function behind the point "After using a command hyperlink, deactivate it"?
SoonGames
18 Aug 2017, 10:11Can someone tell me which function behind the point "After using a command hyperlink, deactivate it"? For me this does not seem to have any effect.
hegemonkhan
18 Aug 2017, 11:25there's many ways of doing this, as there's different designs of it:
if they're Verbs (items in the built-in 'displayverbs' and/or 'inventoryverbs' Stringlist Attributes on/within Objects, using 'list add' and 'list remove' Functions):
http://textadventures.co.uk/forum/samples/topic/5023/how-to-use-display-verbs-and-inventory-verbs-effectively
http://docs.textadventures.co.uk/quest/guides/using_lists.html
http://docs.textadventures.co.uk/quest/using_lists.html
http://docs.textadventures.co.uk/quest/scripts/list_add.html
http://docs.textadventures.co.uk/quest/scripts/list_remove.html
Dictionary Attributes too:
http://docs.textadventures.co.uk/quest/using_dictionaries.html
you can mess with the UI/pane/JS customization stuff, removing/hiding the input command bar, and etc stuff (Richard can help you with this stuff)
you can find the built-in 'Command' handling coding... and adjust it as wanted
you may be able to manipulate the Command's 'pattern' String Attribute:
// say you get silenced (can't cast spells)
// set (combat_command, "pattern", "attack;defend;item;escape") // this is not how to actually do this type of stuff... just a concept example
<command name="combat_command">
<attr name="pattern" type="string">attack;defend;cast;item;escape</attr> // this is not how to actually do this type of stuff... just a concept example
<attr name="script" type="script">
// scripting
</attr>
</command>
etc etc etc
Pertex
18 Aug 2017, 12:54Where can I find this point in Quest?

K.V.
18 Aug 2017, 20:15It makes the text processor commands' hyperlinks disappear.
msg ("You can {command:look}.")
Default:
With the option checked: