how do i make something a choice

zach0ary
30 Nov 2016, 01:35

How do i make a choice in blue text so when they press it, it runs a script. Im new

For instance in this game im making http://textadventures.co.uk/games/view/adpuv17hm020fvomhcimmw/my-dreams-feel-real-demo
I had to make the choice a object with verbs
If you want to see the choice go east in the first room ( development shortcut)
Fluff the beds pillows twice, play the tape recorder it will give you morse code for " the proof is in the pudding", open the instant pudding mix, take the light switch and flip the switch on the lamp. Then go intoo that room and read the classified files. You will be given text and then a choice.

but it still says take and look at and plus i just want you too click it no have to press a verb.


hegemonkhan
30 Nov 2016, 02:18

I'm not sure of the exact script option in the GUI/Editor, but it should be something like this:

run as script -> add new script -> '???' category/section -> 'make/add/create an in-line menu' Script

in code, it's this:

http://docs.textadventures.co.uk/quest/functions/showmenu.html

to see how to do menus:

http://docs.textadventures.co.uk/quest/guides/character_creation.html ( except you'd use 'ShowMenu' and not 'show menu' )
http://docs.textadventures.co.uk/quest/guides/showing_a_menu.html ( except you'd use 'ShowMenu' and not 'show menu' )


Deckrect
30 Nov 2016, 02:22

I think i got it. You want the choices appearing in the same way as the verbs from objects?

You would make it just as exists, however even if they will be pointing to places like "in" and "out", you place the text of what these choices means.

If you are taking objects to do this, well, i am developing a game right now which is a game book using the text adventure engine. For doing so, instead of using the usual exits for mimicking game book choices, i created objects to represent different set of choices in the game. I decided doing it to make use of the "Look at" verb and use this place to add some information about the options, so players may take informed decisions. You may do the same. However, go to the object's second tab and simply delete the preset verbs like "Take" and the "Look at", if you don't like it. Then at the Verbs Tab, add those you want using as choices.


The Pixie
30 Nov 2016, 08:20

Do you mean hypertext links? You can put links into text without any coide at all, using the text processor. For example:

Do you {command:get teapot:pick up the teapot}?

The "get teapot" is a command that the player could type, and Quest will interpret as suck. "pick up the teapot" is thetext that will appear in blue.