How do I perform a LOOK command without typing it in
Brian123
02 Feb 2015, 02:57When a new object comes into the current room such as making an invisible object visible then there is no link dislayed for the object until the player has typed in the command 'Look' when playing the game.
Is there some way of programming the Look command to be added after a action has been preformed.
It seems silly asking the player to type Look in a displayed message.
Brian123
Is there some way of programming the Look command to be added after a action has been preformed.
It seems silly asking the player to type Look in a displayed message.
Brian123
jdpjdpjdp
02 Feb 2015, 03:40To the script that makes the object visible, add "call function". The function name is ShowRoomDescription.
Brian123
02 Feb 2015, 05:38Thanks jdpjdpjpd that's great.
Is there a list of other useful call functions like the 'Showroom description'?
Brian123
Is there a list of other useful call functions like the 'Showroom description'?
Brian123
HegemonKhan
02 Feb 2015, 07:16here's some links:
http://docs.textadventures.co.uk/quest/functions/ (by category, see the 'core' and 'internal core' categories)
http://docs.textadventures.co.uk/quest/ ... tions.html (alphabetical)
http://docs.textadventures.co.uk/quest/ ... ments.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/ ... notes.html (click on the individual links, the 'beta blog~releases', for much more details on the features added)
http://docs.textadventures.co.uk/quest/functions/ (by category, see the 'core' and 'internal core' categories)
http://docs.textadventures.co.uk/quest/ ... tions.html (alphabetical)
http://docs.textadventures.co.uk/quest/ ... ments.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/ ... notes.html (click on the individual links, the 'beta blog~releases', for much more details on the features added)
The Pixie
02 Feb 2015, 08:15Also, if you go to the bottom right of Quest, you can set it to show all the library functions/commands/etc. If you look at a specific command, in this case LOOK, and then you can see what function it calls.
Silver
02 Feb 2015, 08:18Bottom left...
Silver
02 Feb 2015, 08:46Brian123 wrote:When a new object comes into the current room such as making an invisible object visible then there is no link dislayed for the object until the player has typed in the command 'Look' when playing the game.
Is there some way of programming the Look command to be added after a action has been preformed.
It seems silly asking the player to type Look in a displayed message.
Brian123
Another way instead of just forcing a room description is to add a print message to the script that makes the object visible such as
msg ("A mouse appears from behind the fridge and makes its way along the skirting board")
Or whatever. But the player now knows there's a new object in the room. If you want it to be clickable you just use the text processor:
msg ("A {object:mouse} appears from behind the fridge and makes its way along the skirting board.")