Darkness check
Tobio3630
25 Feb 2015, 05:12Hi everybody, I'm new here. I can't for the life of me figure out how to create a script to check the darkness level in the room. I'm trying to create a turn script that checks if the room is dark, the idea being if it is it'd run one script, and if it isn't it'd run another one. There were a couple links in previous threads that seemed promising, but always got 404 errors. Apparently the Quest5 wiki doesn't exist anymore? Anyway, thanks in advance!
The old wiki is gone, documentation is here now: http://docs.textadventures.co.uk/quest/
Most of the old quest5.net links should still forward to the right place though - let me know if any don't.
Most of the old quest5.net links should still forward to the right place though - let me know if any don't.
HegemonKhan
25 Feb 2015, 07:25the old wiki site (and their now dead links in our posts) was transfered over to new wiki site, here:
http://docs.textadventures.co.uk/quest/
http://docs.textadventures.co.uk/quest/ ... notes.html
http://docs.textadventures.co.uk/quest/tutorial/
http://docs.textadventures.co.uk/quest/guides/
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/
http://docs.textadventures.co.uk/quest/ ... tions.html
http://docs.textadventures.co.uk/quest/ ... kness.html
http://docs.textadventures.co.uk/quest/ ... tdark.html
http://docs.textadventures.co.uk/quest/ ... light.html
http://docs.textadventures.co.uk/quest/ ... ength.html
http://docs.textadventures.co.uk/quest/ ... ength.html
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I still haven't worked with this darkness~light feature yet, but I think this is the syntax that you want~need (hopefully, lol):
GUI~Editor:
run as script -> add a~new script -> scripts -> 'if' Script -> [EXPRESSION] -> type this in here: CheckDarkness ()
-> then, -> Add a script -> (whatever script)
else,
-> add a script -> (whatever script)
In-Code:
you also have to actually set the room's dark~light level (via 'SetDark' or 'SetLight' ), and~or its Objects~Exits light strength ("strong", "weak", or "(blank)", via 'SetObjectLightStrength' or 'SetExitLightStrength' )
http://docs.textadventures.co.uk/quest/
http://docs.textadventures.co.uk/quest/ ... notes.html
http://docs.textadventures.co.uk/quest/tutorial/
http://docs.textadventures.co.uk/quest/guides/
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/
http://docs.textadventures.co.uk/quest/ ... tions.html
http://docs.textadventures.co.uk/quest/ ... kness.html
http://docs.textadventures.co.uk/quest/ ... tdark.html
http://docs.textadventures.co.uk/quest/ ... light.html
http://docs.textadventures.co.uk/quest/ ... ength.html
http://docs.textadventures.co.uk/quest/ ... ength.html
---------
I still haven't worked with this darkness~light feature yet, but I think this is the syntax that you want~need (hopefully, lol):
GUI~Editor:
run as script -> add a~new script -> scripts -> 'if' Script -> [EXPRESSION] -> type this in here: CheckDarkness ()
-> then, -> Add a script -> (whatever script)
else,
-> add a script -> (whatever script)
In-Code:
<turnscript name="turnscript_1">
<enabled />
<script>
if (CheckDarkness ()) {
// script 1
} else {
// script 2
}
</script>
</turnscript>you also have to actually set the room's dark~light level (via 'SetDark' or 'SetLight' ), and~or its Objects~Exits light strength ("strong", "weak", or "(blank)", via 'SetObjectLightStrength' or 'SetExitLightStrength' )
Tobio3630
25 Feb 2015, 07:59Wow, quick reply. Thanks so much you guys!