
a (ending) part of character creation:
Buying a wooden sword costing 100:
Selling a wooden sword for 50 (price:100/2):
looting a dead monster of its 'cash' integer attribute:
http://docs.textadventures.co.uk/quest/
http://docs.textadventures.co.uk/quest/tutorial/
http://docs.textadventures.co.uk/quest/guides/
http://docs.textadventures.co.uk/quest/ ... ation.html (this is the main link you want to look at)
http://docs.textadventures.co.uk/quest/ ... _menu.html
http://docs.textadventures.co.uk/quest/ ... _case.html
http://docs.textadventures.co.uk/quest/ ... tiple.html
http://docs.textadventures.co.uk/quest/scripts/set.html
http://docs.textadventures.co.uk/quest/elements/
http://docs.textadventures.co.uk/quest/types/
http://docs.textadventures.co.uk/quest/scripts/
http://docs.textadventures.co.uk/quest/functions/
-----------
the two most powerful scripts, which especially when used together, enables you to do 90% of everything that you want to do:
1. the 'if' script:
in the GUI~Editor: run as script -> add a script -> scripts -> if -> [EXPRESSION]: for full custom coding ability, or choose whatever [XXX]
2. the 'set' (Attribute or Variable) script:
http://docs.textadventures.co.uk/quest/scripts/set.html
(this is how you make stats~attributes in a game and how to change~adjust them)
in the GUI~Editor, for Scripting: run as script -> add a script -> variables -> set a variable or attribute -> (set it up, see a good bit below: the 'via scripting' section)
or via Objects:
'player' Object -> Attributes (Tab) -> Attributes -> Add -> (see below)
(Object Name: player)
Attribute Name: strength
Attribute Type: int (integer)
Attribute Value: 0
'player' Object -> Attributes (Tab) -> Attributes -> Add -> (see below)
(Object Name: player)
Attribute Name: endurance
Attribute Type: int (integer)
Attribute Value: 0
dexterity, agility, speed, luck, piety, intelligence, spirituality, mentality, perception, deception, personality, charisma, leadership, hp, mp, level, exp, cash, etc etc etc
--------------
via Scripting:
Object_name.Attribute_name = Value_or_Expression
examples of Integer Attributes:
player.strength = 100
player.strength = player.strength + 5
player.strength = player.strength - 5
player.strength = player.strength * 5
player.strength = player.strength / 5
player.strength = player.strength + player.dexterity
orc.hp = orc.hp - player.weapon_damage - player.weapon_damage * (player.strength / 100) + orc.armor_class * (orc.endurance / 100)
examples of Boolean~Flag Attributes:
orc.dead = false
player.flying = false
player.poisoned = false
player.flying = true
player.sleeping = true
player.sleeping = false
examples of String Attributes:
player.alias = "HK"
player.status_effect = "confused"
player.status_effect = "poisoned"
player.race = "human"
player.gender_string = "male"
player.class = "warrior"
examples of Object Attributes:
player.right_hand = wooden_sword
player.right_hand = wooden_shield
player.head = metal_helmet
player.chest = dragon_mail
player.feet = lava_walking_boots
etc Attribute Types: lists, doubles, dictionaries, etc
-------
some quick examples:
a (ending) part of character creation:
if (player.race = "human") {
player.strength = 5
player.intelligence = 5
} else if (player.race = "dwarf") {
player.strength = 10
player.intelligence = 2
} else if (player.race = "elf") {
player.strength = 2
player.intelligence = 10
}
Buying a wooden sword costing 100:
player.cash = player.cash - wooden_sword.price
shop_keeper.cash = shop_keeper.cash + wooden_sword.price
wooden_sword.parent = player
Selling a wooden sword for 50 (price:100/2):
player.cash = player.cash + wooden_sword.price / 2
shop_keeper.cash = shop_keeper.cash - wooden_sword.price / 2
wooden_sword.parent = shop_room
looting a dead monster of its 'cash' integer attribute:
if (orc.dead = true) {
player.cash = player.cash + orc.cash
orc.cash = 0
} else if (orc.dead = false) {
// combat scripting
}
Silver
15 Oct 2014, 22:26I'd say flags are up there in the list of top scripts too. Um, actually that's just attributes isn't it?
HegemonKhan
15 Oct 2014, 22:35ya, flags (booleans) are just one type of Attribute, and the 'set a variable or attribute' Script utilizes Attributes to make and adjust game stats (your Attributes), which are obviously an enormous part of what you want done in a game of your creation, laughs.
seriously, 90% of what you want to implement into your game is done with just these two powerful Super Scripts:
stats: 'set a variable or attribute' Script
altering stats (or flag~boolean conditionals): 'if ('set a variable or attribute' Script)' Script
game start stats:
if (player.race ="human") {
player.strength = 5
}
level up bonus stats:
if (player.race = "human") {
player.strength = player.strength + 2
}
etc examples:
if (player.strength_integer > 0 and player.strength_integer < 10) {
player.strength_string = "weak"
} else if (player.strength_integer >= 10 and player.strength_integer < 20) {
player.strength_string = "average"
} else if (player.strength_integer >= 20 and player.strength_integer < 30) {
player.strength_string = "strong"
}
if (player.strength > 50 and player.strength < 100) {
player.final_damage = (player.weapon_damage) + (player.weapon_damage * (player.strength / 100))
} else if (player.strength = 100) {
player.final_damage = (player.weapon_damage) + (player.weapon_damage * (player.strength / 50))
}
-------
the other 10% of game implementation deals with all the more advanced coding stuff, like lists (iterating through lists), dictionaries, and etc coding stuff way beyond my understanding, lol.
seriously, 90% of what you want to implement into your game is done with just these two powerful Super Scripts:
stats: 'set a variable or attribute' Script
altering stats (or flag~boolean conditionals): 'if ('set a variable or attribute' Script)' Script
game start stats:
if (player.race ="human") {
player.strength = 5
}
level up bonus stats:
if (player.race = "human") {
player.strength = player.strength + 2
}
etc examples:
if (player.strength_integer > 0 and player.strength_integer < 10) {
player.strength_string = "weak"
} else if (player.strength_integer >= 10 and player.strength_integer < 20) {
player.strength_string = "average"
} else if (player.strength_integer >= 20 and player.strength_integer < 30) {
player.strength_string = "strong"
}
if (player.strength > 50 and player.strength < 100) {
player.final_damage = (player.weapon_damage) + (player.weapon_damage * (player.strength / 100))
} else if (player.strength = 100) {
player.final_damage = (player.weapon_damage) + (player.weapon_damage * (player.strength / 50))
}
-------
the other 10% of game implementation deals with all the more advanced coding stuff, like lists (iterating through lists), dictionaries, and etc coding stuff way beyond my understanding, lol.
Zach
16 Oct 2014, 20:45


