Look (in this direction)?
Siljestam
20 Feb 2016, 18:27How does this work?
I tried putting some texts and scripts for looking into exits so that the player will have an idea of what to expect, but I don't see the option in game to look, only to go there directly.
How can I enable to player to "Look" into an exit on the map before entering?
Thanks!
I tried putting some texts and scripts for looking into exits so that the player will have an idea of what to expect, but I don't see the option in game to look, only to go there directly.
How can I enable to player to "Look" into an exit on the map before entering?
Thanks!

XanMag
20 Feb 2016, 19:36Click the exit you want in the pane on the left. At the very bottom of this screen there is an option to 'Look (in this direction)'. Run your script in there. If you are in a car, for example, and typed 'look out' (if out is your exit direction), the print message script will give the player a description of outside the car.
Siljestam
21 Feb 2016, 05:32When I try to use the command in the game I get the following interaction:
You are in a Town Square.
You can go east, southwest, north or south.
> Look east
I can't see that. (east)
You are in a Town Square.
You can go east, southwest, north or south.
> Look east
I can't see that. (east)

XanMag
21 Feb 2016, 07:00Are you using the downloaded version or online? Also, what version of Quest? I just did this and it works fine. If it's downloaded, maybe post your .aslx file and I'll take a look.
If nothing else, another option is to create custom commands for each room.
If nothing else, another option is to create custom commands for each room.
The Pixie
21 Feb 2016, 10:07Is there something odd about the east direction? Is it set to scenery or something like that? What happens with the other directions?
Siljestam
21 Feb 2016, 15:54It's a regular direction. Below is a link to playing the game, and all directions from the starting point have Look (in this direction) descriptions.
http://play.textadventures.co.uk/Play.a ... /Test.aslx
The code looks like this for those exits:
http://play.textadventures.co.uk/Play.a ... /Test.aslx
The code looks like this for those exits:
<!--Saved by Quest 5.6.5832.26793-->
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Apocalypse">
<gameid>22a11c32-3773-4e03-9c85-88d59fec567e</gameid>
<version>1.0</version>
<firstpublished>2016</firstpublished>
<author>Patrik Siljestam</author>
<menufont>Georgia, serif</menufont>
<gridmap />
<showhealth />
<feature_limitinventory />
<feature_lightdark />
<enablehyperlinks type="boolean">false</enablehyperlinks>
<defaultbackground>White</defaultbackground>
<defaultforeground>Black</defaultforeground>
<povstatusattributes type="stringdictionary">
<item>
<key>Condition</key>
<value></value>
</item>
<item>
<key>Ammo</key>
<value></value>
</item>
<item>
<key>Light Source</key>
<value></value>
</item>
</povstatusattributes>
<pov type="object">Survivor</pov>
<start type="script">
Survivor.Condition = "Human"
Survivor.Ammo = 0
Survivor.Light Source = "None"
</start>
<onhealthzero type="script">
SetObjectFlagOn (Survivor, "Zombie")
msg ("You have become a Zombie!")
Survivor.Condition = "Zombie"
</onhealthzero>
</game>
<object name="Town Square">
<inherit name="editor_room" />
<attr name="grid_width" type="int">3</attr>
<attr name="grid_length" type="int">3</attr>
<object name="Survivor">
<inherit name="editor_object" />
<inherit name="editor_player" />
<inherit name="female" />
<drop type="boolean">false</drop>
</object>
<exit alias="east" to="Gas Station">
<inherit name="eastdirection" />
<visible />
<look>There is a flashlight inside the gas station.</look>
<lookonly type="boolean">false</lookonly>
</exit>
<exit alias="southwest" to="Theatre">
<inherit name="southwestdirection" />
<look type="script">
if (Got(Flashlight)) {
msg ("You see a Zombie shuffling around the theatre, but also a revolver that might be useful...")
}
else {
msg ("The theatre is dark! Better bring a light before entering...")
}
</look>
</exit>
<exit alias="north" to="Hospital">
<inherit name="northdirection" />
<look type="script">
if (Got(Flashlight)) {
msg ("You see a Zombie shuffling around the hospital.")
}
else {
msg ("The hospital is dark! Better bring a light before entering...")
}
</look>
</exit>
<exit alias="south" to="Skate Shop">
<inherit name="southdirection" />
<look>There is a human inside the skate shop.</look>
</exit>
</object>

XanMag
21 Feb 2016, 17:09<exit alias="out" to="driveway">
<inherit name="outdirection" />
<look>You look out the windows of the Tacoma and see your driveway.</look>
I'm at a loss. This is the exit bit of script for me and it works fine. 'x out' doesn't work, but 'look out' does.
Hopefully someone can help you. If not, I'll look into it after a day or so.
<inherit name="outdirection" />
<look>You look out the windows of the Tacoma and see your driveway.</look>
I'm at a loss. This is the exit bit of script for me and it works fine. 'x out' doesn't work, but 'look out' does.
Hopefully someone can help you. If not, I'll look into it after a day or so.
The Pixie
22 Feb 2016, 08:44I cannot explain it either. I created a dummy game that starts with the code you pasted and just added the roomed the exits go to, and that works fine.
It might be worth you creating a new game and pasting that in, and then seeing if that works.
I did try your uploaded game and confirmed it does not work there. Could you upload your whole game to the forum so we can take a look?
One odd thing is it says your game says it was built with Quest 5.6.5832.26793. I am using an older version, 5.6.5783.24161; I wondered if that might be the problem, so downloaded the most recent stable version from the web site, and found that that is 5.6.5783.24161. Where did you download your version from?
<!--Saved by Quest 5.6.5832.26793-->
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Apocalypse">
<gameid>22a11c32-3773-4e03-9c85-88d59fec567e</gameid>
<version>1.0</version>
<firstpublished>2016</firstpublished>
<author>Patrik Siljestam</author>
<menufont>Georgia, serif</menufont>
<gridmap />
<showhealth />
<feature_limitinventory />
<feature_lightdark />
<enablehyperlinks type="boolean">false</enablehyperlinks>
<defaultbackground>White</defaultbackground>
<defaultforeground>Black</defaultforeground>
<povstatusattributes type="stringdictionary">
<item>
<key>Condition</key>
<value></value>
</item>
<item>
<key>Ammo</key>
<value></value>
</item>
<item>
<key>Light Source</key>
<value></value>
</item>
</povstatusattributes>
<pov type="object">Survivor</pov>
<start type="script">
Survivor.Condition = "Human"
Survivor.Ammo = 0
Survivor.Light Source = "None"
</start>
<onhealthzero type="script">
SetObjectFlagOn (Survivor, "Zombie")
msg ("You have become a Zombie!")
Survivor.Condition = "Zombie"
</onhealthzero>
</game>
<object name="Town Square">
<inherit name="editor_room" />
<attr name="grid_width" type="int">3</attr>
<attr name="grid_length" type="int">3</attr>
<object name="Survivor">
<inherit name="editor_object" />
<inherit name="editor_player" />
<inherit name="female" />
<drop type="boolean">false</drop>
</object>
<exit alias="east" to="Gas Station">
<inherit name="eastdirection" />
<visible />
<look>There is a flashlight inside the gas station.</look>
<lookonly type="boolean">false</lookonly>
</exit>
<exit alias="southwest" to="Theatre">
<inherit name="southwestdirection" />
<look type="script">
if (Got(Flashlight)) {
msg ("You see a Zombie shuffling around the theatre, but also a revolver that might be useful...")
}
else {
msg ("The theatre is dark! Better bring a light before entering...")
}
</look>
</exit>
<exit alias="north" to="Hospital">
<inherit name="northdirection" />
<look type="script">
if (Got(Flashlight)) {
msg ("You see a Zombie shuffling around the hospital.")
}
else {
msg ("The hospital is dark! Better bring a light before entering...")
}
</look>
</exit>
<exit alias="south" to="Skate Shop">
<inherit name="southdirection" />
<look>There is a human inside the skate shop.</look>
</exit>
</object>
<object name="Hospital">
<inherit name="editor_room" />
</object>
<object name="Gas Station">
<inherit name="editor_room" />
</object>
<object name="Skate Shop">
<inherit name="editor_room" />
</object>
<object name="Theatre">
<inherit name="editor_room" />
</object>
</asl>
It might be worth you creating a new game and pasting that in, and then seeing if that works.
I did try your uploaded game and confirmed it does not work there. Could you upload your whole game to the forum so we can take a look?
One odd thing is it says your game says it was built with Quest 5.6.5832.26793. I am using an older version, 5.6.5783.24161; I wondered if that might be the problem, so downloaded the most recent stable version from the web site, and found that that is 5.6.5783.24161. Where did you download your version from?

Forgewright
22 Feb 2016, 16:44I have had this issue before. I had changed some things on the exit and then changed it back. It may have kept an attribute of the way it was before or somehow has an error. I deleted the exit and created a new one to fix the problem. Make sure the exits are visible under the setup tab before you delete it.
Siljestam
23 Feb 2016, 03:57I tried creating a new exit, but I still couldn't "Look" in that direction.
I'm only using the web browser editor for this game, btw. Below is all the code.
I'm only using the web browser editor for this game, btw. Below is all the code.
<!--Saved by Quest 5.6.5832.26793-->
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Apocalypse">
<gameid>22a11c32-3773-4e03-9c85-88d59fec567e</gameid>
<version>1.0</version>
<firstpublished>2016</firstpublished>
<author>Patrik Siljestam</author>
<menufont>Georgia, serif</menufont>
<gridmap />
<showhealth />
<attr name="feature_limitinventory" type="boolean">false</attr>
<feature_lightdark />
<enablehyperlinks type="boolean">false</enablehyperlinks>
<defaultbackground>White</defaultbackground>
<defaultforeground>Black</defaultforeground>
<povstatusattributes type="stringdictionary">
<item>
<key>Condition</key>
<value></value>
</item>
<item>
<key>Ammo</key>
<value></value>
</item>
<item>
<key>Light Source</key>
<value></value>
</item>
</povstatusattributes>
<appendobjectdescription type="boolean">false</appendobjectdescription>
<attr name="feature_asktell" type="boolean">false</attr>
<setcustomwidth type="boolean">false</setcustomwidth>
<customwidth type="int">1280</customwidth>
<setcustompadding type="boolean">false</setcustompadding>
<pov type="object">Survivor</pov>
<start type="script">
Survivor.Condition = "Human"
Survivor.Ammo = 0
Survivor.Light Source = "None"
</start>
<onhealthzero type="script">
SetObjectFlagOn (Survivor, "Zombie")
msg ("You have become a Zombie!")
Survivor.Condition = "Zombie"
</onhealthzero>
</game>
<object name="Town Square">
<inherit name="editor_room" />
<attr name="grid_width" type="int">3</attr>
<attr name="grid_length" type="int">3</attr>
<object name="Survivor">
<inherit name="editor_object" />
<inherit name="editor_player" />
<inherit name="female" />
<drop type="boolean">false</drop>
</object>
<exit alias="east" to="Gas Station">
<inherit name="eastdirection" />
<visible />
<look>There is a flashlight inside the gas station.</look>
<lookonly type="boolean">false</lookonly>
</exit>
<exit alias="southwest" to="Theatre">
<inherit name="southwestdirection" />
<look type="script">
if (Got(Flashlight)) {
msg ("You see a Zombie shuffling around the theatre, but also a revolver that might be useful...")
}
else {
msg ("The theatre is dark! Better bring a light before entering...")
}
</look>
</exit>
<exit alias="north" to="Hospital">
<inherit name="northdirection" />
<look type="script">
if (Got(Flashlight)) {
msg ("You see a Zombie shuffling around the hospital.")
}
else {
msg ("The hospital is dark! Better bring a light before entering...")
}
</look>
</exit>
<exit alias="south" to="Skate Shop">
<inherit name="southdirection" />
<look>There is a human inside the skate shop.</look>
</exit>
</object>
<object name="Gas Station">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="west" to="Town Square">
<inherit name="westdirection" />
</exit>
<object name="Flashlight">
<inherit name="editor_object" />
<take />
<feature_lightdark />
<attr name="feature_switchable" type="boolean">false</attr>
<lightstrength>strong</lightstrength>
<lightsource />
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<inventoryverbs type="stringlist" />
<ontake type="script">
RemoveObject (Flashlight)
SetObjectLightstrength (Survivor, "strong")
Survivor.Light Source = "Flashlight"
</ontake>
</object>
</object>
<object name="Theatre">
<inherit name="editor_room" />
<dark />
<darkroomdescription>The Theatre is dark.</darkroomdescription>
<onexit type="script">
DisableTurnScript (ZomThea)
</onexit>
<enter type="script">
SetTurnTimeout (1) {
EnableTurnScript (ZomThea)
}
if (not GetBoolean(ZombieThea, "Dead")) {
msg ("You hear shuffling steps moving toward you...")
}
</enter>
<exit alias="northeast" to="Town Square">
<inherit name="northeastdirection" />
<lightsource />
<lightstrength>weak</lightstrength>
<runscript type="boolean">false</runscript>
</exit>
<object name="Revolver">
<inherit name="editor_object" />
<inherit name="container_limited" />
<visible />
<take />
<attr name="feature_usegive" type="boolean">false</attr>
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<inventoryverbs type="stringlist">
<value>Shoot</value>
</inventoryverbs>
<attr name="feature_container" type="boolean">false</attr>
<open type="boolean">false</open>
<maxobjects type="int">12</maxobjects>
<close type="boolean">false</close>
<drop type="boolean">false</drop>
<useindividualverblist type="boolean">false</useindividualverblist>
<usestandardverblist />
<ontake type="script">
Survivor.Ammo = Survivor.Ammo + 1
</ontake>
<shoot type="scriptdictionary">
<item key="ZombieHosp">
if (Survivor.Ammo = 0) {
msg ("You have no ammo!")
}
else {
RemoveObject (ZombieHosp)
msg ("You kill the zombie!")
Survivor.Ammo = Survivor.Ammo - 1
SetObjectFlagOn (ZombieHosp, "Dead")
}
</item>
<item key="ZombieHospBase"><![CDATA[
if (Survivor.Ammo = 0) {
msg ("You have no ammo!")
}
else {
RemoveObject (ZombieHospBase)
msg ("You kill the zombie!<br/>It drops a set of keys!")
Survivor.Ammo = Survivor.Ammo - 1
SetObjectFlagOn (ZombieHospBase, "Dead")
MoveObjectHere (Hospital Keys)
}
]]></item>
<item key="ZombieThea">
if (Survivor.Ammo = 0) {
msg ("You have no ammo!")
}
else {
RemoveObject (ZombieThea)
msg ("You kill the zombie!")
Survivor.Ammo = Survivor.Ammo - 1
SetObjectFlagOn (ZombieThea, "Dead")
}
</item>
<item key="Helen">
if (Survivor.Ammo = 0) {
msg ("You have no ammo!")
}
else if (not GetBoolean(Helen, "Zombie")) {
SetObjectFlagOn (Helen, "Zombie")
msg ("You kill Helen, but she turns into a zombie!")
Helen.alias = "Zombie Helen"
Survivor.Ammo = Survivor.Ammo - 1
SetTurnTimeout (1) {
EnableTurnScript (Helen Zombie)
}
}
else if (GetBoolean(Helen, "Zombie")) {
RemoveObject (Helen)
SetObjectFlagOn (Helen, "Dead")
msg ("You kill Zombie Helen.")
Survivor.Ammo = Survivor.Ammo - 1
DisableTurnScript (Helen Companion)
DisableTurnScript (Helen Zombie)
SetObjectFlagOff (Helen, "Following")
}
</item>
<item key="Master Brain">
if (Survivor.Ammo = 0) {
msg ("You have no ammo!")
}
else {
RemoveObject (Master Brain)
msg ("You destroy the Master Brain, killing all Zombies in town!")
Survivor.Ammo = Survivor.Ammo - 1
SetObjectFlagOn (Master Brain, "Dead")
if (Survivor.Condition = "Human") {
msg ("You win the game as a Human!")
if (GetBoolean(Helen, "Following")) {
msg ("Helen will love you until death do you part!")
}
finish
}
else if (Survivor.Condition = "Zombie") {
msg ("Since you are one of the Zombies, you lose.")
finish
}
}
</item>
</shoot>
</object>
<object name="ZombieThea">
<inherit name="editor_object" />
<alias>Zombie</alias>
<displayverbs type="stringlist" />
<take type="boolean">false</take>
<speak type="script">
msg ("Braaaiins!")
if (Survivor.Condition = "Zombie") {
msg ("Where is the Master Brain?")
}
</speak>
</object>
</object>
<object name="Hospital">
<inherit name="editor_room" />
<dark />
<darkroomdescription>The Hospital is dark.</darkroomdescription>
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<onexit type="script">
DisableTurnScript (ZomHosp)
</onexit>
<enter type="script">
SetTurnTimeout (1) {
EnableTurnScript (ZomHosp)
}
if (not GetBoolean(ZombieHosp, "Dead")) {
msg ("You hear shuffling steps moving toward you...")
}
</enter>
<exit alias="south" to="Town Square">
<inherit name="southdirection" />
<lightsource />
<lightstrength>weak</lightstrength>
</exit>
<exit alias="down" to="Hospital Basement">
<inherit name="downdirection" />
</exit>
<object name="ZombieHosp">
<inherit name="editor_object" />
<alias>Zombie</alias>
<displayverbs type="stringlist" />
<speak type="script">
msg ("Braaaiins!")
if (Survivor.Condition = "Zombie") {
msg ("Where is the Master Brain?")
}
</speak>
</object>
<exit name="Hospital Door" alias="up" to="Hospital Second Floor">
<inherit name="updirection" />
<locked />
</exit>
</object>
<object name="Hospital Basement">
<inherit name="editor_room" />
<dark />
<onexit type="script">
DisableTurnScript (ZomHospBase)
</onexit>
<enter type="script">
SetTurnTimeout (1) {
EnableTurnScript (ZomHospBase)
}
if (not GetBoolean(ZombieHospBase, "Dead")) {
msg ("You hear shuffling steps moving toward you...")
}
</enter>
<object name="ZombieHospBase">
<inherit name="editor_object" />
<inherit name="male" />
<displayverbs type="stringlist" />
<attr name="feature_lightdark" type="boolean">false</attr>
<lightstrength>weak</lightstrength>
<attr name="feature_switchable" type="boolean">false</attr>
<alias>Zombie Janitor</alias>
<useindividualverblist type="boolean">false</useindividualverblist>
<speak type="script">
msg ("Braaaiins!")
if (Survivor.Condition = "Zombie") {
msg ("Where is the Master Brain?")
if (not GetBoolean(Hospital Keys, "Given")) {
RemoveObject (Hospital Keys)
UnlockExit (Hospital Door)
msg ("The zombie gives you his keys.")
SetObjectFlagOn (Hospital Keys, "Given")
}
}
</speak>
<object name="Hospital Keys">
<inherit name="editor_object" />
<take />
<drop type="boolean">false</drop>
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<ondrop type="script">
</ondrop>
<ontake type="script">
RemoveObject (Hospital Keys)
UnlockExit (Hospital Door)
</ontake>
</object>
</object>
<exit alias="up" to="Hospital">
<inherit name="updirection" />
</exit>
</object>
<verb>
<property>fight</property>
<pattern>fight</pattern>
<defaultexpression>"You can't fight " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>shoot</property>
<pattern>shoot</pattern>
<defaultexpression>"You can't shoot " + object.article + "."</defaultexpression>
</verb>
<object name="Skate Shop">
<inherit name="editor_room" />
<exit alias="north" to="Town Square">
<inherit name="northdirection" />
</exit>
<object name="Helen">
<inherit name="editor_object" />
<inherit name="female" />
<displayverbs type="stringlist" />
<alias>Helen</alias>
<feature_lightdark />
<lightsource />
<lightstrength>weak</lightstrength>
<speak type="script">
if (Survivor.Condition = "Human") {
if (Helen.alias = "Helen") {
msg ("Please help me, I will follow you!")
EnableTurnScript (Helen Companion)
if (not GetBoolean(Helen, "Following")) {
Survivor.Ammo = Survivor.Ammo + 5
msg ("I'll give you my ammo.")
}
}
}
else if (Survivor.Condition = "Zombie") {
if (Helen.alias = "Helen") {
msg ("Iiieee! Get away!")
}
}
if (Helen.alias = "Zombie Helen") {
msg ("Braaaiins!")
if (Survivor.Condition = "Zombie") {
msg ("Where is the Master Brain?")
EnableTurnScript (Helen Companion)
if (not GetBoolean(Helen, "Following")) {
Survivor.Ammo = Survivor.Ammo + 5
msg ("I'll give you my ammo.")
}
}
}
</speak>
<makelove type="script">
if (Survivor.Condition = "Human") {
if (Helen.alias = "Zombie Helen") {
msg ("Zombie Helen infects you and makes you a zombie!")
DecreaseHealth (100)
}
else {
msg ("She smiles and brings out her whip.")
DecreaseHealth (10)
}
}
else if (Survivor.Condition = "Zombie") {
if (Helen.alias = "Zombie Helen") {
msg ("Zombie love... eew.")
}
else {
msg ("Helen becomes a Zombie.")
EnableTurnScript (Helen Zombie)
Helen.alias = "Zombie Helen"
}
}
</makelove>
</object>
</object>
<turnscript name="Helen Companion">
<script>
MoveObjectHere (Helen)
SetObjectFlagOn (Helen, "Following")
</script>
</turnscript>
<turnscript name="Helen Zombie">
<script>
if (Survivor.Condition = "Zombie") {
}
else {
msg ("Zombie Helen attacks and you are severely wounded.")
DecreaseHealth (30)
}
</script>
</turnscript>
<object name="Hospital Second Floor">
<inherit name="editor_room" />
<dark />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<exit alias="down" to="Hospital">
<inherit name="downdirection" />
</exit>
<object name="Master Brain">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<eat type="script">
if (Survivor.Condition = "Human") {
msg ("You take a bite and puke.")
}
else if (Survivor.Condition = "Zombie") {
msg ("You win the game as the Master Zombie!")
if (Helen.alias = "Helen Zombie") {
if (GetBoolean(Helen, "Following")) {
msg ("Helen will love you forever!")
}
}
finish
}
</eat>
</object>
</object>
<verb>
<property>look</property>
<pattern>look</pattern>
<defaultexpression>"You can't look " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>makelove</property>
<pattern>make love</pattern>
<defaultexpression>"You can't make love " + object.article + "."</defaultexpression>
</verb>
<turnscript name="ZomThea">
<script>
if (GetBoolean(Survivor, "Zombie")) {
if (not GetBoolean(ZombieThea, "Dead")) {
if (Helen.alias = "Helen") {
if (GetBoolean(Helen, "Following")) {
SetObjectFlagOn (Helen, "Zombie")
msg ("A zombie kills Helen and she turns into a zombie as well!")
Helen.alias = "Zombie Helen"
EnableTurnScript (Helen Zombie)
}
}
}
}
else if (not GetBoolean(ZombieThea, "Dead")) {
if (GetBoolean(Helen, "Following")) {
if (Helen.alias = "Helen") {
SetObjectFlagOn (Helen, "Zombie")
msg ("A zombie kills Helen and she turns into a zombie as well!")
Helen.alias = "Zombie Helen"
EnableTurnScript (Helen Zombie)
}
else {
msg ("A zombie attacks you, leaving an open wound!")
DecreaseHealth (30)
}
}
else {
msg ("A zombie attacks you, leaving an open wound!")
DecreaseHealth (30)
}
}
</script>
</turnscript>
<turnscript name="ZomHosp">
<script>
if (GetBoolean(Survivor, "Zombie")) {
if (not GetBoolean(ZombieHosp, "Dead")) {
if (Helen.alias = "Helen") {
if (GetBoolean(Helen, "Following")) {
SetObjectFlagOn (Helen, "Zombie")
msg ("A zombie kills Helen and she turns into a zombie as well!")
Helen.alias = "Zombie Helen"
EnableTurnScript (Helen Zombie)
}
}
}
}
else if (not GetBoolean(ZombieHosp, "Dead")) {
if (GetBoolean(Helen, "Following")) {
if (Helen.alias = "Helen") {
SetObjectFlagOn (Helen, "Zombie")
msg ("A zombie kills Helen and she turns into a zombie as well!")
Helen.alias = "Zombie Helen"
EnableTurnScript (Helen Zombie)
}
else {
msg ("A zombie attacks you, leaving an open wound!")
DecreaseHealth (30)
}
}
else {
msg ("A zombie attacks you, leaving an open wound!")
DecreaseHealth (30)
}
}
</script>
</turnscript>
<turnscript name="ZomHospBase">
<script>
if (GetBoolean(Survivor, "Zombie")) {
if (not GetBoolean(ZombieHospBase, "Dead")) {
if (Helen.alias = "Helen") {
if (GetBoolean(Helen, "Following")) {
SetObjectFlagOn (Helen, "Zombie")
msg ("A zombie kills Helen and she turns into a zombie as well!")
Helen.alias = "Zombie Helen"
EnableTurnScript (Helen Zombie)
}
}
}
}
else if (not GetBoolean(ZombieHospBase, "Dead")) {
if (GetBoolean(Helen, "Following")) {
if (Helen.alias = "Helen") {
SetObjectFlagOn (Helen, "Zombie")
msg ("A zombie kills Helen and she turns into a zombie as well!")
Helen.alias = "Zombie Helen"
EnableTurnScript (Helen Zombie)
}
else {
msg ("A zombie attacks you, leaving an open wound!")
DecreaseHealth (30)
}
}
else {
msg ("A zombie attacks you, leaving an open wound!")
DecreaseHealth (30)
}
}
</script>
</turnscript>
</asl>

Forgewright
23 Feb 2016, 04:12You have a look verb under the verbs in the tree on the left. I deleted it and now you can see a flashlight in the Gas station or other exits too
Siljestam
23 Feb 2016, 05:24Thank you. It seems I can't edit Verb Definitions in the Web Editor at this point.
Since there's no way to reupload the file to the Web Editor I might just do this change last.
Note: The following desktop Quest features are currently not implemented in the web version:
Walkthrough editor
Attributes editor
Verb definition editor (you can add custom verbs to objects, but you can't edit the default verb response)
"Advanced" section (libraries, templates, dynamic templates, object types, JavaScript)
Since there's no way to reupload the file to the Web Editor I might just do this change last.
Note: The following desktop Quest features are currently not implemented in the web version:
Walkthrough editor
Attributes editor
Verb definition editor (you can add custom verbs to objects, but you can't edit the default verb response)
"Advanced" section (libraries, templates, dynamic templates, object types, JavaScript)
HegemonKhan
23 Feb 2016, 05:36you may be able to overwrite the 'look' Verb via scripting in the online/web version...
(I don't know how the web/online version looks like/works, but hopefully you can figure out how to do this, or if not 'game.start', use/create some script to run write away, overwriting your 'look' Verb of whatever Object)
(the GUI's/Editor's "Verbs" are actually just added/created Script Attributes of an Object, they're the same thing)
game -> 'start' Script -> add new script > 'set a variable or attribute' Script -> [expression] -> (see below)
(not sure on the exact syntax though for the expression...)
set variable whatever_Object's/Exit's_name.look = [expression] // your script, for example: msg ("You look outside the heavy vault door's reinforced fiber glass small window slit, seeing that the outside landscape is a barren desolate wasteland")... I don't know if you need the script enclosing curly braces or not through this GUI/Editor method...
(I don't know how the web/online version looks like/works, but hopefully you can figure out how to do this, or if not 'game.start', use/create some script to run write away, overwriting your 'look' Verb of whatever Object)
(the GUI's/Editor's "Verbs" are actually just added/created Script Attributes of an Object, they're the same thing)
game -> 'start' Script -> add new script > 'set a variable or attribute' Script -> [expression] -> (see below)
(not sure on the exact syntax though for the expression...)
set variable whatever_Object's/Exit's_name.look = [expression] // your script, for example: msg ("You look outside the heavy vault door's reinforced fiber glass small window slit, seeing that the outside landscape is a barren desolate wasteland")... I don't know if you need the script enclosing curly braces or not through this GUI/Editor method...
The Pixie
23 Feb 2016, 08:04I think verbs override commands, so your verb will always block the built-in look. I would suggest either moving to the off-line editor or contacting Alex and see if he can remove the "look" verb for you. You really need to get this sorted because it will also affect looking at objects, which is an important part of the game.
I have submitted this as a bug by the way.
I have submitted this as a bug by the way.
Siljestam
23 Feb 2016, 22:23Thanks, will ask Alex about this.