Typelib - General question
steve the gaming guy
12 Nov 2004, 15:23MaDbRiT,
In reference to the actor tab. When the command "take man" is used against an object that has been designated an actor called 'man', typelib's default answer is "You can't take he."
Was that intentional? I would expect it to say "You can't take him."
Is there a way to change this reponse within QDK otherwise, not altering the typelib file?
Further, what if the actor is a girl?
I did learn a few things from your "cat following" bit though. The displaytype=cat. I have been using that with no problems. Just thought I'd pass along a positive word.
steve the gaming guy

In reference to the actor tab. When the command "take man" is used against an object that has been designated an actor called 'man', typelib's default answer is "You can't take he."
Was that intentional? I would expect it to say "You can't take him."
Is there a way to change this reponse within QDK otherwise, not altering the typelib file?
Further, what if the actor is a girl?
I did learn a few things from your "cat following" bit though. The displaytype=cat. I have been using that with no problems. Just thought I'd pass along a positive word.
steve the gaming guy
Anonymous
12 Nov 2004, 19:13Steve wrote
Typelib's normal default response to trying to take anything that isn't takeable is 'Taking that would serve no useful purpose' - the response you quote sounds like a (slightly confused) Quest default, not the library one.
You can of course change the Typelib response to be anything you want e.g.
if you look under the 'normal object' tab of QDK + Typelib you'll see a place to type in an alternative 'not takeable' message.
Al (MaDbRiT)
In reference to the actor tab. When the command "take man" is used against an object that has been designated an actor called 'man', typelib's default answer is "You can't take he."
Was that intentional? I would expect it to say "You can't take him."
Is there a way to change this reponse within QDK otherwise, not altering the typelib file?
Further, what if the actor is a girl?
Typelib's normal default response to trying to take anything that isn't takeable is 'Taking that would serve no useful purpose' - the response you quote sounds like a (slightly confused) Quest default, not the library one.
You can of course change the Typelib response to be anything you want e.g.
> take girl
>"Unhand me at once you ruffian!" if you look under the 'normal object' tab of QDK + Typelib you'll see a place to type in an alternative 'not takeable' message.
Al (MaDbRiT)
steve the gaming guy
12 Nov 2004, 21:12Oh, well somewhere along the way, I thought that the typelib tabs overrode (overrided?, lol) the Quest "take tab" so I wasn't changing the description under that tab.
I will mess with it some more then. Thank you for the clarification.
steve the gaming guy
I will mess with it some more then. Thank you for the clarification.
steve the gaming guy
Anonymous
12 Nov 2004, 22:09Steve
by saying 'Normal Object' tab I rather confused you - that's a tab name in the newest version of typelib! (oops).
Currently the "Basics" tab as added by typelib is the place to find the field in which to type your 'not takeable' message.
Al (MaDbRiT)
by saying 'Normal Object' tab I rather confused you - that's a tab name in the newest version of typelib! (oops).
Currently the "Basics" tab as added by typelib is the place to find the field in which to type your 'not takeable' message.
Al (MaDbRiT)
steve the gaming guy
15 Nov 2004, 06:11Ok, that's fine. I have found, though, that in the Quest-made tab 'take', I just needed to add a script to put in my own description when a player tries to take a person. I suppose the Basics tab would work as well. As far as the default command being confused, you're right. I don't know why it's happening but it doesn't matter since, luckily, it doesn't confuse the script command for a "non-take" description that I design.
It's all good.
steve the gaming guy
It's all good.
steve the gaming guy
steve the gaming guy
13 Dec 2004, 21:30Al,
I think this might be a Typelib conflict with the Quest rules. I've recently learned a very neat (and mighty handy) trick with room descriptions. I believe Computer Whizz gave me the idea a few weeks ago. I don't remember for certain.
Anyway, I have made several rooms in my game display the room scenery or description by running the following script:
In other rooms, it works like a charm but for some reason with this forest and witch scenario, it's like the script just gets ignored and does not display the part of the description showing the witch is here as shown above even if the witch is in the room.
Here is the room full room script:
Is there anything that stands out that seems out of place? Maybe it has something to do with a following flag that I turn off and on when I want the witch to follow the player. But that's exactly why I created the room description above....to show the witch is actually following you. Since I stated that, I should mention that the flag itself does work as it should and the witch does follow when I want it to follow.
The room description seems to be my only problem here.
I think this might be a Typelib conflict with the Quest rules. I've recently learned a very neat (and mighty handy) trick with room descriptions. I believe Computer Whizz gave me the idea a few weeks ago. I don't remember for certain.
Anyway, I have made several rooms in my game display the room scenery or description by running the following script:
description {
msg <#quest.lookdesc#>
if here <forest witch> then msg <The old witch continues to follow Graham wherever he goes in the forest. If only there were some way to make her leave.>
}In other rooms, it works like a charm but for some reason with this forest and witch scenario, it's like the script just gets ignored and does not display the part of the description showing the witch is here as shown above even if the witch is in the room.
Here is the room full room script:
define room <dark forest3>
alias <dark forest>
prefix <the>
look <In this part of the forest, a large tree sits off the path. A small door is built directly into the trunk. >
south <dark forest2>
west <dark forest6>
description {
msg <#quest.lookdesc#>
if here <forest witch> then msg <The old witch continues to follow Graham wherever he goes in the forest. If only there were some way to make her leave.>
}
end define
Is there anything that stands out that seems out of place? Maybe it has something to do with a following flag that I turn off and on when I want the witch to follow the player. But that's exactly why I created the room description above....to show the witch is actually following you. Since I stated that, I should mention that the flag itself does work as it should and the witch does follow when I want it to follow.
The room description seems to be my only problem here.
Anonymous
13 Dec 2004, 22:49Steve
I can't see anything wrong with the code as posted here. I don't really see how typelib could be involved because you are providing your own description to override the one it supplies by default. Anyways if it works in one room it ought to work in the others too.
Most obvious thing to try first is to check the spelling carefully in your actual code for the problematic room.
Al (MaDbRiT)
I can't see anything wrong with the code as posted here. I don't really see how typelib could be involved because you are providing your own description to override the one it supplies by default. Anyways if it works in one room it ought to work in the others too.
Most obvious thing to try first is to check the spelling carefully in your actual code for the problematic room.
Al (MaDbRiT)
Anonymous
13 Dec 2004, 22:59Steve
Oh yeah - one thing occurs to me that might be the problem
When/how is the witch being moved to the room in question?
I'm assuming you are using a script to do this and if you do it in the player's 'afterturn' then the witch won't be present when the player moves into the room and so that 'witch is here' part of the description won't print -
Why? 'cause at the time the player entered the room the witch WASN'T there, she was moved in AFTER his turn which triggered the description.
Easy way to test if this is happening is to enter the room with the witch following, then do a 'look' - it should then report the witch as present.
Al (MaDbRiT)
Oh yeah - one thing occurs to me that might be the problem
When/how is the witch being moved to the room in question?
I'm assuming you are using a script to do this and if you do it in the player's 'afterturn' then the witch won't be present when the player moves into the room and so that 'witch is here' part of the description won't print -
Why? 'cause at the time the player entered the room the witch WASN'T there, she was moved in AFTER his turn which triggered the description.
Easy way to test if this is happening is to enter the room with the witch following, then do a 'look' - it should then report the witch as present.
Al (MaDbRiT)
steve the gaming guy
14 Dec 2004, 14:08Yes, it is in the 'afterturn' properties. I guess I will have to find a different way to do it. Thanks for reminding of that logic!
007bond
21 Dec 2004, 20:57Not that it's relevant, but I'm guessing this is what you wanted the follow code for, back quite a few weeks ago now?