Error running script: Unable to cast object of type 'TextAdventures.Quest.Element' to type 'System.String'.
Tizri
11 Dec 2017, 03:43Hello, i am trying to make an rpg style adventure but i'm struggling with even getting the character creation to start.
Every time i go to play, it has this:
You are in a room.
Error running script: Unable to cast object of type 'TextAdventures.Quest.Element' to type 'System.String'.
heres the code:
```
```
Pertex
11 Dec 2017, 07:37 <!--Saved by Quest 5.7.6404.15496-->
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Wish Fur More">
<gameid>6fee891e-7d0c-44a3-878e-eabe2c84f2a0</gameid>
<version>1.0</version>
<firstpublished>2017</firstpublished>
<cover>small tiz gift.png</cover>
<start type="script">
</start>
<povstatusattributes type="stringdictionary" />
<pov type="object">player</pov>
<gridmap type="boolean">false</gridmap>
<statusandcompassattop type="boolean">false</statusandcompassattop>
<customstatuspane type="boolean">false</customstatuspane>
<commandpane type="boolean">false</commandpane>
<roomenter type="script">
characterselect
</roomenter>
<showpanes type="boolean">false</showpanes>
<showhealth />
</game>
<object name="room">
<inherit name="editor_room" />
<dropdestination type="object">room</dropdestination>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
</object>
<object name="Characters">
<inherit name="editor_room" />
<object name="Mage">
<inherit name="editor_object" />
<inherit name="editor_player" />
<inherit name="characterclass" />
<feature_player />
<class>Mage</class>
<maxhealth type="int">20</maxhealth>
<health type="int">10</health>
<statusattributes type="stringdictionary">
<item>
<key>HP</key>
<value></value>
</item>
<item>
<key>Armor</key>
<value></value>
</item>
<item>
<key>STR</key>
<value></value>
</item>
<item>
<key>DEX</key>
<value></value>
</item>
<item>
<key>INT</key>
<value></value>
</item>
<item>
<key>Equipment</key>
<value></value>
</item>
</statusattributes>
<Equipment type="object">Staff</Equipment>
</object>
<object name="Rogue">
<inherit name="editor_object" />
<inherit name="editor_player" />
<inherit name="characterclass" />
<feature_player />
<class>Rogue</class>
<maxhealth type="int">25</maxhealth>
<health type="int">20</health>
<statusattributes type="stringdictionary">
<item>
<key>HP</key>
<value></value>
</item>
<item>
<key>Armor</key>
<value></value>
</item>
<item>
<key>STR</key>
<value></value>
</item>
<item>
<key>DEX</key>
<value></value>
</item>
<item>
<key>INT</key>
<value></value>
</item>
<item>
<key>Equipment</key>
<value></value>
</item>
</statusattributes>
<Equipment type="object">Dagger</Equipment>
</object>
<object name="Ranger">
<inherit name="editor_object" />
<inherit name="editor_player" />
<inherit name="characterclass" />
<feature_player />
<class>Ranger</class>
<maxhealth type="int">30</maxhealth>
<health type="int">25</health>
<statusattributes type="stringdictionary">
<item>
<key>HP</key>
<value></value>
</item>
<item>
<key>Armor</key>
<value></value>
</item>
<item>
<key>STR</key>
<value></value>
</item>
<item>
<key>DEX</key>
<value></value>
</item>
<item>
<key>INT</key>
<value></value>
</item>
<item>
<key>Equipment</key>
<value></value>
</item>
</statusattributes>
<Equipment type="object">Bow</Equipment>
</object>
<object name="Fighter">
<inherit name="editor_object" />
<inherit name="editor_player" />
<inherit name="characterclass" />
<feature_player />
<class>Fighter</class>
<maxhealth type="int">40</maxhealth>
<health type="int">30</health>
<statusattributes type="stringdictionary">
<item>
<key>HP</key>
<value></value>
</item>
<item>
<key>Armor</key>
<value></value>
</item>
<item>
<key>STR</key>
<value></value>
</item>
<item>
<key>DEX</key>
<value></value>
</item>
<item>
<key>INT</key>
<value></value>
</item>
<item>
<key>Equipment</key>
<value></value>
</item>
</statusattributes>
<Equipment type="object">Sword</Equipment>
</object>
<object name="Healer">
<inherit name="editor_object" />
<inherit name="editor_player" />
<inherit name="characterclass" />
<feature_player />
<class>Healer</class>
<maxhealth type="int">15</maxhealth>
<health type="int">10</health>
<statusattributes type="stringdictionary">
<item>
<key>HP</key>
<value></value>
</item>
<item>
<key>Armor</key>
<value></value>
</item>
<item>
<key>STR</key>
<value></value>
</item>
<item>
<key>DEX</key>
<value></value>
</item>
<item>
<key>INT</key>
<value></value>
</item>
<item>
<key>Equipment</key>
<value></value>
</item>
</statusattributes>
<visible type="boolean">false</visible>
<Equipment type="object">Talisman</Equipment>
</object>
</object>
<object name="Weapons">
<inherit name="editor_room" />
<object name="Sword">
<inherit name="editor_object" />
<inherit name="weapontype" />
</object>
<object name="Staff">
<inherit name="editor_object" />
<inherit name="weapontype" />
</object>
<object name="Dagger">
<inherit name="editor_object" />
<inherit name="weapontype" />
</object>
<object name="Bow">
<inherit name="editor_object" />
<inherit name="weapontype" />
</object>
<object name="Talisman">
<inherit name="editor_object" />
<inherit name="weapontype" />
<inherit name="healthitem" />
</object>
</object>
<object name="Basic_Items">
<inherit name="editor_room" />
</object>
<object name="Health_Items">
<inherit name="editor_room" />
<object name="potion_L_cure">
<inherit name="editor_object" />
<inherit name="healthitem" />
</object>
<object name="potion_M_cure">
<inherit name="editor_object" />
<inherit name="healthitem" />
</object>
<object name="potion_C_cure">
<inherit name="editor_object" />
<inherit name="healthitem" />
</object>
</object>
<object name="Armor">
<inherit name="editor_room" />
<object name="robes">
<inherit name="editor_object" />
<inherit name="armortype" />
</object>
<object name="leather">
<inherit name="editor_object" />
<inherit name="armortype" />
</object>
<object name="lightchainmail">
<inherit name="editor_object" />
<inherit name="armortype" />
<scenery />
</object>
<object name="heavyplatemail">
<inherit name="editor_object" />
<inherit name="armortype" />
<scenery />
</object>
</object>
<object name="Dark Cell">
<inherit name="editor_room" />
</object>
<object name="Character Setup">
<inherit name="editor_room" />
</object>
<type name="characterclass">
<HP type="string"></HP>
<Armor type="int">0</Armor>
<STR type="int">0</STR>
<DEX type="int">0</DEX>
<INT type="int">0</INT>
<health type="int">0</health>
<maxhealth type="int">0</maxhealth>
<class type="string"></class>
<points type="int">10</points>
<Libido type="int">0</Libido>
<Equipment type="object">player</Equipment>
</type>
<type name="weapontype" />
<type name="healthitem" />
<type name="armortype" />
<type name="itemdata" />
<function name="characterselect"><![CDATA[
charactermenu = NewStringList()
list add (charactermenu, Mage)
list add (charactermenu, Rogue)
list add (charactermenu, Ranger)
list add (charactermenu, Fighter)
list add (charactermenu, Healer)
ShowMenu ("Select Character", charactermenu, true) {
char = "result"
msg ("You Choose "+char+".")
if (result <> null) {
if (char ="Mage") {
Ask ("So you are a \"+char+\"") {
if (result = True) {
ChangePOV (Mage)
ClearScreen
MoveObject (game pov, Character_Setup)
game.pov.hp = ""+game.pov.health+ " / " +game.pov.maxhealth+ ""
namingcharacter
}
else if (result = False) {
characterselect
}
}
}
else if (char ="Rogue") {
Ask ("So you are a \"+char+\"") {
if (result = True) {
ChangePOV (Mage)
ClearScreen
MoveObject (game pov, Character_Setup)
game.pov.hp = ""+game.pov.health+ " / " +game.pov.maxhealth+ ""
namingcharacter
}
else if (result = False) {
characterselect
}
}
}
else if (char ="Ranger") {
Ask ("So you are a \"+char+\"") {
if (result = True) {
ChangePOV (Mage)
ClearScreen
MoveObject (game pov, Character_Setup)
game.pov.hp = ""+game.pov.health+ " / " +game.pov.maxhealth+ ""
namingcharacter
}
else if (result = False) {
characterselect
}
}
}
else if (char ="Fighter") {
Ask ("So you are a \"+char+\"") {
if (result = True) {
ChangePOV (Mage)
ClearScreen
MoveObject (game pov, Character_Setup)
game.pov.hp = ""+game.pov.health+ " / " +game.pov.maxhealth+ ""
namingcharacter
}
else if (result = False) {
characterselect
}
}
}
else if (char ="Healer") {
Ask ("So you are a \"+char+\"") {
if (result = True) {
ChangePOV (Mage)
ClearScreen
MoveObject (game pov, Character_Setup)
game.pov.hp = ""+game.pov.health+ " / " +game.pov.maxhealth+ ""
namingcharacter
}
else if (result = False) {
characterselect
}
}
}
}
else {
msg ("You cancled... ")
}
}
]]></function>
<function name="namingcharacter">
</function>
<function name="choosinggender">
</function>
<function name="choosingrace">
</function>
<function name="assignpoints">
</function>
</asl>
Pertex
11 Dec 2017, 07:44 charactermenu = NewStringList()
list add (charactermenu, Mage)
list add (charactermenu, Rogue)
list add (charactermenu, Ranger)
list add (charactermenu, Fighter)
list add (charactermenu, Healer)
charactermenu is a string list but you are trying to add objects to it. Try
charactermenu = NewStringList()
list add (charactermenu, "Mage")
list add (charactermenu, "Rogue")
list add (charactermenu, "Ranger")
list add (charactermenu, "Fighter")
list add (charactermenu, "Healer")