Game almost done, but...

ESPER
16 Jan 2005, 09:50
My first project is nearing completion! There is just one problem (and it isn't even a major one)... How do you, in QDK, if you use a script description of a room rather than a regular text description, get the name of the room to appear like it normally does (you are in, then the name of the room in blue), along with a list of objects in the room??? This is probably a very easy question to answer, and if anyone can, I'd be happy.

Oh, and one other thing... Can you change a menu mid-conversation? For example, if I ask a guy about pigs, and he says pigs like mud, is there a way to open the menu again with the same options as before but this time with "mud" added to the possibilities???

Thx

davidw
16 Jan 2005, 10:27
Why not have the first line of the room description read: "You are in [name of room]".

ESPER
16 Jan 2005, 10:42
That would work, but what about the objects in the room???

davidw
16 Jan 2005, 12:15
I've wondered the same thing myself.

EagleWing
16 Jan 2005, 13:05
ESPER wrote:My first project is nearing completion! There is just one problem (and it isn't even a major one)... How do you, in QDK, if you use a script description of a room rather than a regular text description, get the name of the room to appear like it normally does (you are in, then the name of the room in blue), along with a list of objects in the room??? This is probably a very easy question to answer, and if anyone can, I'd be happy.

Thx


I'm not actually certain about this because it's a long time since I've used Quest but could you perhaps finish your script with:
Add command
Other
Executa a command as if it had were typed in by the player
quest.objects

Worth a try, anyway

Frank

Alex
16 Jan 2005, 13:16
Just use the #quest.formatobjects# variable. In the Quest manual I use this line in my example room description script:


if not is <#quest.objects#;> then msg <You can see #quest.formatobjects#.>

007bond
16 Jan 2005, 20:29
This is something else that I addressed in my list of Quest's Needs.