Name field?

twin_centaurs
11 Sept 2016, 20:08I'm just curious: is there a way to ask the player to enter their name and have that name show up throughout? Example:
What is your name?
(Input goes here)
Thank you, (typed-in name)
I know how to do it with regular javascript (could do it in Squiffy with no problem), but I was wondering if there was a specific way to do it in Quest without going into code mode.

onimike
11 Sept 2016, 21:53Hey there yes its pretty simple here is basic code to add to game start script.
msg ("Whats your name?")
get input {
set (player, "Alias", result)
}
Then when you want to check or show name just use this code you could make it a function or command for easy use.
msg ("Your name is "+player.Alias+".")
Mike
hegemonkhan
11 Sept 2016, 22:44specific link help for your thread (see below, the 'character creation' link):
http://docs.textadventures.co.uk/quest/guides/character_creation.html
some guides:
http://docs.textadventures.co.uk/quest/guides/
http://textadventures.co.uk/forum/samples (more guides: libraries and code samples forum link)
my guide on Attributes and the 'if' Script (explanatory guide of quest's basic usage syntax):
http://textadventures.co.uk/forum/samples/topic/5559/attributes-and-if-script-guide-by-hk
since you know JS, you should be able to learn quest's code syntax quickly:
http://docs.textadventures.co.uk/quest/
the syntax is pretty simple, in code:
// Attribute scripting usage:
NAME_OF_OBJECT.NAME_OF_ATTRIBUTE = VALUE_OR_EXPRESSION
// example: player.strength = 100 // quest can parse what ATTRIBUTE/DATA TYPE it is, in this case, it's an 'int' (integer)
Function (calling) scripting usage:
NAME_OF_FUNCTION (ARGUMENT_1, ARGUMENT_2, ETC)
// example: set (player, "strength", 100)
creation/definition of Objects/Classes (similar to XML/HTML), as what I call 'creation' tags:
(Quest's 'Elements' are its user-level OBJECTS/CLASSES)
<NAME_OF_ELEMENT name="whatever">
// content/body: Attributes and/or scripting (depends on the Element)
</NAME_OF_ELEMENT>
// example:
<object name="room">
// content/body: Attributes (the 'Script' Type ATTRIBUTE/DATA allows for scripting, it's almost the same as the 'Verb' in the GUI~Editor) and/or other Objects
</object>
Attributes, as what I call 'creation' tags:
// (Attributes MUST BE INSIDE of an Element)
<attr name="NAME_OF_ATTRIBUTE" type="TYPE_OF_ATTRIBUTE/DATA">VALUE/CONTENT</attr> // horizontal form
// example:
<object name="player">
<attr name="alias" type="string">HK</attr>
<attr name="strength" type="int">100</attr>
</object>
The Pixie
12 Sept 2016, 07:26onimike, use alias
rather than Alias
. Quest is expecting things to have an attribute called alias
, and will use that in the panes on the right for example.

onimike
12 Sept 2016, 13:22@The Pixie I tried alias and it gave me errors it couldn't find variable type then after using Alias it worked that's the only reason I posted it as I tested it in the online editor first. Is that not normal lol
Mike
The Pixie
12 Sept 2016, 14:30I just tried your code, but with "alias", in the on-line editor and it worked fine for me.

onimike
12 Sept 2016, 18:43@ThePixie Funny I can't get either working now lol